diff options
author | Jonathan Goodman <geenz@lindenlab.com> | 2022-10-10 15:19:04 +0000 |
---|---|---|
committer | Jonathan Goodman <geenz@lindenlab.com> | 2022-10-10 15:19:04 +0000 |
commit | 7ff19ec98c25c6ad17b979078e77ec2cab9f7ebd (patch) | |
tree | ed8934f91cbbcd1591bf79bd46eef9b0b847500b /indra/newview/pipeline.cpp | |
parent | a73b226f9ee1df4803da8acbcfcef579254a51a4 (diff) | |
parent | ace892b8f5b12f4c85aec70caa032a13f8d0fd2c (diff) |
Merged DRTVWR-559 into SL-18290
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 283 |
1 files changed, 151 insertions, 132 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 08c99266f8..87a5cd9cc8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -132,12 +132,12 @@ // NOTE: Keep in sync with indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml // NOTE: Unused consts are commented out since some compilers (on macOS) may complain about unused variables. // const S32 WATER_REFLECT_NONE_WATER_OPAQUE = -2; - const S32 WATER_REFLECT_NONE_WATER_TRANSPARENT = -1; - const S32 WATER_REFLECT_MINIMAL = 0; + //const S32 WATER_REFLECT_NONE_WATER_TRANSPARENT = -1; + //const S32 WATER_REFLECT_MINIMAL = 0; // const S32 WATER_REFLECT_TERRAIN = 1; - const S32 WATER_REFLECT_STATIC_OBJECTS = 2; - const S32 WATER_REFLECT_AVATARS = 3; - const S32 WATER_REFLECT_EVERYTHING = 4; + //const S32 WATER_REFLECT_STATIC_OBJECTS = 2; + //const S32 WATER_REFLECT_AVATARS = 3; + //const S32 WATER_REFLECT_EVERYTHING = 4; bool gShiftFrame = false; @@ -885,14 +885,17 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) const U32 occlusion_divisor = 3; //allocate deferred rendering color buffers - if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; - if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + //if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!addDeferredAttachments(mRT->deferredScreen)) return false; GLuint screenFormat = GL_RGBA16; if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + + mRT->deferredScreen.shareDepthBuffer(mRT->screen); + if (samples > 0) { if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; @@ -929,17 +932,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mRT->fxaaBuffer.release(); mRT->screen.release(); mRT->deferredScreen.release(); //make sure to release any render targets that share a depth buffer with mRT->deferredScreen first - mRT->deferredDepth.release(); + //mRT->deferredDepth.release(); mRT->occlusionDepth.release(); if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } - if (LLPipeline::sRenderDeferred) - { //share depth buffer between deferred targets - mRT->deferredScreen.shareDepthBuffer(mRT->screen); - } - gGL.getTexUnit(0)->disable(); stop_glerror(); @@ -2540,6 +2538,13 @@ void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) sCull->pushVisibleGroup(group); } + if (group->needsUpdate() || + group->getVisible(LLViewerCamera::sCurCameraID) < LLDrawable::getCurrentFrame() - 1) + { + // include this group in occlusion groups, not because it is an occluder, but because we want to run + // an occlusion query to find out if it's an occluder + markOccluder(group); + } mNumVisibleNodes++; } @@ -2575,6 +2580,7 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d if (scratch_space) { GLint bits = 0; + llassert(!source.hasStencil()); // stencil buffer usage is deprecated bits |= (source.hasStencil() && dest.hasStencil()) ? GL_STENCIL_BUFFER_BIT : 0; bits |= GL_DEPTH_BUFFER_BIT; scratch_space->copyContents(source, @@ -2632,10 +2638,17 @@ void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderT { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; llassert(!gCubeSnapshot); +#if 0 downsampleDepthBuffer(source, dest, scratch_space); dest.bindTarget(); doOcclusion(camera); dest.flush(); +#else + // none of the above shenanigans should matter (enough) because we've preserved hierarchical Z before issuing occlusion queries + //source.bindTarget(); + doOcclusion(camera); + //source.flush(); +#endif } void LLPipeline::doOcclusion(LLCamera& camera) @@ -4052,10 +4065,10 @@ void render_hud_elements() LLGLDisable fog(GL_FOG); LLGLSUIDefault gls_ui; - LLGLEnable stencil(GL_STENCIL_TEST); - glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); - glStencilMask(0xFFFFFFFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + //LLGLEnable stencil(GL_STENCIL_TEST); + //glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); + //glStencilMask(0xFFFFFFFF); + //glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); gGL.color4f(1,1,1,1); @@ -4112,14 +4125,15 @@ void LLPipeline::renderHighlights() LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); LLGLDisable test(GL_ALPHA_TEST); - LLGLEnable stencil(GL_STENCIL_TEST); + //LLGLEnable stencil(GL_STENCIL_TEST); gGL.flush(); - glStencilMask(0xFFFFFFFF); - glClearStencil(1); - glClear(GL_STENCIL_BUFFER_BIT); + // stencil ops are deprecated + //glStencilMask(0xFFFFFFFF); + //glClearStencil(1); + //glClear(GL_STENCIL_BUFFER_BIT); - glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); - glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + //glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); + //glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); gGL.setColorMask(false, false); @@ -4131,8 +4145,8 @@ void LLPipeline::renderHighlights() } gGL.setColorMask(true, false); - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); + //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // deprecated + //glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); //gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); @@ -4578,12 +4592,14 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate) #endif } -void LLPipeline::renderGeomDeferred(LLCamera& camera) +void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) { LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred"); LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); LL_PROFILE_GPU_ZONE("renderGeomDeferred"); + bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion; + { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pools"); //LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLS); @@ -4623,6 +4639,17 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) cur_type = poolp->getType(); + if (occlude && cur_type >= LLDrawPool::POOL_GRASS) + { + llassert(!gCubeSnapshot); // never do occlusion culling on cube snapshots + occlude = false; + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + LLGLSLShader::bindNoShader(); + doOcclusion(camera); + gGL.setColorMask(true, false); + } + pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0) { @@ -4679,7 +4706,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) } // Tracy ZoneScoped } -void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) +void LLPipeline::renderGeomPostDeferred(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_POST_DEFERRED_POOLS); LL_PROFILE_GPU_ZONE("renderGeomPostDeferred"); @@ -4696,7 +4723,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) gGL.setColorMask(true, false); pool_set_t::iterator iter1 = mPools.begin(); - bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion; while ( iter1 != mPools.end() ) { @@ -4704,17 +4730,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) cur_type = poolp->getType(); - if (occlude && cur_type >= LLDrawPool::POOL_GRASS) - { - llassert(!gCubeSnapshot); // never do occlusion culling on cube snapshots - occlude = false; - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); - LLGLSLShader::bindNoShader(); - doOcclusion(camera, mRT->screen, mRT->occlusionDepth, &mRT->deferredDepth); - gGL.setColorMask(true, false); - } - pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0) { @@ -4766,16 +4781,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); - if (occlude) - { - occlude = false; - LLGLSLShader::bindNoShader(); - doOcclusion(camera); - gGLLastMatrix = NULL; - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(gGLModelView); - } - if (!gCubeSnapshot) { // debug displays @@ -4990,7 +4995,7 @@ void LLPipeline::renderDebug() const LLColor4 clearColor = gSavedSettings.getColor4("PathfindingNavMeshClear"); gGL.setColorMask(true, true); glClearColor(clearColor.mV[0],clearColor.mV[1],clearColor.mV[2],0); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // no stencil -- deprecated | GL_STENCIL_BUFFER_BIT); gGL.setColorMask(true, false); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } @@ -7594,6 +7599,76 @@ void LLPipeline::renderFinalize() gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); + if (!gCubeSnapshot) + { + // gamma correct lighting + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); + + { + LL_PROFILE_GPU_ZONE("gamma correct"); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + LLRenderTarget* screen_target = &mRT->screen; + + LLVector2 tc1(0, 0); + LLVector2 tc2((F32)screen_target->getWidth() * 2, (F32)screen_target->getHeight() * 2); + + screen_target->bindTarget(); + // Apply gamma correction to the frame here. + gDeferredPostGammaCorrectProgram.bind(); + // mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + S32 channel = 0; + channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); + if (channel > -1) + { + screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); + } + + gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight()); + + F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); + + gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f)); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); + + gGL.end(); + + gGL.getTexUnit(channel)->unbind(screen_target->getUsage()); + gDeferredPostGammaCorrectProgram.unbind(); + screen_target->flush(); + } + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + + LLVertexBuffer::unbind(); + + if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + // Render debugging beacons. + gObjectList.renderObjectBeacons(); + gObjectList.resetObjectBeacons(); + gSky.addSunMoonBeacons(); + } + } + if (sRenderGlow) { LL_PROFILE_GPU_ZONE("glow"); @@ -8063,6 +8138,7 @@ void LLPipeline::renderFinalize() shader->unbind(); } } +#if 0 // DEPRECATED else // not deferred { U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; @@ -8105,7 +8181,7 @@ void LLPipeline::renderFinalize() gGlowCombineProgram.unbind(); } - +#endif gGL.setSceneBlendType(LLRender::BT_ALPHA); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) @@ -8139,12 +8215,12 @@ void LLPipeline::renderFinalize() gSplatTextureRectProgram.unbind(); } - if (LLRenderTarget::sUseFBO && !gCubeSnapshot) + /*if (LLRenderTarget::sUseFBO && !gCubeSnapshot) { // copy depth buffer from mRT->screen to framebuffer LLRenderTarget::copyContentsToFramebuffer(mRT->screen, 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } + }*/ gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); @@ -8162,7 +8238,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LL_PROFILE_GPU_ZONE("bindDeferredShader"); LLRenderTarget* deferred_target = &mRT->deferredScreen; - LLRenderTarget* deferred_depth_target = &mRT->deferredDepth; + //LLRenderTarget* deferred_depth_target = &mRT->deferredDepth; LLRenderTarget* deferred_light_target = &mRT->deferredLight; shader.bind(); @@ -8198,12 +8274,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ } +#if 0 channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); if (channel > -1) { gGL.getTexUnit(channel)->bind(deferred_depth_target, TRUE); stop_glerror(); } +#else + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(deferred_target, TRUE); + stop_glerror(); + } +#endif glh::matrix4f projection = get_current_projection(); glh::matrix4f inv_proj = projection.inverse(); @@ -8452,13 +8537,15 @@ void LLPipeline::renderDeferredLighting() } LLRenderTarget *screen_target = &mRT->screen; - LLRenderTarget *deferred_target = &mRT->deferredScreen; - LLRenderTarget *deferred_depth_target = &mRT->deferredDepth; - LLRenderTarget *deferred_light_target = &mRT->deferredLight; + //LLRenderTarget *deferred_target = &mRT->deferredScreen; + //LLRenderTarget *deferred_depth_target = &mRT->deferredDepth; + LLRenderTarget* deferred_light_target = &mRT->deferredLight; { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("deferred"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); LLViewerCamera *camera = LLViewerCamera::getInstance(); + +#if 0 { LLGLDepthTest depth(GL_TRUE); deferred_depth_target->copyContents(*deferred_target, @@ -8473,6 +8560,7 @@ void LLPipeline::renderDeferredLighting() GL_DEPTH_BUFFER_BIT, GL_NEAREST); } +#endif LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE : 0); @@ -8482,7 +8570,7 @@ void LLPipeline::renderDeferredLighting() } // ati doesn't seem to love actually using the stencil buffer on FBO's - LLGLDisable stencil(GL_STENCIL_TEST); + //LLGLDisable stencil(GL_STENCIL_TEST); // glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); // glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); @@ -8707,7 +8795,7 @@ void LLPipeline::renderDeferredLighting() #if 0 { // render non-deferred geometry (fullbright, alpha, etc) LLGLDisable blend(GL_BLEND); - LLGLDisable stencil(GL_STENCIL_TEST); + //LLGLDisable stencil(GL_STENCIL_TEST); gGL.setSceneBlendType(LLRender::BT_ALPHA); gPipeline.pushRenderTypeMask(); @@ -8986,7 +9074,7 @@ void LLPipeline::renderDeferredLighting() { // render non-deferred geometry (alpha, fullbright, glow) LLGLDisable blend(GL_BLEND); - LLGLDisable stencil(GL_STENCIL_TEST); + //LLGLDisable stencil(GL_STENCIL_TEST); pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, @@ -9019,76 +9107,6 @@ void LLPipeline::renderDeferredLighting() } screen_target->flush(); - - if (!gCubeSnapshot) - { - // gamma correct lighting - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); - - { - LL_PROFILE_GPU_ZONE("gamma correct"); - - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - - LLVector2 tc1(0, 0); - LLVector2 tc2((F32)screen_target->getWidth() * 2, (F32)screen_target->getHeight() * 2); - - screen_target->bindTarget(); - // Apply gamma correction to the frame here. - gDeferredPostGammaCorrectProgram.bind(); - // mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - S32 channel = 0; - channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); - if (channel > -1) - { - screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); - } - - gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight()); - - F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); - - gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f)); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1, -1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1, 3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3, -1); - - gGL.end(); - - gGL.getTexUnit(channel)->unbind(screen_target->getUsage()); - gDeferredPostGammaCorrectProgram.unbind(); - screen_target->flush(); - } - - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - - LLVertexBuffer::unbind(); - - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); - gSky.addSunMoonBeacons(); - } - } - - screen_target->flush(); } void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) @@ -9234,7 +9252,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) { LLRenderTarget* deferred_target = &mRT->deferredScreen; - LLRenderTarget* deferred_depth_target = &mRT->deferredDepth; + //LLRenderTarget* deferred_depth_target = &mRT->deferredDepth; LLRenderTarget* deferred_light_target = &mRT->deferredLight; stop_glerror(); @@ -9243,7 +9261,8 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_BRDF_LUT); - shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); + //shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage()); shader.disableTexture(LLShaderMgr::DIFFUSE_MAP); shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); |