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authorDave Parks <davep@lindenlab.com>2022-11-17 13:35:39 -0600
committerDave Parks <davep@lindenlab.com>2022-11-17 13:35:39 -0600
commite2d1af5c4f7bdc04becb4a4fd56b7e9057bdfedc (patch)
treee8cb28fb6ee56322b5db81ef8a2b07c89c5697cb
parentd5395502525ad3ebcfa2b75be23544d022b18dbc (diff)
SL-18154 Profile guided optimizations -- remove some unneeded operations and make LLDrawPoolMaterials less branchy.
-rw-r--r--indra/llrender/llglslshader.cpp34
-rw-r--r--indra/llrender/llglslshader.h1
-rw-r--r--indra/llwindow/llwindowwin32.cpp55
-rw-r--r--indra/newview/lldrawpoolalpha.cpp2
-rw-r--r--indra/newview/lldrawpoolmaterials.cpp220
-rw-r--r--indra/newview/lldrawpoolmaterials.h5
-rw-r--r--indra/newview/llvosky.cpp9
7 files changed, 221 insertions, 105 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 661ea6c4fa..55b6f5e2a6 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -1215,8 +1215,18 @@ void LLGLSLShader::uniform1f(U32 index, GLfloat x)
}
}
+void LLGLSLShader::fastUniform1f(U32 index, GLfloat x)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
+ llassert(mProgramObject);
+ llassert(mUniform.size() <= index);
+ llassert(mUniform[index] >= 0);
+ glUniform1f(mUniform[index], x);
+}
+
void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1240,6 +1250,7 @@ void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y)
void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1263,6 +1274,7 @@ void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z)
void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1286,6 +1298,7 @@ void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat
void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1309,6 +1322,7 @@ void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v)
void LLGLSLShader::uniform4iv(U32 index, U32 count, const GLint* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1333,6 +1347,7 @@ void LLGLSLShader::uniform4iv(U32 index, U32 count, const GLint* v)
void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1356,6 +1371,7 @@ void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v)
void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1379,6 +1395,7 @@ void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v)
void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1402,6 +1419,7 @@ void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v)
void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1426,6 +1444,7 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v)
void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1443,6 +1462,7 @@ void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, c
void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1479,6 +1499,7 @@ void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose,
void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
if (mProgramObject)
{
if (mUniform.size() <= index)
@@ -1554,6 +1575,7 @@ GLint LLGLSLShader::getAttribLocation(U32 attrib)
void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1570,6 +1592,7 @@ void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v)
void LLGLSLShader::uniform1iv(const LLStaticHashedString& uniform, U32 count, const GLint* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1587,6 +1610,7 @@ void LLGLSLShader::uniform1iv(const LLStaticHashedString& uniform, U32 count, co
void LLGLSLShader::uniform4iv(const LLStaticHashedString& uniform, U32 count, const GLint* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1604,6 +1628,7 @@ void LLGLSLShader::uniform4iv(const LLStaticHashedString& uniform, U32 count, co
void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1621,6 +1646,7 @@ void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint
void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1637,6 +1663,7 @@ void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v)
void LLGLSLShader::uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1654,6 +1681,7 @@ void LLGLSLShader::uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLf
void LLGLSLShader::uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1670,6 +1698,7 @@ void LLGLSLShader::uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLf
