diff options
author | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2024-09-10 23:07:07 +0300 |
---|---|---|
committer | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2024-09-11 14:09:01 +0300 |
commit | 047eb16f4c8fdfb1826136db9ee2eed83cb95416 (patch) | |
tree | dd78346995ddc2a91d1e74f191a2fb53809b6e74 /indra/newview/llsettingsvo.cpp | |
parent | d6eafa1bdbcfa69d60d2d7340c331e34d6915500 (diff) |
viewer#2529 Optimize updateGLVariablesForSettings
Intent is to eventually use only stored variables for everything.
LLSD operations are far too expensive.
Diffstat (limited to 'indra/newview/llsettingsvo.cpp')
-rw-r--r-- | indra/newview/llsettingsvo.cpp | 80 |
1 files changed, 74 insertions, 6 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index e05b6f3736..be891213a7 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -549,7 +549,7 @@ LLSettingsSky::ptr_t LLSettingsVOSky::buildDefaultSky() return skyp; } -LLSettingsSky::ptr_t LLSettingsVOSky::buildClone() const +LLSettingsSky::ptr_t LLSettingsVOSky::buildClone() { LLSD settings = cloneSettings(); U32 flags = getFlags(); @@ -684,6 +684,68 @@ void LLSettingsVOSky::updateSettings() gSky.setMoonScale(getMoonScale()); } +void draw_color(LLShaderUniforms* shader, const LLColor3& col, S32 shader_key) +{ + // always identify as a radiance pass if desaturating irradiance is disabled + static LLCachedControl<bool> desaturate_irradiance(gSavedSettings, "RenderDesaturateIrradiance", true); + + LLVector4 vect4(col.mV[0], col.mV[1], col.mV[2]); + + if (desaturate_irradiance && gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass()) + { // maximize and remove tinting if this is an irradiance map render pass and the parameter feeds into the sky background color + auto max_vec = [](LLVector4 col) + { + LLColor3 color(col); + F32 h, s, l; + color.calcHSL(&h, &s, &l); + + col.mV[0] = col.mV[1] = col.mV[2] = l; + return col; + }; + + switch (shader_key) + { + case LLShaderMgr::BLUE_HORIZON: + case LLShaderMgr::BLUE_DENSITY: + vect4 = max_vec(vect4); + break; + } + } + + //_WARNS("RIDER") << "pushing '" << (*it).first << "' as " << vect4 << LL_ENDL; + shader->uniform3fv(shader_key, LLVector3(vect4.mV)); +} + +inline void draw_real(LLShaderUniforms* shader, F32 value, S32 shader_key) +{ + shader->uniform1f(shader_key, value); +} + +void LLSettingsVOSky::applyToUniforms(void* ptarget) +{ + LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_ANY]; + LLSD &settings = getSettings(); + + draw_color(shader, getAmbientColor(), LLShaderMgr::AMBIENT); + draw_color(shader, getBlueDensity(), LLShaderMgr::BLUE_DENSITY); + draw_color(shader, getBlueHorizon(), LLShaderMgr::BLUE_HORIZON); + draw_real(shader, getHazeDensity(), LLShaderMgr::HAZE_DENSITY); + draw_real(shader, getHazeHorizon(), LLShaderMgr::HAZE_HORIZON); + draw_real(shader, getDensityMultiplier(), LLShaderMgr::DENSITY_MULTIPLIER); + draw_real(shader, getDistanceMultiplier(), LLShaderMgr::DISTANCE_MULTIPLIER); + draw_color(shader, getCloudPosDensity2(), LLShaderMgr::CLOUD_POS_DENSITY2); + draw_real(shader, getCloudScale(), LLShaderMgr::CLOUD_SCALE); + draw_real(shader, getCloudShadow(), LLShaderMgr::CLOUD_SHADOW); + draw_real(shader, getCloudVariance(), LLShaderMgr::CLOUD_VARIANCE); + draw_color(shader, getGlow(), LLShaderMgr::GLOW); + draw_real(shader, getMaxY(), LLShaderMgr::MAX_Y); + draw_real(shader, getMoonBrightness(), LLShaderMgr::MOON_BRIGHTNESS); + draw_real(shader, getSkyMoistureLevel(), LLShaderMgr::MOISTURE_LEVEL); + draw_real(shader, getSkyDropletRadius(), LLShaderMgr::DROPLET_RADIUS); + draw_real(shader, getSkyIceLevel(), LLShaderMgr::ICE_LEVEL); + draw_real(shader, getReflectionProbeAmbiance(), LLShaderMgr::REFLECTION_PROBE_AMBIANCE); +} + void LLSettingsVOSky::applySpecial(void *ptarget, bool force) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; @@ -702,7 +764,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction); // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate") - LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]); + LLVector4 vect_c_p_d1(mCloudPosDensity1.mV[0], mCloudPosDensity1.mV[1], mCloudPosDensity1.mV[2]); LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() ); // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll @@ -935,7 +997,7 @@ LLSettingsWater::ptr_t LLSettingsVOWater::buildDefaultWater() return waterp; } -LLSettingsWater::ptr_t LLSettingsVOWater::buildClone() const +LLSettingsWater::ptr_t LLSettingsVOWater::buildClone() { LLSD settings = cloneSettings(); U32 flags = getFlags(); @@ -974,6 +1036,12 @@ LLSD LLSettingsVOWater::convertToLegacy(const LLSettingsWater::ptr_t &pwater) } //------------------------------------------------------------------------- //------------------------------------------------------------------------- + +void LLSettingsVOWater::applyToUniforms(void*) +{ + +} + void LLSettingsVOWater::applySpecial(void *ptarget, bool force) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; @@ -1373,7 +1441,7 @@ void LLSettingsVODay::combineIntoDayCycle(LLSettingsDay::ptr_t pday, LLSettingsB } -LLSettingsDay::ptr_t LLSettingsVODay::buildClone() const +LLSettingsDay::ptr_t LLSettingsVODay::buildClone() { LLSD settings = cloneSettings(); @@ -1398,10 +1466,10 @@ LLSettingsDay::ptr_t LLSettingsVODay::buildClone() const return dayp; } -LLSettingsDay::ptr_t LLSettingsVODay::buildDeepCloneAndUncompress() const +LLSettingsDay::ptr_t LLSettingsVODay::buildDeepCloneAndUncompress() { // no need for SETTING_TRACKS or SETTING_FRAMES, so take base LLSD - LLSD settings = llsd_clone(mSettings); + LLSD settings = llsd_clone(getSettings()); U32 flags = getFlags(); LLSettingsDay::ptr_t day_clone = std::make_shared<LLSettingsVODay>(settings); |