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authorAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-20 21:21:12 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-20 21:21:12 +0300
commit7a311fe30ee3c4a4de0149822b0670f612eb4a67 (patch)
treeaacf08a74bf2214c17d6de7c5edaa1a6da8d9eec /indra/newview/lldrawpoolalpha.cpp
parent6666fdb5d6f52df3d68bed35a4ad05139f49f93c (diff)
parentd7f1c88c35849e56f5b352f13c16a08467d1533b (diff)
Merge branch 'master' into DRTVWR-497
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rw-r--r--indra/newview/lldrawpoolalpha.cpp595
1 files changed, 406 insertions, 189 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 0873300cd2..da0467315f 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -53,6 +53,22 @@ BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE;
static BOOL deferred_render = FALSE;
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_SETUP("Alpha Setup");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_GROUP_LOOP("Alpha Group");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_PUSH("Alpha Push Verts");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED("Alpha Deferred");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_SETBUFFER("Alpha SetBuffer");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DRAW("Alpha Draw");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_TEX_BINDS("Alpha Tex Binds");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MATS("Alpha Mat Tex Binds");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_GLOW("Alpha Glow Binds");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_SHADER_BINDS("Alpha Shader Binds");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS("Alpha Def Binds");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS("Alpha Def Tex Binds");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MESH_REBUILD("Alpha Mesh Rebuild");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_EMISSIVE("Alpha Emissive");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_LIGHT_SETUP("Alpha Light Setup");
+
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
LLRenderPass(type), current_shader(NULL), target_shader(NULL),
simple_shader(NULL), fullbright_shader(NULL), emissive_shader(NULL),
@@ -69,7 +85,7 @@ LLDrawPoolAlpha::~LLDrawPoolAlpha()
void LLDrawPoolAlpha::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
@@ -90,37 +106,37 @@ S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED);
+
+ F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
+
+ emissive_shader = (LLPipeline::sRenderDeferred) ? &gDeferredEmissiveProgram :
+ (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+
+ emissive_shader->bind();
+ emissive_shader->uniform1i(LLShaderMgr::NO_ATMO, (LLPipeline::sRenderingHUDs) ? 1 : 0);
+ emissive_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
+ emissive_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
if (pass == 0)
{
- if (LLPipeline::sImpostorRender)
- {
- simple_shader = &gDeferredAlphaImpostorProgram;
- fullbright_shader = &gDeferredFullbrightProgram;
- }
- else if (LLPipeline::sUnderWaterRender)
- {
- simple_shader = &gDeferredAlphaWaterProgram;
- fullbright_shader = &gDeferredFullbrightWaterProgram;
- }
- else
- {
- simple_shader = &gDeferredAlphaProgram;
- fullbright_shader = &gDeferredFullbrightProgram;
- }
-
- F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
+ fullbright_shader = (LLPipeline::sImpostorRender) ? &gDeferredFullbrightProgram :
+ (LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterProgram : &gDeferredFullbrightProgram;
fullbright_shader->bind();
fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
fullbright_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
+ fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
fullbright_shader->unbind();
+ simple_shader = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
+ (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram;
+
//prime simple shader (loads shadow relevant uniforms)
gPipeline.bindDeferredShader(*simple_shader);
simple_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
+ simple_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
}
else if (!LLPipeline::sImpostorRender)
{
@@ -134,25 +150,8 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
}
-
- if (LLPipeline::sRenderDeferred)
- {
- emissive_shader = &gDeferredEmissiveProgram;
- }
- else
- {
- if (LLPipeline::sUnderWaterRender)
- {
- emissive_shader = &gObjectEmissiveWaterProgram;
- }
- else
- {
- emissive_shader = &gObjectEmissiveProgram;
- }
- }
-
deferred_render = TRUE;
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
// Start out with no shaders.
