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authorAlexander Gavriliuk <alexandrgproductengine@lindenlab.com>2023-11-30 17:47:58 +0100
committerAlexander Gavriliuk <alexandrgproductengine@lindenlab.com>2023-12-05 03:37:06 +0100
commitc9cd5631e4b149f83c5a49c8fbf869cf2fb5b6a7 (patch)
treed09566a4132530ea65574a886540e0f258103017 /indra/newview/lldrawpoolmaterials.cpp
parent54db4206e9302e7510bc4f103ff59714c1be942d (diff)
parent683bf84bb38adc88d4a4b7fedaed89b41fcac45e (diff)
Merge branch 'main' into DRTVWR-489
Diffstat (limited to 'indra/newview/lldrawpoolmaterials.cpp')
-rw-r--r--indra/newview/lldrawpoolmaterials.cpp247
1 files changed, 133 insertions, 114 deletions
diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp
index f2408a3294..6a7e05ac74 100644
--- a/indra/newview/lldrawpoolmaterials.cpp
+++ b/indra/newview/lldrawpoolmaterials.cpp
@@ -32,9 +32,6 @@
#include "pipeline.h"
#include "llglcommonfunc.h"
#include "llvoavatar.h"
-#include "llperfstats.h"
-
-S32 diffuse_channel = -1;
LLDrawPoolMaterials::LLDrawPoolMaterials()
: LLRenderPass(LLDrawPool::POOL_MATERIALS)
@@ -99,18 +96,8 @@ void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
llassert(mShader->mRiggedVariant != nullptr);
mShader = mShader->mRiggedVariant;
}
- mShader->bind();
-
- if (LLPipeline::sRenderingHUDs)
- {
- mShader->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- mShader->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
- diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
+ gPipeline.bindDeferredShader(*mShader);
}
void LLDrawPoolMaterials::endDeferredPass(S32 pass)
@@ -160,128 +147,160 @@ void LLDrawPoolMaterials::renderDeferred(S32 pass)
type += 1;
}
- U32 mask = mShader->mAttributeMask;
-
LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
- std::unique_ptr<LLPerfStats::RecordAttachmentTime> ratPtr{};
- for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)
+ 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 diffuseChannel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
+ GLint specChannel = mShader->enableTexture(LLShaderMgr::SPECULAR_MAP);
+ GLint normChannel = mShader->enableTexture(LLShaderMgr::BUMP_MAP);
+
+ LLTexture* lastNormalMap = nullptr;
+ LLTexture* lastSpecMap = nullptr;
+ LLTexture* lastDiffuse = nullptr;
+
+ gGL.getTexUnit(diffuseChannel)->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; )
{
+ LL_PROFILE_ZONE_NAMED_CATEGORY_MATERIAL("materials draw loop");
LLDrawInfo& params = **i;
+
+ LLCullResult::increment_iterator(i, end);
+
+ if (specular > -1 && params.mSpecColor != lastSpecular)
+ {
+ lastSpecular = params.mSpecColor;
+ glUniform4fv(specular, 1, lastSpecular.mV);
+ }
- if(params.mFace)
+ if (intensity != -1 && lastIntensity != params.mEnvIntensity)
{
- LLViewerObject* vobj = (LLViewerObject *)params.mFace->getViewerObject();
+ lastIntensity = params.mEnvIntensity;
+ glUniform1f(intensity, lastIntensity);
+ }
+
+ if (minAlpha > -1 && lastMinimumAlpha != params.mAlphaMaskCutoff)
+ {
+ lastMinimumAlpha = params.mAlphaMaskCutoff;
+ glUniform1f(minAlpha, lastMinimumAlpha);
+ }
+
+ F32 fullbright = params.mFullbright ? 1.f : 0.f;
+ if (brightness > -1 && lastFullbright != fullbright)
+ {
+ lastFullbright = fullbright;
+ glUniform1f(brightness, lastFullbright);
+ }
- if( vobj && vobj->isAttachment() )
+ if (normChannel > -1 && params.mNormalMap != lastNormalMap)
+ {
+ lastNormalMap = params.mNormalMap;
+ llassert(lastNormalMap);
+ gGL.getTexUnit(normChannel)->bindFast(lastNormalMap);
+ }
+
+ if (specChannel > -1 && params.mSpecularMap != lastSpecMap)
+ {
+ lastSpecMap = params.mSpecularMap;
+ llassert(lastSpecMap);
+ gGL.getTexUnit(specChannel)->bindFast(lastSpecMap);
+ }
+
+ if (params.mTexture != lastDiffuse)
+ {
+ lastDiffuse = params.mTexture;
+ if (lastDiffuse)
+ {
+ gGL.getTexUnit(diffuseChannel)->bindFast(lastDiffuse);
+ }
+ else
{
- trackAttachments( vobj, params.mFace->isState(LLFace::RIGGED), &ratPtr );
+ gGL.getTexUnit(diffuseChannel)->unbindFast(LLTexUnit::TT_TEXTURE);
}
}
-
- 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);
+ // upload matrix palette to shader
+ if (rigged && params.mAvatar.notNull())
{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
- pushMaterialsBatch(params, mask, rigged);
+ 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]));
+ }
}
- }
-}
-void LLDrawPoolMaterials::bindSpecularMap(LLViewerTexture* tex)
-{
- mShader->bindTexture(LLShaderMgr::SPECULAR_MAP, tex);
-}
+ applyModelMatrix(params);
-void LLDrawPoolMaterials::bindNormalMap(LLViewerTexture* tex)
-{
- mShader->bindTexture(LLShaderMgr::BUMP_MAP, tex);
-}
+ bool tex_setup = false;
-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();
- }
+ //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);
- // upload matrix palette to shader
- if (rigged && params.mAvatar.notNull())
- {
- const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar->updateSkinInfoMatrixPalette(params.mSkinInfo);
- U32 count = mpc.mMatrixPalette.size();
+ gGL.loadMatrix((GLfloat*)params.mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
- if (count == 0)
- {
- //skin info not loaded yet, don't render
- return;
+ tex_setup = true;
}
- mShader->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
- count,
- FALSE,
- (GLfloat*)&(mpc.mGLMp[0]));
- }
-
- LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);
+ /*if (params.mGroup) // TOO LATE
+ {
+ params.mGroup->rebuildMesh();
+ }*/
- params.mVertexBuffer->setBufferFast(mask);
- params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ params.mVertexBuffer->setBuffer();
+ params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
- if (tex_setup)
- {
- gGL.getTexUnit(0)->activate();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
+ if (tex_setup)
+ {
+ gGL.getTexUnit(0)->activate();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ }
}
}
-