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authorDave Parks <davep@lindenlab.com>2022-09-20 19:09:26 -0500
committerDave Parks <davep@lindenlab.com>2022-09-20 19:09:26 -0500
commitc466e44334fd60c8270b68c70b8ae999b8dbd395 (patch)
tree6e5a5e79f9f8af154eee42fb85ed3e1f3c9bb048 /indra
parenta66a65e047fb662e35eaaa68de6da9e2786db8ed (diff)
SL-18190 Reduce banding (stay in linear space as much as possible, increase precision of reflection probes). Faster radiance and irradiance map generation.
Diffstat (limited to 'indra')
-rw-r--r--indra/llrender/llcubemaparray.cpp2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl7
-rw-r--r--indra/newview/llreflectionmapmanager.cpp76
-rw-r--r--indra/newview/llreflectionmapmanager.h3
-rw-r--r--indra/newview/pipeline.cpp123
17 files changed, 151 insertions, 140 deletions
diff --git a/indra/llrender/llcubemaparray.cpp b/indra/llrender/llcubemaparray.cpp
index bb4bd58121..0e452b3d0a 100644
--- a/indra/llrender/llcubemaparray.cpp
+++ b/indra/llrender/llcubemaparray.cpp
@@ -122,7 +122,7 @@ void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count, BOOL us
bind(0);
- glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGB, resolution, resolution, count*6, 0,
+ glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGB10_A2, resolution, resolution, count*6, 0,
GL_RGB, GL_UNSIGNED_BYTE, nullptr);
mImage->setAddressMode(LLTexUnit::TAM_CLAMP);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index fc1cee1f59..69a0a41034 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -292,19 +292,6 @@ void main()
#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
#endif // !defined(LOCAL_LIGHT_KILL)
- // back to sRGB as we're going directly to the final RT post-deferred gamma correction
- color.rgb = linear_to_srgb(color.rgb);
-
-//color.rgb = amblit;
-//color.rgb = vec3(ambient);
-//color.rgb = sunlit;
-//color.rgb = vec3(final_da);
-//color.rgb = post_ambient;
-//color.rgb = post_sunlight;
-//color.rgb = sun_contrib;
-//color.rgb = diffuse_srgb.rgb;
-//color.rgb = post_diffuse;
-//color.rgb = post_atmo;
#ifdef WATER_FOG
color = applyWaterFogView(pos.xyz, color);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 57420158ca..33b97aefcb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -82,7 +82,7 @@ void main()
color.a = final_alpha;
#endif
- frag_color.rgb = color.rgb;
+ frag_color.rgb = srgb_to_linear(color.rgb);
frag_color.a = color.a;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index e87d90aa9e..44bf61be84 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -402,9 +402,6 @@ void main()
glare = min(glare, 1.0);
float al = max(diffcol.a, glare)*vertex_color.a;
- //convert to srgb as this color is being written post gamma correction
- color = linear_to_srgb(color);
-
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index 1caf2b2b1a..04be496292 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -250,5 +250,5 @@ void main()
color += 2.0*additive;
color = scaleSoftClipFrag(color);
- frag_color = vec4(color,albedo.a * vertex_color.a);
+ frag_color = vec4(srgb_to_linear(color.rgb),albedo.a * vertex_color.a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index ea28cca0cb..7376e9eb47 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -98,8 +98,8 @@ void main()
//emissive = vNt * 0.5 + 0.5;
//emissive = tnorm*0.5+0.5;
// See: C++: addDeferredAttachments(), GLSL: softenLightF
- frag_data[0] = vec4(linear_to_srgb(col), 0.0); // Diffuse
- frag_data[1] = vec4(linear_to_srgb(emissive), vertex_color.a); // PBR sRGB Emissive
+ frag_data[0] = vec4(col, 0.0); // Diffuse
+ frag_data[1] = vec4(spec.rgb,vertex_color.a); // PBR linear packed Occlusion, Roughness, Metal.
frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
- frag_data[3] = vec4(spec.rgb,0); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[3] = vec4(emissive,0); // PBR sRGB Emissive
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
index 7c175eab5f..bb4a79247d 100644
--- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
@@ -37,6 +37,10 @@ uniform int sourceIdx;
VARYING vec3 vary_dir;
+//uniform float roughness;
+
+uniform float mipLevel;
+
// =============================================================================================================
// Parts of this file are (c) 2018 Sascha Willems
// SNIPPED FROM https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/data/shaders/prefilterenvmap.frag
@@ -65,11 +69,6 @@ SOFTWARE.