void LLGLSLShader::uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1686,6 +1715,7 @@ void LLGLSLShader::uniform1fv(const LLStaticHashedString& uniform, U32 count, co
void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1702,6 +1732,7 @@ void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, co
void LLGLSLShader::uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1718,6 +1749,7 @@ void LLGLSLShader::uniform3fv(const LLStaticHashedString& uniform, U32 count, co
void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1735,6 +1767,7 @@ void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, co
void LLGLSLShader::uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
GLint location = getUniformLocation(uniform);
if (location >= 0)
@@ -1764,6 +1797,7 @@ void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v)
void LLGLSLShader::setMinimumAlpha(F32 minimum)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
gGL.flush();
uniform1f(LLShaderMgr::MINIMUM_ALPHA, minimum);
}
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 57bd4987bc..67a9fca53a 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -181,6 +181,7 @@ public:
void mapUniform(GLint index, const std::vector<LLStaticHashedString> *);
void uniform1i(U32 index, GLint i);
void uniform1f(U32 index, GLfloat v);
+ void fastUniform1f(U32 index, GLfloat v);
void uniform2f(U32 index, GLfloat x, GLfloat y);
void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp
index 91d98fe0bf..950043dff2 100644
--- a/indra/llwindow/llwindowwin32.cpp
+++ b/indra/llwindow/llwindowwin32.cpp
@@ -438,6 +438,47 @@ LLWindowWin32::LLWindowWin32(LLWindowCallbacks* callbacks,
//MAINT-516 -- force a load of opengl32.dll just in case windows went sideways
LoadLibrary(L"opengl32.dll");
+#if 0 // this is probably a bad idea, but keep it in your back pocket if you see what looks like
+ // process deprioritization during profiles
+ // force high thread priority
+ HANDLE hProcess = GetCurrentProcess();
+ HANDLE hThread = GetCurrentThread();
+
+ if (hProcess)
+ {
+ int priority = GetPriorityClass(hProcess);
+ if (priority < REALTIME_PRIORITY_CLASS)
+ {
+ if (SetPriorityClass(hProcess, REALTIME_PRIORITY_CLASS))
+ {
+ LL_INFOS() << "Set process priority to REALTIME_PRIORITY_CLASS" << LL_ENDL;
+ }
+ else
+ {
+ LL_INFOS() << "Failed to set process priority: " << std::hex << GetLastError() << LL_ENDL;
+ }
+ }
+ }
+
+ if (hThread)
+ {
+ int priority = GetThreadPriority(hThread);
+
+ if (priority < THREAD_PRIORITY_TIME_CRITICAL)
+ {
+ if (SetThreadPriority(hThread, THREAD_PRIORITY_TIME_CRITICAL))
+ {
+ LL_INFOS() << "Set thread priority to THREAD_PRIORITY_TIME_CRITICAL" << LL_ENDL;
+ }
+ else
+ {
+ LL_INFOS() << "Failed to set thread priority: " << std::hex << GetLastError() << LL_ENDL;
+ }
+ }
+ }
+#endif
+
+
mFSAASamples = fsaa_samples;
mIconResource = gIconResource;
mOverrideAspectRatio = 0.f;
@@ -3554,7 +3595,7 @@ BOOL LLWindowWin32::setDisplayResolution(S32 width, S32 height, S32 bits, S32 re
// Don't change anything if we don't have to
if (EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dev_mode))
{
- if (dev_mode.dmPelsWidth == width &&
+ if (dev_mode.dmPelsWidth == width &&
dev_mode.dmPelsHeight == height &&
dev_mode.dmBitsPerPel == bits &&
dev_mode.dmDisplayFrequency == refresh )
@@ -3620,15 +3661,15 @@ BOOL LLWindowWin32::resetDisplayResolution()
void LLWindowWin32::swapBuffers()
{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_WIN32;
- ASSERT_MAIN_THREAD();
{
- LL_PROFILE_GPU_ZONE("flush");
- glFlush(); //superstitious flush for maybe frame stall removal?
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_WIN32;
+ SwapBuffers(mhDC);
}
- SwapBuffers(mhDC);
- LL_PROFILER_GPU_COLLECT;
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_WIN32("GPU Collect");
+ LL_PROFILER_GPU_COLLECT;
+ }
}
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 71b568a436..5ed6d3cc2a 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -459,13 +459,11 @@ bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material)
{
if (draw->mNormalMap)
{
