diff options
author | Dave Parks <davep@lindenlab.com> | 2011-05-25 15:51:15 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2011-05-25 15:51:15 -0500 |
commit | 9eea451a82379a61fa4a6cc2a55274e06cecbd58 (patch) | |
tree | 51f44405fa18b7a2354c22c0c4125f49e8b21d69 /indra/newview | |
parent | 0d5a661e57239c3e5d46a55cf4e2d808f31121fe (diff) |
SH-469 Don't use depth buffers and multisample buffers where not absolutely needed -- make sample counts consistent between shaders and render targets.
Diffstat (limited to 'indra/newview')
10 files changed, 88 insertions, 67 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl index 4366376d99..edec83ea07 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl @@ -12,7 +12,7 @@ uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform float dist_factor; uniform float blur_size; @@ -25,12 +25,23 @@ varying vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +vec3 texture2DMS3(sampler2DMS tex, ivec2 tc) { - vec4 ret = vec4(0,0,0,0); + vec3 ret = vec3(0,0,0); for (int i = 0; i < samples; i++) { - ret += texelFetch(tex, tc, i); + ret += texelFetch(tex, tc, i).rgb; + } + + return ret/samples; +} + +float texture2DMS1(sampler2DMS tex, ivec2 tc) +{ + float ret = 0; + for (int i = 0; i < samples; i++) + { + ret += texelFetch(tex, tc, i).r; } return ret/samples; @@ -38,7 +49,7 @@ vec4 texture2DMS(sampler2DMS tex, ivec2 tc) vec4 getPosition(ivec2 pos_screen) { - float depth = texture2DMS(depthMap, pos_screen.xy).r; + float depth = texture2DMS1(depthMap, pos_screen.xy); vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -54,10 +65,10 @@ void main() vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); - vec3 norm = texture2DMS(normalMap, itc).xyz; + vec3 norm = texture2DMS3(normalMap, itc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(itc).xyz; - vec4 ccol = texture2DMS(lightMap, itc).rgba; + vec4 ccol = texture2DRect(lightMap, tc).rgba; vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); @@ -73,23 +84,23 @@ void main() for (int i = 1; i < 4; i++) { - ivec2 samptc = ivec2(tc + kern[i].z*dlt); - vec3 samppos = getPosition(samptc).xyz; + vec2 samptc = tc + kern[i].z*dlt; + vec3 samppos = getPosition(ivec2(samptc)).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DMS(lightMap, samptc)*kern[i].xyxx; + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; defined_weight += kern[i].xy; } } for (int i = 1; i < 4; i++) { - ivec2 samptc = ivec2(tc - kern[i].z*dlt); - vec3 samppos = getPosition(samptc).xyz; + vec2 samptc = vec2(tc - kern[i].z*dlt); + vec3 samppos = getPosition(ivec2(samptc)).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DMS(lightMap, samptc)*kern[i].xyxx; + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; defined_weight += kern[i].xy; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl index 16e97109f9..66c7a5cb4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl @@ -130,7 +130,7 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl index bdaa8e59c4..b450ff1ca2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl @@ -34,7 +34,6 @@ uniform float far_clip; uniform vec3 proj_origin; //origin of projection to be used for angular attenuation uniform float sun_wash; -uniform int proj_shadow_idx; uniform float shadow_fade; varying vec4 vary_light; @@ -228,6 +227,6 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl index 23b5e76735..7521c3310c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl @@ -103,6 +103,6 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl index 3a9d9266bb..6702bd5014 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl @@ -229,6 +229,6 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl index c6f0ea2a5d..d0f9101774 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -14,7 +14,7 @@ uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2D projectionMap; @@ -112,6 +112,17 @@ void main() ivec2 itc = ivec2(frag.xy); + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texture2DRect(lightMap, frag); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + for (int i = 0; i < samples; i++) { vec3 pos = getPosition(itc, i).xyz; @@ -120,17 +131,6 @@ void main() dist2 /= vary_light.w; if (dist2 <= 1.0) { - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texelFetch(lightMap, itc, i); - float sh[2]; - sh[0] = shd.b; - sh[1] = shd.a; - shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); - } - vec3 norm = texelFetch(normalMap, itc, i).