*/
// =============================================================================================================
-
-//uniform float roughness;
-
-uniform float mipLevel;
-
const float PI = 3.1415926536;
// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
@@ -130,11 +129,13 @@ vec3 prefilterEnvMap(vec3 R)
vec3 color = vec3(0.0);
float totalWeight = 0.0;
float envMapDim = 256.0;
- int numSamples = 8;
+ int numSamples = 4;
float numMips = 7.0;
- float roughness = (mipLevel+1)/numMips;
+ float roughness = mipLevel/numMips;
+
+ numSamples = max(int(numSamples*roughness), 1);
for(uint i = 0u; i < numSamples; i++) {
vec2 Xi = hammersley2d(i, numSamples);
@@ -154,8 +155,8 @@ vec3 prefilterEnvMap(vec3 R)
// Solid angle of 1 pixel across all cube faces
float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
// Biased (+1.0) mip level for better result
- //float mip = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
- float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
+ float mip = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
+ //float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip).rgb * dotNL;
totalWeight += dotNL;
@@ -170,4 +171,3 @@ void main()
frag_color = vec4(prefilterEnvMap(N), 1.0);
}
// =============================================================================================================
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index a04f611440..67f1fc4c18 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -115,8 +115,8 @@ void main()
*/
color.a = 1.0;
- //color.rgb = linear_to_srgb(color.rgb);
+ color.rgb = srgb_to_linear(color.rgb);
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 7f8536cdab..fcda50c4de 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -433,9 +433,6 @@ void main()
glare = min(glare, 1.0);
float al = max(diffcol.a, glare)*vertex_color.a;
- //convert to srgb as this color is being written post gamma correction
- color = linear_to_srgb(color);
-
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index 2ee439f61a..6dd446d9f7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -95,8 +95,8 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
- vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
+ vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
+ vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
@@ -134,6 +134,9 @@ void main()
float noise = texture2D(noiseMap, tc/128.0).b;
+ diffuse = srgb_to_linear(diffuse);
+ spec.rgb = srgb_to_linear(spec.rgb);
+
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
for (int i = 0; i < LIGHT_COUNT; ++i)
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index 6424e18079..cb8877ebe5 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -147,8 +147,8 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
- vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
+ vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
+ vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
@@ -182,6 +182,10 @@ void main()
}
else
{
+
+ diffuse = srgb_to_linear(diffuse);
+ spec.rgb = srgb_to_linear(spec.rgb);
+
float noise = texture2D(noiseMap, tc/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index 27fca64ab3..cdffcf103d 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -99,8 +99,8 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
- vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
+ vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
+ vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
@@ -121,6 +121,9 @@ void main()
discard;
}
+ diffuse = srgb_to_linear(diffuse);
+ spec.rgb = srgb_to_linear(spec.rgb);
+
float noise = texture2D(noiseMap, tc/128.0).b;
float lit = nl * dist_atten * noise;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index a8a3b5d33f..5c049b6bd6 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -145,12 +145,12 @@ void main()
if (hasPBR)
{
norm.xyz = getNorm(tc);
- vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
+ vec3 orm = texture2DRect(specularRect, tc).rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r * ambocc;
- vec3 colorEmissive = texture2DRect(specularRect, tc).rgb; //specularRect is sRGB sampler, result is in linear space
+ vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
@@ -165,7 +165,6 @@ void main()
//baseColor.rgb = vec3(0,0,0);
//colorEmissive = srgb_to_linear(norm.xyz*0.5+0.5);
-
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
@@ -195,7 +194,7 @@ void main()
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
da = pow(da, light_gamma);
- diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
+ //diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
ambenv.rgb = linear_to_srgb(ambenv.rgb);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index c8d45eb429..3274153a46 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -154,8 +154,8 @@ void main()
vec3 amb_rgb = vec3(0);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
- vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
+ vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
+ vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