- draw->mNormalMap->addTextureStats(draw->mVSize);
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, draw->mNormalMap);
}
if (draw->mSpecularMap)
{
- draw->mSpecularMap->addTextureStats(draw->mVSize);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, draw->mSpecularMap);
}
}
diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp
index 1c9fb55d06..8b591069fc 100644
--- a/indra/newview/lldrawpoolmaterials.cpp
+++ b/indra/newview/lldrawpoolmaterials.cpp
@@ -164,112 +164,154 @@ void LLDrawPoolMaterials::renderDeferred(S32 pass)
LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
+ F32 lastIntensity = 0.f;
+ F32 lastFullbright = 0.f;
+ F32 lastMinimumAlpha = 0.f;
+ LLVector4 lastSpecular = LLVector4(0, 0, 0, 0);
+
+ GLint intensity = mShader->getUniformLocation(LLShaderMgr::ENVIRONMENT_INTENSITY);
+ GLint brightness = mShader->getUniformLocation(LLShaderMgr::EMISSIVE_BRIGHTNESS);
+ GLint minAlpha = mShader->getUniformLocation(LLShaderMgr::MINIMUM_ALPHA);
+ GLint specular = mShader->getUniformLocation(LLShaderMgr::SPECULAR_COLOR);
+
+ GLint specChannel = mShader->getUniformLocation(LLShaderMgr::SPECULAR_MAP);
+ GLint normChannel = mShader->getUniformLocation(LLShaderMgr::BUMP_MAP);
+
+ LLTexture* lastNormalMap = nullptr;
+ LLTexture* lastSpecMap = nullptr;
+ LLTexture* lastDiffuse = nullptr;
+
+ gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
+
+ if (intensity > -1)
+ {
+ glUniform1f(intensity, lastIntensity);
+ }
+
+ if (brightness > -1)
+ {
+ glUniform1f(brightness, lastFullbright);
+ }
+
+ if (minAlpha > -1)
+ {
+ glUniform1f(minAlpha, lastMinimumAlpha);
+ }
+
+ if (specular > -1)
+ {
+ glUniform4fv(specular, 1, lastSpecular.mV);
+ }
+
+ LLVOAvatar* lastAvatar = nullptr;
+
for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)
{
+ LL_PROFILE_ZONE_NAMED_CATEGORY_MATERIAL("materials draw loop");
LLDrawInfo& params = **i;
- mShader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
- mShader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
-
- if (params.mNormalMap)
- {
- params.mNormalMap->addTextureStats(params.mVSize);
- bindNormalMap(params.mNormalMap);
- }
-
- if (params.mSpecularMap)
- {
- params.mSpecularMap->addTextureStats(params.mVSize);
- bindSpecularMap(params.mSpecularMap);
- }
-
- mShader->setMinimumAlpha(params.mAlphaMaskCutoff);
- mShader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f);
+ if (specular > -1 && params.mSpecColor != lastSpecular)
+ {
+ lastSpecular = params.mSpecColor;
+ glUniform4fv(specular, 1, lastSpecular.mV);
+ }
+ if (intensity != -1 && lastIntensity != params.mEnvIntensity)
{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
- pushMaterialsBatch(params, mask, rigged);
+ lastIntensity = params.mEnvIntensity;
+ glUniform1f(intensity, lastIntensity);
+ }
+
+ if (minAlpha > -1 && lastMinimumAlpha != params.mAlphaMaskCutoff)
+ {
+ lastMinimumAlpha = params.mAlphaMaskCutoff;
+ glUniform1f(minAlpha, lastMinimumAlpha);
}
- }
-}
-void LLDrawPoolMaterials::bindSpecularMap(LLViewerTexture* tex)
-{
- mShader->bindTexture(LLShaderMgr::SPECULAR_MAP, tex);
-}
+ F32 fullbright = params.mFullbright ? 1.f : 0.f;
+ if (brightness > -1 && lastFullbright != fullbright)
+ {
+ lastFullbright = fullbright;
+ glUniform1f(brightness, lastFullbright);
+ }
-void LLDrawPoolMaterials::bindNormalMap(LLViewerTexture* tex)
-{
- mShader->bindTexture(LLShaderMgr::BUMP_MAP, tex);
-}
+ if (normChannel > -1 && params.mNormalMap != lastNormalMap)
+ {
+ lastNormalMap = params.mNormalMap;
+ llassert(lastNormalMap);
+ gGL.getTexUnit(normChannel)->bindFast(lastNormalMap);
+ }
-void LLDrawPoolMaterials::pushMaterialsBatch(LLDrawInfo& params, U32 mask, bool rigged)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
- applyModelMatrix(params);
-
- bool tex_setup = false;
-
- //not batching textures or batch has only 1 texture -- might need a texture matrix
- if (params.mTextureMatrix)
- {
- //if (mShiny)
- {
- gGL.getTexUnit(0)->activate();
- gGL.matrixMode(LLRender::MM_TEXTURE);
- }
-
- gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
- gPipeline.mTextureMatrixOps++;
-
- tex_setup = true;
- }
-
- if (mShaderLevel > 1)
- {
- if (params.mTexture.notNull())
