diff options
author | Rye Cogtail <rye@lindenlab.com> | 2024-09-27 12:53:32 -0400 |
---|---|---|
committer | Rye Cogtail <rye@lindenlab.com> | 2024-09-27 13:23:17 -0400 |
commit | 97df406d0010f484ff652ed41780b069d232ad0d (patch) | |
tree | c5bb400062679a6ef5aba7e905cf9030aebee992 | |
parent | 689ce2b5aaa4efc3663d302fc0d669dc2bd18977 (diff) |
Clean up unused uniforms in bindDeferredShader and move SSAO uniforms to two shaders that use them
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 7 | ||||
-rw-r--r-- | indra/llrender/llshadermgr.h | 7 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl | 1 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/cofF.glsl | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl | 1 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 3 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl | 1 | ||||
-rw-r--r-- | indra/newview/lldrawpoolalpha.cpp | 9 | ||||
-rw-r--r-- | indra/newview/lldrawpoolbump.cpp | 7 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 98 | ||||
-rw-r--r-- | indra/newview/pipeline.h | 4 |
12 files changed, 32 insertions, 110 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index e3076a6d53..6097b09d96 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1300,9 +1300,6 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("shadow_matrix"); mReservedUniforms.push_back("env_mat"); mReservedUniforms.push_back("shadow_clip"); - mReservedUniforms.push_back("sun_wash"); - mReservedUniforms.push_back("shadow_noise"); - mReservedUniforms.push_back("blur_size"); mReservedUniforms.push_back("ssao_radius"); mReservedUniforms.push_back("ssao_max_radius"); mReservedUniforms.push_back("ssao_factor"); @@ -1318,8 +1315,6 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("moon_dir"); mReservedUniforms.push_back("shadow_res"); mReservedUniforms.push_back("proj_shadow_res"); - mReservedUniforms.push_back("depth_cutoff"); - mReservedUniforms.push_back("norm_cutoff"); mReservedUniforms.push_back("shadow_target_width"); llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH + 1); @@ -1369,9 +1364,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("noiseMap"); mReservedUniforms.push_back("lightFunc"); mReservedUniforms.push_back("lightMap"); - mReservedUniforms.push_back("bloomMap"); mReservedUniforms.push_back("projectionMap"); - mReservedUniforms.push_back("norm_mat"); mReservedUniforms.push_back("specular_color"); mReservedUniforms.push_back("env_intensity"); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index 5e10cc2a18..1bae0cd8a0 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -157,9 +157,6 @@ public: DEFERRED_SHADOW_MATRIX, // "shadow_matrix" DEFERRED_ENV_MAT, // "env_mat" DEFERRED_SHADOW_CLIP, // "shadow_clip" - DEFERRED_SUN_WASH, // "sun_wash" - DEFERRED_SHADOW_NOISE, // "shadow_noise" - DEFERRED_BLUR_SIZE, // "blur_size" DEFERRED_SSAO_RADIUS, // "ssao_radius" DEFERRED_SSAO_MAX_RADIUS, // "ssao_max_radius" DEFERRED_SSAO_FACTOR, // "ssao_factor" @@ -175,8 +172,6 @@ public: DEFERRED_MOON_DIR, // "moon_dir" DEFERRED_SHADOW_RES, // "shadow_res" DEFERRED_PROJ_SHADOW_RES, // "proj_shadow_res" - DEFERRED_DEPTH_CUTOFF, // "depth_cutoff" - DEFERRED_NORM_CUTOFF, // "norm_cutoff" DEFERRED_SHADOW_TARGET_WIDTH, // "shadow_target_width" DEFERRED_SSR_ITR_COUNT, // "iterationCount" @@ -221,9 +216,7 @@ public: DEFERRED_NOISE, // "noiseMap" DEFERRED_LIGHTFUNC, // "lightFunc" DEFERRED_LIGHT, // "lightMap" - DEFERRED_BLOOM, // "bloomMap" DEFERRED_PROJECTION, // "projectionMap" - DEFERRED_NORM_MATRIX, // "norm_mat" SPECULAR_COLOR, // "specular_color" ENVIRONMENT_INTENSITY, // "env_intensity" diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 23a3ca4911..41ff2913e9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -30,7 +30,6 @@ out vec4 frag_color; uniform sampler2D lightMap; uniform float dist_factor; -uniform float blur_size; uniform vec2 delta; uniform vec2 screen_res; uniform vec3 kern[4]; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 0a0fa0a374..4a26b8924a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -30,8 +30,6 @@ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D depthMap; -uniform float depth_cutoff; -uniform float norm_cutoff; uniform float focal_distance; uniform float blur_constant; uniform float tan_pixel_angle; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 4ed778371f..809ad2f0bd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -33,7 +33,6 @@ uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal uniform sampler2D lightFunc; uniform vec3 env_mat[3]; -uniform float sun_wash; uniform int light_count; uniform vec4 light[LIGHT_COUNT]; // .w = size; see C++ fullscreen_lights.push_back() uniform vec4 light_col[LIGHT_COUNT]; // .a = falloff diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 6c13757149..41a19ea1b6 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -33,7 +33,6 @@ uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal uniform sampler2D lightFunc; uniform vec3 env_mat[3]; -uniform float sun_wash; // light params uniform vec3 color; @@ -46,7 +45,6 @@ in vec3 trans_center; uniform vec2 screen_res; uniform mat4 inv_proj; -uniform vec4 viewport; void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); float calcLegacyDistanceAttenuation(float distance, float falloff); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 4231d8580e..a34e97c171 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -39,9 +39,6 @@ uniform sampler2D lightMap; uniform sampler2D lightFunc; -uniform float blur_size; -uniform float blur_fidelity; - #if defined(HAS_SSAO) uniform float ssao_irradiance_scale; uniform float ssao_irradiance_max; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index bc4d36d10d..e99aa5ace4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -47,7 +47,6 @@ uniform float near_clip; uniform float far_clip; uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 87b6ce6cb3..5379bcc985 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -732,15 +732,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged) {// If we need shaders, and we're not ALREADY using the proper shader, then bind it // (this way we won't rebind shaders unnecessarily). gPipeline.bindDeferredShaderFast(*target_shader); - - if (params.mFullbright) - { // make sure the bind the exposure map for fullbright shaders so they can cancel out exposure - S32 channel = target_shader->enableTexture(LLShaderMgr::EXPOSURE_MAP); - if (channel > -1) - { - gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap); - } - } } LLVector4 spec_color(1, 1, 1, 1); diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index bf593bff07..754fcd4c17 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -300,13 +300,6 @@ void LLDrawPoolBump::beginFullbrightShiny() shader = shader->mRiggedVariant; } - // bind exposure map so fullbright shader can cancel out exposure - S32 channel = shader->enableTexture(LLShaderMgr::EXPOSURE_MAP); - if (channel > -1) - { - gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap); - } - LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if (cube_map && !LLPipeline::sReflectionProbesEnabled) diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2d2367ce0a..d9b4f24c83 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -138,7 +138,6 @@ bool gShiftFrame = false; //cached settings bool LLPipeline::WindLightUseAtmosShaders; bool LLPipeline::RenderDeferred; -F32 LLPipeline::RenderDeferredSunWash; U32 LLPipeline::RenderFSAAType; U32 LLPipeline::RenderResolutionDivisor; bool LLPipeline::RenderUIBuffer; @@ -179,7 +178,6 @@ F32 LLPipeline::CameraFocusTransitionTime; F32 LLPipeline::CameraFNumber; F32 LLPipeline::CameraFocalLength; F32 LLPipeline::CameraFieldOfView; -F32 LLPipeline::RenderShadowNoise; F32 LLPipeline::RenderShadowBlurSize; F32 LLPipeline::RenderSSAOScale; U32 LLPipeline::RenderSSAOMaxScale; @@ -192,8 +190,6 @@ F32 LLPipeline::RenderShadowBias; F32 LLPipeline::RenderSpotShadowOffset; F32 LLPipeline::RenderSpotShadowBias; LLDrawable* LLPipeline::RenderSpotLight = nullptr; -F32 LLPipeline::RenderEdgeDepthCutoff; -F32 LLPipeline::RenderEdgeNormCutoff; LLVector3 LLPipeline::RenderShadowGaussian; F32 LLPipeline::RenderShadowBlurDistFactor; bool LLPipeline::RenderDeferredAtmospheric; @@ -276,7 +272,6 @@ static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables"); static LLStaticHashedString sTint("tint"); static LLStaticHashedString sAmbiance("ambiance"); static LLStaticHashedString sAlphaScale("alpha_scale"); -static LLStaticHashedString sNormMat("norm_mat"); static LLStaticHashedString sOffset("offset"); static LLStaticHashedString sScreenRes("screenRes"); static LLStaticHashedString sDelta("delta"); @@ -501,7 +496,6 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("UseOcclusion"); // DEPRECATED -- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders"); // DEPRECATED -- connectRefreshCachedSettingsSafe("RenderDeferred"); - connectRefreshCachedSettingsSafe("RenderDeferredSunWash"); connectRefreshCachedSettingsSafe("RenderFSAAType"); connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); connectRefreshCachedSettingsSafe("RenderUIBuffer"); @@ -542,7 +536,6 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("CameraFNumber"); connectRefreshCachedSettingsSafe("CameraFocalLength"); connectRefreshCachedSettingsSafe("CameraFieldOfView"); - connectRefreshCachedSettingsSafe("RenderShadowNoise"); connectRefreshCachedSettingsSafe("RenderShadowBlurSize"); connectRefreshCachedSettingsSafe("RenderSSAOScale"); connectRefreshCachedSettingsSafe("RenderSSAOMaxScale"); @@ -554,8 +547,6 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("RenderShadowBias"); connectRefreshCachedSettingsSafe("RenderSpotShadowOffset"); connectRefreshCachedSettingsSafe("RenderSpotShadowBias"); - connectRefreshCachedSettingsSafe("RenderEdgeDepthCutoff"); - connectRefreshCachedSettingsSafe("RenderEdgeNormCutoff"); connectRefreshCachedSettingsSafe("RenderShadowGaussian"); connectRefreshCachedSettingsSafe("RenderShadowBlurDistFactor"); connectRefreshCachedSettingsSafe("RenderDeferredAtmospheric"); @@ -1009,7 +1000,6 @@ void LLPipeline::refreshCachedSettings() WindLightUseAtmosShaders = true; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders"); RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); - RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); RenderFSAAType = gSavedSettings.getU32("RenderFSAAType"); RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); @@ -1050,7 +1040,6 @@ void LLPipeline::refreshCachedSettings() CameraFNumber = gSavedSettings.getF32("CameraFNumber"); CameraFocalLength = gSavedSettings.getF32("CameraFocalLength"); CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView"); - RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise"); RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize"); RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale"); RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale"); @@ -1062,8 +1051,6 @@ void LLPipeline::refreshCachedSettings() RenderShadowBias = gSavedSettings.getF32("RenderShadowBias"); RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset"); RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias"); - RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff"); - RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff"); RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian"); RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric"); @@ -7749,8 +7736,6 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); @@ -8062,32 +8047,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ stop_glerror(); } - channel = shader.enableTexture(LLShaderMgr::EXPOSURE_MAP); - if (channel > -1) - { - gGL.getTexUnit(channel)->bind(&mExposureMap); - } - - if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1) - { - shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], - (F32) gGLViewport[1], - (F32) gGLViewport[2], - (F32) gGLViewport[3]); - } - if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX)) { shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, glm::value_ptr(mReflectionModelView)); } - channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); - if (channel > -1) - { - gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - bindLightFunc(shader); stop_glerror(); @@ -8159,26 +8123,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ { shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV); } - shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash); - shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise); - shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize); - - shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale); - shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, (GLfloat)RenderSSAOMaxScale); - - F32 ssao_factor = RenderSSAOFactor; - shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); - shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0f/ssao_factor); - - LLVector3 ssao_effect = RenderSSAOEffect; - F32 matrix_diag = (ssao_effect[0] + 2.0f*ssao_effect[1])/3.0f; - F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0f; - // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by - // value factor, and scales remainder by saturation factor - F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag, - matrix_nondiag, matrix_diag, matrix_nondiag, - matrix_nondiag, matrix_nondiag, matrix_diag}; - shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat); //F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f; @@ -8195,20 +8139,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV); shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, (GLfloat)mRT->shadow[0].getWidth(), (GLfloat)mRT->shadow[0].getHeight()); shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, (GLfloat)mSpotShadow[0].getWidth(), (GLfloat)mSpotShadow[0].getHeight()); - shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); - shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLDeltaModelView)); shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLInverseDeltaModelView)); shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0); - if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) - { - glm::mat4 norm_mat = glm::transpose(glm::inverse(get_current_modelview())); - shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, glm::value_ptr(norm_mat)); - } - // auto adjust legacy sun color if needed static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); static LLCachedControl<F32> auto_adjust_sun_color_scale(gSavedSettings, "RenderSkyAutoAdjustSunColorScale", 1.f); @@ -8310,12 +8246,31 @@ void LLPipeline::renderDeferredLighting() (GLfloat)deferred_light_target->getWidth(), (GLfloat)deferred_light_target->getHeight()); + if (RenderDeferredSSAO && !gCubeSnapshot) + { + sun_shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale); + sun_shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, (GLfloat)RenderSSAOMaxScale); + + F32 ssao_factor = RenderSSAOFactor; + sun_shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); + sun_shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0f / ssao_factor); + + S32 channel = sun_shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); + if (channel > -1) + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + } + { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } + sun_shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); + unbindDeferredShader(sun_shader); } deferred_light_target->flush(); @@ -8410,6 +8365,19 @@ void LLPipeline::renderDeferredLighting() soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); + if(RenderDeferredSSAO) + { + LLVector3 ssao_effect = RenderSSAOEffect; + F32 matrix_diag = (ssao_effect[0] + 2.0f * ssao_effect[1]) / 3.0f; + F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1]) / 3.0f; + // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by + // value factor, and scales remainder by saturation factor + F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag, + matrix_nondiag, matrix_diag, matrix_nondiag, + matrix_nondiag, matrix_nondiag, matrix_diag }; + soften_shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat); + } + { LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); @@ -9032,7 +9000,6 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage()); shader.disableTexture(LLShaderMgr::DIFFUSE_MAP); - shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); for (U32 i = 0; i < 4; i++) { @@ -9050,7 +9017,6 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) } } - shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); if (!LLPipeline::sReflectionProbesEnabled) diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 5c9b95ef4a..c69ca863e7 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -1000,7 +1000,6 @@ public: //cached settings static bool WindLightUseAtmosShaders; static bool RenderDeferred; - static F32 RenderDeferredSunWash; static U32 RenderFSAAType; static U32 RenderResolutionDivisor; static bool RenderUIBuffer; @@ -1042,7 +1041,6 @@ public: static F32 CameraFNumber; static F32 CameraFocalLength; static F32 CameraFieldOfView; - static F32 RenderShadowNoise; static F32 RenderShadowBlurSize; static F32 RenderSSAOScale; static U32 RenderSSAOMaxScale; @@ -1055,8 +1053,6 @@ public: static F32 RenderSpotShadowOffset; static F32 RenderSpotShadowBias; static LLDrawable* RenderSpotLight; - static F32 RenderEdgeDepthCutoff; - static F32 RenderEdgeNormCutoff; static LLVector3 RenderShadowGaussian; static F32 RenderShadowBlurDistFactor; static bool RenderDeferredAtmospheric; |