current_shader = target_shader = NULL;
@@ -162,6 +161,8 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
{
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED);
+
if (pass == 1 && !LLPipeline::sImpostorRender)
{
gPipeline.mDeferredDepth.flush();
@@ -175,44 +176,64 @@ void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED);
render(pass);
}
void LLDrawPoolAlpha::beginRenderPass(S32 pass)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_SETUP);
- if (LLPipeline::sImpostorRender)
- {
- simple_shader = &gObjectSimpleImpostorProgram;
- fullbright_shader = &gObjectFullbrightProgram;
- emissive_shader = &gObjectEmissiveProgram;
- }
- else if (LLPipeline::sUnderWaterRender)
- {
- simple_shader = &gObjectSimpleWaterProgram;
- fullbright_shader = &gObjectFullbrightWaterProgram;
- emissive_shader = &gObjectEmissiveWaterProgram;
- }
- else
- {
- simple_shader = &gObjectSimpleProgram;
- fullbright_shader = &gObjectFullbrightProgram;
- emissive_shader = &gObjectEmissiveProgram;
- }
+ simple_shader = (LLPipeline::sImpostorRender) ? &gObjectSimpleImpostorProgram :
+ (LLPipeline::sUnderWaterRender) ? &gObjectSimpleWaterProgram : &gObjectSimpleProgram;
+
+ fullbright_shader = (LLPipeline::sImpostorRender) ? &gObjectFullbrightProgram :
+ (LLPipeline::sUnderWaterRender) ? &gObjectFullbrightWaterProgram : &gObjectFullbrightProgram;
+
+ emissive_shader = (LLPipeline::sImpostorRender) ? &gObjectEmissiveProgram :
+ (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
- if (mVertexShaderLevel > 0)
+ if (LLPipeline::sImpostorRender)
{
- // Start out with no shaders.
- current_shader = target_shader = NULL;
- LLGLSLShader::bindNoShader();
+ if (mShaderLevel > 0)
+ {
+ fullbright_shader->bind();
+ fullbright_shader->setMinimumAlpha(0.5f);
+ fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
+ simple_shader->bind();
+ simple_shader->setMinimumAlpha(0.5f);
+ simple_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
+ }
+ else
+ {
+ gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK
+ }
}
+ else
+ {
+ if (mShaderLevel > 0)
+ {
+ fullbright_shader->bind();
+ fullbright_shader->setMinimumAlpha(0.f);
+ fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
+ simple_shader->bind();
+ simple_shader->setMinimumAlpha(0.f);
+ simple_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
+ }
+ else
+ {
+ gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
+ }
+ }
gPipeline.enableLightsDynamic();
+
+ LLGLSLShader::bindNoShader();
+ current_shader = NULL;
}
void LLDrawPoolAlpha::endRenderPass( S32 pass )
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_SETUP);
LLRenderPass::endRenderPass(pass);
if(gPipeline.canUseWindLightShaders())
@@ -255,38 +276,9 @@ void LLDrawPoolAlpha::render(S32 pass)
mAlphaSFactor = LLRender::BF_ZERO; // } glow suppression
mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
-
- if (mVertexShaderLevel > 0)
- {
- if (LLPipeline::sImpostorRender)
- {
- fullbright_shader->bind();
- fullbright_shader->setMinimumAlpha(0.5f);
- simple_shader->bind();
- simple_shader->setMinimumAlpha(0.5f);
- }
- else
- {
- fullbright_shader->bind();
- fullbright_shader->setMinimumAlpha(0.f);
- simple_shader->bind();
- simple_shader->setMinimumAlpha(0.f);
- }
- }
- else
- {
- if (LLPipeline::sImpostorRender)
- {
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK
- }
- else
- {
- gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
- }
- }
}
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, pass);
}
@@ -311,7 +303,7 @@ void LLDrawPoolAlpha::render(S32 pass)
}
else
{
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ gPipeline.enableLightsFullbright();
}
gGL.diffuseColor4f(1,0,0,1);
@@ -370,11 +362,257 @@ void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
}
}
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_GROUP_LOOP("Alpha Group");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_PUSH("Alpha Push Verts");
+inline bool IsFullbright(LLDrawInfo& params)
+{
+ return params.mFullbright;
+}
+
+inline bool IsMaterial(LLDrawInfo& params)
+{
+ return params.mMaterial != nullptr;
+}
+
+inline bool IsEmissive(LLDrawInfo& params)
+{
+ return params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE);
+}
+
+inline void Draw(LLDrawInfo* draw, U32 mask)
+{
+ draw->mVertexBuffer->setBuffer(mask);
+ LLRenderPass::applyModelMatrix(*draw);