- {
- gGL.getTexUnit(diffuse_channel)->bindFast(params.mTexture);
- }
- else
- {
- gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
- }
- }
-
- if (params.mGroup)
- {
- params.mGroup->rebuildMesh();
- }
+ if (specChannel > -1 && params.mSpecularMap != lastSpecMap)
+ {
+ lastSpecMap = params.mSpecularMap;
+ llassert(lastSpecMap);
+ gGL.getTexUnit(specChannel)->bindFast(lastSpecMap);
+ }
- // upload matrix palette to shader
- if (rigged && params.mAvatar.notNull())
- {
- const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar->updateSkinInfoMatrixPalette(params.mSkinInfo);
- U32 count = mpc.mMatrixPalette.size();
+ if (params.mTexture != lastDiffuse)
+ {
+ lastDiffuse = params.mTexture;
+ if (lastDiffuse)
+ {
+ gGL.getTexUnit(diffuse_channel)->bindFast(lastDiffuse);
+ }
+ else
+ {
+ gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
+ }
+ }
- if (count == 0)
+ // upload matrix palette to shader
+ if (rigged && params.mAvatar.notNull())
{
- //skin info not loaded yet, don't render
- return;
+ if (params.mAvatar != lastAvatar)
+ {
+ const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar->updateSkinInfoMatrixPalette(params.mSkinInfo);
+ U32 count = mpc.mMatrixPalette.size();
+
+ if (count == 0)
+ {
+ //skin info not loaded yet, don't render
+ return;
+ }
+
+ mShader->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
+ count,
+ FALSE,
+ (GLfloat*)&(mpc.mGLMp[0]));
+ }
}
- mShader->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
- count,
- FALSE,
- (GLfloat*)&(mpc.mGLMp[0]));
- }
+ applyModelMatrix(params);
+
+ bool tex_setup = false;
- //LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);
+ //not batching textures or batch has only 1 texture -- might need a texture matrix
+ if (params.mTextureMatrix)
+ {
+ gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
- params.mVertexBuffer->setBufferFast(mask);
- params.mVertexBuffer->drawRangeFast(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ gGL.loadMatrix((GLfloat*)params.mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
- if (tex_setup)
- {
- gGL.getTexUnit(0)->activate();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
+ tex_setup = true;
+ }
+
+ /*if (params.mGroup) // TOO LATE
+ {
+ params.mGroup->rebuildMesh();
+ }*/
+
+ params.mVertexBuffer->setBufferFast(mask);
+ params.mVertexBuffer->drawRangeFast(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
+
+ if (tex_setup)
+ {
+ gGL.getTexUnit(0)->activate();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ }
}
}
-
diff --git a/indra/newview/lldrawpoolmaterials.h b/indra/newview/lldrawpoolmaterials.h
index 8a3ad923df..c46c053bd0 100644
--- a/indra/newview/lldrawpoolmaterials.h
+++ b/indra/newview/lldrawpoolmaterials.h
@@ -65,11 +65,6 @@ public:
void beginDeferredPass(S32 pass) override;
void endDeferredPass(S32 pass) override;
void renderDeferred(S32 pass) override;
-
- void bindSpecularMap(LLViewerTexture* tex);
- void bindNormalMap(LLViewerTexture* tex);
-
- void pushMaterialsBatch(LLDrawInfo& params, U32 mask, bool rigged);
};
#endif //LL_LLDRAWPOOLMATERIALS_H
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index 9f43fb9b82..5adc057484 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -525,6 +525,11 @@ void LLVOSky::calc()
void LLVOSky::initCubeMap()
{
+ if (LLPipeline::sReflectionProbesEnabled)
+ {
+ return;
+ }
+
std::vector<LLPointer<LLImageRaw> > images;
for (S32 side = 0; side < NUM_CUBEMAP_FACES; side++)
{
@@ -715,7 +720,7 @@ bool LLVOSky::updateSky()
mForceUpdate = FALSE;
}
}
- else if (mCubeMapUpdateStage == NUM_CUBEMAP_FACES)
+ else if (mCubeMapUpdateStage == NUM_CUBEMAP_FACES && !LLPipeline::sReflectionProbesEnabled)
{
LL_PROFILE_ZONE_NAMED("updateSky - forced");
LLSkyTex::stepCurrent();
@@ -776,7 +781,7 @@ bool LLVOSky::updateSky()
mCubeMapUpdateStage = -1;
}
// run 0 to 5 faces, each face in own frame
- else if (mCubeMapUpdateStage >= 0 && mCubeMapUpdateStage < NUM_CUBEMAP_FACES)
+ else if (mCubeMapUpdateStage >= 0 && mCubeMapUpdateStage < NUM_CUBEMAP_FACES && !LLPipeline::sReflectionProbesEnabled)
{
LL_PROFILE_ZONE_NAMED("updateSky - create");
S32 side = mCubeMapUpdateStage;