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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-01-08 23:15:00 +0200
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-01-08 23:15:00 +0200
commitfe796dac711c7ecdc7d6d17e0b692abf468b754a (patch)
tree32750c8e5be3b21c2c8d6bf3cbc43eb012dba72a /indra/newview/pipeline.cpp
parent1cc91fac587ae0edf86d2dec42e2846e57bfafd0 (diff)
parent77395eddc911e0801e50fd693f7bbaee8046aa95 (diff)
Merge branch 'main' into DRTVWR-588-maint-W
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp230
1 files changed, 199 insertions, 31 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index c74e2bd572..8bdf9bbb8c 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -211,6 +211,7 @@ extern S32 gBoxFrame;
extern BOOL gDisplaySwapBuffers;
extern BOOL gDebugGL;
extern BOOL gCubeSnapshot;
+extern BOOL gSnapshotNoPost;
bool gAvatarBacklight = false;
@@ -786,10 +787,8 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
resY /= res_mod;
}
- if (LLPipeline::sRenderTransparentWater)
- { //water reflection texture
- mWaterDis.allocate(resX, resY, GL_RGBA, true);
- }
+ //water reflection texture (always needed as scratch space whether or not transparent water is enabled)
+ mWaterDis.allocate(resX, resY, GL_RGBA16F, true);
if (RenderUIBuffer)
{
@@ -2316,13 +2315,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result)
gSky.mVOWLSkyp->mDrawable->setVisible(camera);
sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable);
}
-
- bool render_water = !sReflectionRender && (hasRenderType(LLPipeline::RENDER_TYPE_WATER) || hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER));
-
- if (render_water)
- {
- LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water);
- }
}
void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
@@ -3833,10 +3825,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion)
poolp->endDeferredPass(i);
LLVertexBuffer::unbind();
- if (gDebugGL || gDebugPipeline)
- {
- LLGLState::checkStates();
- }
+ LLGLState::checkStates();
}
}
else
@@ -3883,6 +3872,20 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
LLGLEnable cull(GL_CULL_FACE);
+ bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds
+ bool done_water_haze = done_atmospherics;
+
+ // do atmospheric haze just before post water alpha
+ U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER;
+
+ if (LLPipeline::sUnderWaterRender)
+ { // if under water, do atmospherics just before the water pass
+ atmospherics_pass = LLDrawPool::POOL_WATER;
+ }
+
+ // do water haze just before pre water alpha
+ U32 water_haze_pass = LLDrawPool::POOL_ALPHA_PRE_WATER;
+
calcNearbyLights(camera);
setupHWLights();
@@ -3902,6 +3905,18 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
cur_type = poolp->getType();
+ if (cur_type >= atmospherics_pass && !done_atmospherics)
+ { // do atmospherics against depth buffer before rendering alpha
+ doAtmospherics();
+ done_atmospherics = true;
+ }
+
+ if (cur_type >= water_haze_pass && !done_water_haze)
+ { // do water haze against depth buffer before rendering alpha
+ doWaterHaze();
+ done_water_haze = true;
+ }
+
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
{
@@ -6797,7 +6812,7 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) {
{
LL_PROFILE_GPU_ZONE("gamma correct");
- static LLCachedControl<bool> no_post(gSavedSettings, "RenderDisablePostProcessing", false);
+ static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false);
LLGLDepthTest depth(GL_FALSE, GL_FALSE);
@@ -6807,7 +6822,8 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) {
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLGLSLShader& shader = no_post && gFloaterTools->isAvailable() ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping)
+ bool no_post = gSnapshotNoPost || (buildNoPost && gFloaterTools->isAvailable());
+ LLGLSLShader& shader = no_post ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping)
psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram :
gDeferredPostGammaCorrectProgram;
@@ -7464,7 +7480,7 @@ void LLPipeline::bindDeferredShaderFast(LLGLSLShader& shader)
}
}
-void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target)
+void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target, LLRenderTarget* depth_target)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
LLRenderTarget* deferred_target = &mRT->deferredScreen;
@@ -7503,7 +7519,14 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage());
if (channel > -1)
{
- gGL.getTexUnit(channel)->bind(deferred_target, TRUE);
+ if (depth_target)
+ {
+ gGL.getTexUnit(channel)->bind(depth_target, TRUE);
+ }
+ else
+ {
+ gGL.getTexUnit(channel)->bind(deferred_target, TRUE);
+ }
stop_glerror();
}
@@ -7881,7 +7904,7 @@ void LLPipeline::renderDeferredLighting()
if (RenderDeferredAtmospheric)
{ // apply sunlight contribution
- LLGLSLShader &soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram;
+ LLGLSLShader &soften_shader = gDeferredSoftenProgram;
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - atmospherics");
LL_PROFILE_GPU_ZONE("atmospherics");
@@ -7910,7 +7933,7 @@ void LLPipeline::renderDeferredLighting()
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
- unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
+ unbindDeferredShader(gDeferredSoftenProgram);
}
static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256);
@@ -8062,7 +8085,7 @@ void LLPipeline::renderDeferredLighting()
LLVector4a center;
center.load3(drawablep->getPositionAgent().mV);