+ draw->mVertexBuffer->drawRange(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
+ gPipeline.addTrianglesDrawn(draw->mCount, draw->mDrawMode);
+}
+
+bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_shaders, bool use_material, LLGLSLShader* current_shader)
+{
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_TEX_BINDS);
+
+ bool tex_setup = false;
+
+ if (deferred_render && use_material && current_shader)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS);
+ 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);
+ }
+ }
+ else if (current_shader == simple_shader)
+ {
+ LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(draw->mVSize);
+ LLViewerFetchedTexture::sWhiteImagep->addTextureStats(draw->mVSize);
+ current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
+ current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
+ }
+ if (use_shaders && draw->mTextureList.size() > 1)
+ {
+ for (U32 i = 0; i < draw->mTextureList.size(); ++i)
+ {
+ if (draw->mTextureList[i].notNull())
+ {
+ gGL.getTexUnit(i)->bind(draw->mTextureList[i], TRUE);
+ }
+ }
+ }
+ else
+ { //not batching textures or batch has only 1 texture -- might need a texture matrix
+ if (draw->mTexture.notNull())
+ {
+ draw->mTexture->addTextureStats(draw->mVSize);
+ if (use_shaders && use_material)
+ {
+ current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, draw->mTexture);
+ }
+ else
+ {
+ gGL.getTexUnit(0)->bind(draw->mTexture, TRUE) ;
+ }
+
+ if (draw->mTextureMatrix)
+ {
+ tex_setup = true;
+ gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*) draw->mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
+ }
+ }
+ else
+ {
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ }
+ }
+
+ return tex_setup;
+}
+
+void LLDrawPoolAlpha::RestoreTexSetup(bool tex_setup)
+{
+ if (tex_setup)
+ {
+ gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ }
+}
+
+void LLDrawPoolAlpha::renderSimples(U32 mask, std::vector<LLDrawInfo*>& simples)
+{
+ gPipeline.enableLightsDynamic();
+ simple_shader->bind();
+ simple_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
+ simple_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
+ simple_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
+ simple_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
+ simple_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 0.0f);
+ bool use_shaders = gPipeline.canUseVertexShaders();
+ for (LLDrawInfo* draw : simples)
+ {
+ bool tex_setup = TexSetup(draw, use_shaders, false, simple_shader);
+ LLGLEnableFunc stencil_test(GL_STENCIL_TEST, draw->mSelected, &LLGLCommonFunc::selected_stencil_test);
+ gGL.blendFunc((LLRender::eBlendFactor) draw->mBlendFuncSrc, (LLRender::eBlendFactor) draw->mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
+
+ Draw(draw, mask);
+ RestoreTexSetup(tex_setup);
+ }
+ simple_shader->unbind();
+}
+
+void LLDrawPoolAlpha::renderFullbrights(U32 mask, std::vector<LLDrawInfo*>& fullbrights)
+{
+ gPipeline.enableLightsFullbright();
+ fullbright_shader->bind();
+ fullbright_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.0f);
+ bool use_shaders = gPipeline.canUseVertexShaders();
+ for (LLDrawInfo* draw : fullbrights)
+ {
+ bool tex_setup = TexSetup(draw, use_shaders, false, fullbright_shader);
+
+ LLGLEnableFunc stencil_test(GL_STENCIL_TEST, draw->mSelected, &LLGLCommonFunc::selected_stencil_test);
+ gGL.blendFunc((LLRender::eBlendFactor) draw->mBlendFuncSrc, (LLRender::eBlendFactor) draw->mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
+
+ Draw(draw, mask & ~(LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2));
+ RestoreTexSetup(tex_setup);
+ }
+ fullbright_shader->unbind();
+}
+
+void LLDrawPoolAlpha::renderMaterials(U32 mask, std::vector<LLDrawInfo*>& materials)
+{
+ LLGLSLShader::bindNoShader();
+ current_shader = NULL;
+
+ gPipeline.enableLightsDynamic();
+ bool use_shaders = gPipeline.canUseVertexShaders();
+ for (LLDrawInfo* draw : materials)
+ {
+ U32 mask = draw->mShaderMask;
+
+ llassert(mask < LLMaterial::SHADER_COUNT);
+ target_shader = (LLPipeline::sUnderWaterRender) ? &(gDeferredMaterialWaterProgram[mask]) : &(gDeferredMaterialProgram[mask]);
+
+ if (current_shader != target_shader)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS);
+ if (current_shader)
+ {
+ gPipeline.unbindDeferredShader(*current_shader);
+ }
+ gPipeline.bindDeferredShader(*target_shader);