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm @@ -239,6 +239,6 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 71482d0c7b..cb09fe9895 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -13,7 +13,7 @@ uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform sampler2DMS depthMap; uniform sampler2D noiseMap; uniform samplerCube environmentMap; @@ -257,7 +257,8 @@ void main() vec3 fcol = vec3(0,0,0); - float amb = 0; + vec2 scol_ambocc = texture2DRect(lightMap, tc).rg; + float ambocc = scol_ambocc.g; for (int i = 0; i < samples; ++i) { @@ -271,9 +272,9 @@ void main() vec4 diffuse = texelFetch(diffuseRect, itc, i); vec4 spec = texelFetch(specularRect, itc, i); - vec2 scol_ambocc = texelFetch(lightMap, itc, i).rg; + float amb = 0; + float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; amb += ambocc; calcAtmospherics(pos.xyz, ambocc); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl index 099a45718a..8d6ffd79c5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -14,7 +14,7 @@ uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2D projectionMap; @@ -113,6 +113,17 @@ void main() vec3 fcol = vec3(0,0,0); int wght = 0; + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texture2DRect(lightMap, frag.xy); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + for (int i = 0; i < samples; i++) { vec3 pos = getPosition(itc, i).xyz; @@ -121,17 +132,6 @@ void main() dist2 /= vary_light.w; if (dist2 <= 1.0) { - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texelFetch(lightMap, itc, i); - float sh[2]; - sh[0] = shd.b; - sh[1] = shd.a; - shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); - } - vec3 norm = texelFetch(normalMap, itc, i).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 911a8bb65f..b818da205e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -353,7 +353,7 @@ void LLViewerShaderMgr::setShaders() } //setup preprocessor definitions - LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples")); + LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"))); reentrance = true; @@ -841,7 +841,8 @@ BOOL LLViewerShaderMgr::loadShadersEffects() { BOOL success = TRUE; - bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample; + U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); + bool multisample = samples > 1 && LLPipeline::sRenderDeferred && gGLManager.mHasTextureMultisample; if (mVertexShaderLevel[SHADER_EFFECT] == 0) { @@ -870,7 +871,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects() { std::string fragment; - if (gSavedSettings.getU32("RenderFSAASamples") > 0 && LLRenderTarget::sUseFBO && gGLManager.mHasTextureMultisample) + if (multisample) { fragment = "effects/glowExtractMSF.glsl"; } @@ -983,7 +984,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() BOOL success = TRUE; - bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample; + U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); + bool multisample = samples > 1 && gGLManager.mHasTextureMultisample; if (success) { diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index ffe3b4b1a4..1214d1b545 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -589,7 +589,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mScreenWidth = resX; mScreenHeight = resY; - U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 16); + //cap samples at 4 for render targets to avoid out of memory errors + U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); if (gGLManager.mIsATI) { //disable multisampling of render targets where ATI is involved @@ -631,7 +632,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (shadow_detail > 0 || ssao) { //only need mDeferredLight[0] for shadows OR ssao - mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); + mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); } else { @@ -640,7 +641,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (ssao) { //only need mDeferredLight[1] for ssao - mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false, samples); + mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false); } else { @@ -742,13 +743,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (LLPipeline::sRenderDeferred) { //share depth buffer between deferred targets mDeferredScreen.shareDepthBuffer(mScreen); - for (U32 i = 0; i < 3; i++) - { //share stencil buffer with screen space lightmap to stencil out sky - if (mDeferredLight[i].getTexture(0)) - { - mDeferredScreen.shareDepthBuffer(mDeferredLight[i]); - } - } } gGL.getTexUnit(0)->disable(); @@ -7751,18 +7745,27 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) LLViewerTexture* img = volume->getLightTexture(); + if (img == NULL) + { + img = LLViewerFetchedTexture::sWhiteImagep; + } + S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); - if (channel > -1 && img) + if (channel > -1) { - gGL.getTexUnit(channel)->bind(img); + if (img) + { + gGL.getTexUnit(channel)->bind(img); - F32 lod_range = logf(img->getWidth())/logf(2.f); + F32 lod_range = logf(img->getWidth())/logf(2.f); - shader.uniform1f("proj_focus", focus); - shader.uniform1f("proj_lod", lod_range); - shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); + shader.uniform1f("proj_focus", focus); + shader.uniform1f("proj_lod", lod_range); + shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); + } } + } void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) @@ -9372,6 +9375,11 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadow[i+4].flush(); } } + else + { //no spotlight shadows + mShadowSpotLight[0] = mShadowSpotLight[1] = NULL; + } + if (!gSavedSettings.getBOOL("CameraOffset")) { |