- const F32 *c = center.getF32ptr();
+ const F32* c = center.getF32ptr();
F32 s = volume->getLightRadius() * 1.5f;
sVisibleLightCount++;
@@ -8111,8 +8134,8 @@ void LLPipeline::renderDeferredLighting()
U32 idx = count - 1;
bindDeferredShader(gDeferredMultiLightProgram[idx]);
gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat *) light);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat *) col);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*)light);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*)col);
gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
far_z = 0.f;
count = 0;
@@ -8130,11 +8153,11 @@ void LLPipeline::renderDeferredLighting()
for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
{
- LLDrawable *drawablep = *iter;
- LLVOVolume *volume = drawablep->getVOVolume();
- LLVector3 center = drawablep->getPositionAgent();
- F32 * c = center.mV;
- F32 light_size_final = volume->getLightRadius() * 1.5f;
+ LLDrawable* drawablep = *iter;
+ LLVOVolume* volume = drawablep->getVOVolume();
+ LLVector3 center = drawablep->getPositionAgent();
+ F32* c = center.mV;
+ F32 light_size_final = volume->getLightRadius() * 1.5f;
F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF);
sVisibleLightCount++;
@@ -8159,13 +8182,11 @@ void LLPipeline::renderDeferredLighting()
}
}
-
gGL.setColorMask(true, true);
}
{ // render non-deferred geometry (alpha, fullbright, glow)
LLGLDisable blend(GL_BLEND);
- //LLGLDisable stencil(GL_STENCIL_TEST);
pushRenderTypeMask();
andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
@@ -8216,6 +8237,153 @@ void LLPipeline::renderDeferredLighting()
gGL.setColorMask(true, true);
}
+void LLPipeline::doAtmospherics()
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
+
+ if (sImpostorRender)
+ { // do not attempt atmospherics on impostors
+ return;
+ }
+
+ if (RenderDeferredAtmospheric)
+ {
+ {
+ // copy depth buffer for use in haze shader (use water displacement map as temp storage)
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+
+ LLRenderTarget& src = gPipeline.mRT->screen;
+ LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen;
+ LLRenderTarget& dst = gPipeline.mWaterDis;
+
+ mRT->screen.flush();
+ dst.bindTarget();
+ gCopyDepthProgram.bind();
+
+ S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP);
+ S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
+
+ gGL.getTexUnit(diff_map)->bind(&src);
+ gGL.getTexUnit(depth_map)->bind(&depth_src, true);
+
+ gGL.setColorMask(false, false);
+ gPipeline.mScreenTriangleVB->setBuffer();
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ dst.flush();
+ mRT->screen.bindTarget();
+ }
+
+ LLGLEnable blend(GL_BLEND);
+ gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA);
+ gGL.setColorMask(true, true);
+
+ // apply haze
+ LLGLSLShader& haze_shader = gHazeProgram;
+
+ LL_PROFILE_GPU_ZONE("haze");
+ bindDeferredShader(haze_shader, nullptr, &mWaterDis);
+
+ LLEnvironment& environment = LLEnvironment::instance();
+ haze_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+ haze_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
+
+ haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
+
+ LLGLDepthTest depth(GL_FALSE);
+
+ // full screen blit
+ mScreenTriangleVB->setBuffer();
+ mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ unbindDeferredShader(haze_shader);
+
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ }
+}
+
+void LLPipeline::doWaterHaze()
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
+ if (sImpostorRender)
+ { // do not attempt water haze on impostors
+ return;
+ }
+
+ if (RenderDeferredAtmospheric)
+ {
+ // copy depth buffer for use in haze shader (use water displacement map as temp storage)
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+
+ LLRenderTarget& src = gPipeline.mRT->screen;
+ LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen;
+ LLRenderTarget& dst = gPipeline.mWaterDis;
+
+ mRT->screen.flush();
+ dst.bindTarget();
+ gCopyDepthProgram.bind();
+
+ S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP);
+ S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
+
+ gGL.getTexUnit(diff_map)->bind(&src);
+ gGL.getTexUnit(depth_map)->bind(&depth_src, true);
+
+ gGL.setColorMask(false, false);
+ gPipeline.mScreenTriangleVB->setBuffer();
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ dst.flush();
+ mRT->screen.bindTarget();
+ }
+
+ LLGLEnable blend(GL_BLEND);
+ gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA);
+
+ gGL.setColorMask(true, true);
+
+ // apply haze
+ LLGLSLShader& haze_shader = gHazeWaterProgram;
+
+ LL_PROFILE_GPU_ZONE("haze");
+ bindDeferredShader(haze_shader, nullptr, &mWaterDis);
+
+ haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
+
+ static LLStaticHashedString above_water_str("above_water");
+ haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1);
+
+ if (LLPipeline::sUnderWaterRender)
+ {
+ LLGLDepthTest depth(GL_FALSE);
+
+ // full screen blit
+ mScreenTriangleVB->setBuffer();
+ mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+ else
+ {
+ //render water patches like LLDrawPoolWater does
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable cull(GL_CULL_FACE);
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ if (mWaterPool)
+ {
+ mWaterPool->pushFaceGeometry();
+ }
+ }
+
+ unbindDeferredShader(haze_shader);
+
+
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ }
+}
+
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
{
//construct frustum