+ current_shader = target_shader;
+ }
+
+ bool tex_setup = TexSetup(draw, use_shaders, true, current_shader);
+
+ current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, draw->mSpecColor.mV[0], draw->mSpecColor.mV[1], draw->mSpecColor.mV[2], draw->mSpecColor.mV[3]);
+ current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, draw->mEnvIntensity);
+ current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, draw->mFullbright ? 1.f : 0.f);
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS);
+ 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);
+ }
+ }
+
+ LLGLEnableFunc stencil_test(GL_STENCIL_TEST, draw->mSelected, &LLGLCommonFunc::selected_stencil_test);
+ gGL.blendFunc((LLRender::eBlendFactor) draw->mBlendFuncSrc, (LLRender::eBlendFactor) draw->mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
+
+ Draw(draw, mask);
+ RestoreTexSetup(tex_setup);
+ }
+}
+
+void LLDrawPoolAlpha::drawEmissive(U32 mask, LLDrawInfo* draw)
+{
+ draw->mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
+ draw->mVertexBuffer->drawRange(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
+ gPipeline.addTrianglesDrawn(draw->mCount, draw->mDrawMode);
+}
+
+void LLDrawPoolAlpha::drawEmissiveInline(U32 mask, LLDrawInfo* draw)
+{
+ // install glow-accumulating blend mode
+ gGL.blendFunc(
+ LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
+ LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
+
+ emissive_shader->bind();
+
+ drawEmissive(mask, draw);
+
+ // restore our alpha blend mode
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+
+ current_shader->bind();
+}
+
+void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
+{
+ emissive_shader->bind();
+ emissive_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
+
+ gPipeline.enableLightsDynamic();
+
+ // install glow-accumulating blend mode
+ // don't touch color, add to alpha (glow)
+ gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, LLRender::BF_ONE, LLRender::BF_ONE);
+ bool use_shaders = gPipeline.canUseVertexShaders();
+ for (LLDrawInfo* draw : emissives)
+ {
+ bool tex_setup = TexSetup(draw, use_shaders, false, emissive_shader);
+ drawEmissive(mask, draw);
+ RestoreTexSetup(tex_setup);
+ }
+
+ // restore our alpha blend mode
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+
+ emissive_shader->unbind();
+}
void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
{
+ BOOL batch_fullbrights = gSavedSettings.getBOOL("RenderAlphaBatchFullbrights");
+ BOOL batch_emissives = gSavedSettings.getBOOL("RenderAlphaBatchEmissives");
BOOL initialized_lighting = FALSE;
BOOL light_enabled = TRUE;
@@ -389,10 +627,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
+ std::vector<LLDrawInfo*> emissives;
+ std::vector<LLDrawInfo*> fullbrights;
+
bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
- bool draw_glow_for_this_partition = mVertexShaderLevel > 0; // no shaders = no glow.
+ bool draw_glow_for_this_partition = mShaderLevel > 0; // no shaders = no glow.
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_GROUP_LOOP);
@@ -405,11 +646,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo& params = **k;
-
- if ((params.mVertexBuffer->getTypeMask() & mask) != mask)
+ U32 have_mask = params.mVertexBuffer->getTypeMask() & mask;
+ if (have_mask != mask)
{ //FIXME!
LL_WARNS_ONCE() << "Missing required components, expected mask: " << mask
- << " present: " << (params.mVertexBuffer->getTypeMask() & mask)
+ << " present: " << have_mask
<< ". Skipping render batch." << LL_ENDL;
continue;
}
@@ -431,6 +672,12 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
}
}
+ if (params.mFullbright && batch_fullbrights)
+ {
+ fullbrights.push_back(&params);
+ continue;
+ }
+
LLRenderPass::applyModelMatrix(params);
LLMaterial* mat = NULL;
@@ -445,6 +692,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
// Turn off lighting if it hasn't already been so.
if (light_enabled || !initialized_lighting)
{
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_LIGHT_SETUP);
+
initialized_lighting = TRUE;
if (use_shaders)
{
@@ -452,7 +701,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
}
else
{
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ gPipeline.enableLightsFullbright();
}
light_enabled = FALSE;
}
@@ -460,6 +709,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
// Turn on lighting if it isn't already.
else if (!light_enabled || !initialized_lighting)
{
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_LIGHT_SETUP);
+
initialized_lighting = TRUE;
if (use_shaders)
{
@@ -486,7 +737,9 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
if (current_shader != target_shader)
{
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS);
gPipeline.bindDeferredShader(*target_shader);
+ current_shader = target_shader;
}
}
else if (!params.mFullbright)
@@ -501,6 +754,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
if(use_shaders && (current_shader != target_shader))
{// If we need shaders, and we're not ALREADY using the proper shader, then bind it
// (this way we won't rebind shaders unnecessarily).
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_SHADER_BINDS);
current_shader = target_shader;
current_shader->bind();
}
@@ -510,83 +764,31 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
current_shader = NULL;
}
- if (use_shaders && mat)
- {
- // We have a material. Supply the appropriate data here.
- if (LLPipeline::sRenderDeferred)
- {
- current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
- current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
- current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f);
+ LLVector4 spec_color(1, 1, 1, 1);
+ F32 env_intensity = 0.0f;
+ F32 brightness = 1.0f;
- if (params.mNormalMap)
- {
- params.mNormalMap->addTextureStats(params.mVSize);
- current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap);
- }
-
- if (params.mSpecularMap)
- {
- params.mSpecularMap->addTextureStats(params.mVSize);
- current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap);
- }
- }
-
- } else if (LLPipeline::sRenderDeferred && current_shader && (current_shader == simple_shader))
+ // We have a material. Supply the appropriate data here.
+ if (use_shaders && mat && deferred_render)
{
- current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
- current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
- LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
- current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
- LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
- current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
- }
+ spec_color = params.mSpecColor;
+ env_intensity = params.mEnvIntensity;
+ brightness = params.mFullbright ? 1.f : 0.f;
+ }
+
+ if (current_shader)
+ {
+ current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, spec_color.mV[0], spec_color.mV[1], spec_color.mV[2], spec_color.mV[3]);
+ current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env_intensity);
+ current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, brightness);
+ }
if (params.mGroup)
{
params.mGroup->rebuildMesh();
}
- bool tex_setup = false;
-
- if (use_shaders && params.mTextureList.size() > 1)
- {
- for (U32 i = 0; i < params.mTextureList.size(); ++i)
- {
- if (params.mTextureList[i].notNull())
- {
- gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE);
- }
- }
- }
- else
- { //not batching textures or batch has only 1 texture -- might need a texture matrix
- if (params.mTexture.notNull())
- {
- params.mTexture->addTextureStats(params.mVSize);
- if (use_shaders && mat)
- {
- current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, params.mTexture);
- }
- else
- {
- gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
- }
-
- if (params.mTextureMatrix)
- {
- tex_setup = true;
- gGL.getTexUnit(0)->activate();
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
- gPipeline.mTextureMatrixOps++;
- }
- }
- else
- {
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- }
- }
+ bool tex_setup = TexSetup(&params, use_shaders, use_shaders && (mat != nullptr), current_shader);
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_PUSH);
@@ -596,41 +798,56 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
params.mVertexBuffer->setBuffer(mask & ~(params.mFullbright ? (LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2) : 0));
- params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
- gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DRAW);
+ params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
+ }
}
-
- // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
+
+ // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls is expensive, but glow must be drawn Z-sorted with alpha.
if (current_shader &&
draw_glow_for_this_partition &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
- // install glow-accumulating blend mode
- gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
- LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
-
- emissive_shader->bind();
-
- params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
-
- // do the actual drawing, again
- params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
- gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
-
- // restore our alpha blend mode
- gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
-
- current_shader->bind();
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_EMISSIVE);
+
+ if (batch_emissives)
+ {
+ emissives.push_back(&params);
+ }
+ else
+ {
+ drawEmissiveInline(mask, &params);
+ }
}
if (tex_setup)
{
gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
- }
+
+ if (batch_fullbrights)
+ {
+ light_enabled = false;
+ renderFullbrights(mask, fullbrights);
+ }
+
+ if (batch_emissives)
+ {
+ light_enabled = true;
+ renderEmissives(mask, emissives);
+ }
+
+ if (current_shader)
+ {
+ current_shader->bind();
+ }
+ }
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);