@@ -189,6 +189,9 @@ void main()
}
else
{
+ diffuse = srgb_to_linear(diffuse);
+ spec.rgb = srgb_to_linear(spec.rgb);
+
float noise = texture2D(noiseMap, tc/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp
index 9c6d7ea26f..2aa1f06eaf 100644
--- a/indra/newview/llreflectionmapmanager.cpp
+++ b/indra/newview/llreflectionmapmanager.cpp
@@ -80,7 +80,7 @@ void LLReflectionMapManager::update()
if (!mRenderTarget.isComplete())
{
- U32 color_fmt = GL_SRGB8_ALPHA8;
+ U32 color_fmt = GL_RGB10_A2;
const bool use_depth_buffer = true;
const bool use_stencil_buffer = true;
U32 targetRes = LL_REFLECTION_PROBE_RESOLUTION * 2; // super sample
@@ -95,7 +95,7 @@ void LLReflectionMapManager::update()
mMipChain.resize(count);
for (int i = 0; i < count; ++i)
{
- mMipChain[i].allocate(res, res, GL_RGB, false, false, LLTexUnit::TT_RECT_TEXTURE);
+ mMipChain[i].allocate(res, res, GL_RGB10_A2, false, false, LLTexUnit::TT_RECT_TEXTURE);
res /= 2;
}
}
@@ -450,10 +450,10 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
mTexture->bind(0);
//glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, targetIdx * 6 + face, 0, 0, res, res);
- if (i == 0)
- {
- glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
- }
+ //if (i == 0)
+ //{
+ //glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res);
+ //}
mTexture->unbind();
}
mMipChain[i].flush();
@@ -470,19 +470,27 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
{
//generate radiance map
gRadianceGenProgram.bind();
+ mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
S32 channel = gRadianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
mTexture->bind(channel);
static LLStaticHashedString sSourceIdx("sourceIdx");
gRadianceGenProgram.uniform1i(sSourceIdx, targetIdx);
- static LLStaticHashedString sMipLevel("mipLevel");
+ mMipChain[0].bindTarget();
+ U32 res = mMipChain[0].getWidth();
- mMipChain[1].bindTarget();
- U32 res = mMipChain[1].getWidth();
-
- for (int i = 1; i < mMipChain.size(); ++i)
+ for (int i = 0; i < mMipChain.size(); ++i)
{
LL_PROFILE_GPU_ZONE("probe radiance gen");
+ static LLStaticHashedString sMipLevel("mipLevel");
+ static LLStaticHashedString sRoughness("roughness");
+ static LLStaticHashedString sWidth("u_width");
+
+ gRadianceGenProgram.uniform1f(sRoughness, (F32)i / (F32)(mMipChain.size() - 1));
+ gRadianceGenProgram.uniform1f(sMipLevel, i);
+ gRadianceGenProgram.uniform1i(sWidth, mMipChain[i].getWidth());
+
for (int cf = 0; cf < 6; ++cf)
{ // for each cube face
LLCoordFrame frame;
@@ -492,18 +500,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
frame.getOpenGLRotation(mat);
gGL.loadMatrix(mat);
- static LLStaticHashedString sRoughness("roughness");
-
- gRadianceGenProgram.uniform1f(sRoughness, (F32)i / (F32)(mMipChain.size() - 1));
- gRadianceGenProgram.uniform1f(sMipLevel, llmax((F32)(i - 1), 0.f));
-
- gGL.begin(gGL.QUADS);
- gGL.vertex3f(-1, -1, -1);
- gGL.vertex3f(1, -1, -1);
- gGL.vertex3f(1, 1, -1);
- gGL.vertex3f(-1, 1, -1);
- gGL.end();
- gGL.flush();
+ mVertexBuffer->drawArrays(gGL.TRIANGLE_STRIP, 0, 4);
glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i, 0, 0, probe->mCubeIndex * 6 + cf, 0, 0, res, res);
}
@@ -523,7 +520,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
mTexture->bind(channel);
gIrradianceGenProgram.uniform1i(sSourceIdx, targetIdx);
-
+ mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX);
int start_mip = 0;
// find the mip target to start with based on irradiance map resolution
for (start_mip = 0; start_mip < mMipChain.size(); ++start_mip)
@@ -548,13 +545,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
frame.getOpenGLRotation(mat);
gGL.loadMatrix(mat);
- gGL.begin(gGL.QUADS);
- gGL.vertex3f(-1, -1, -1);
- gGL.vertex3f(1, -1, -1);
- gGL.vertex3f(1, 1, -1);
- gGL.vertex3f(-1, 1, -1);
- gGL.end();
- gGL.flush();
+ mVertexBuffer->drawArrays(gGL.TRIANGLE_STRIP, 0, 4);
S32 res = mMipChain[i].getWidth();
mIrradianceMaps->bind(channel);
@@ -563,7 +554,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
}
}
- mMipChain[1].flush();
+ mMipChain[0].flush();
gIrradianceGenProgram.unbind();
}
@@ -848,4 +839,25 @@ void LLReflectionMapManager::initReflectionMaps()
mIrradianceMaps = new LLCubeMapArray();
mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, mReflectionProbeCount, FALSE);
}
+
+ if (mVertexBuffer.isNull())
+ {
+ U32 mask = LLVertexBuffer::MAP_VERTEX;
+ LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, GL_STATIC_DRAW);
+ buff->allocateBuffer(4, 0, TRUE);
+
+ LLStrider<LLVector3> v;
+
+ buff->getVertexStrider(v);
+
+ v[0] = LLVector3(-1, -1, -1);
+ v[1] = LLVector3(1, -1, -1);
+ v[2] = LLVector3(-1, 1, -1);
+ v[3] = LLVector3(1, 1, -1);
+
+ buff->flush();
+
+ mVertexBuffer = buff;
+
+ }
}
diff --git a/indra/newview/llreflectionmapmanager.h b/indra/newview/llreflectionmapmanager.h
index 29a9ece2f8..493f53efb8 100644
--- a/indra/newview/llreflectionmapmanager.h
+++ b/indra/newview/llreflectionmapmanager.h
@@ -119,6 +119,9 @@ private:
// storage for reflection probe radiance maps (plus two scratch space cubemaps)
LLPointer<LLCubeMapArray> mTexture;
+ // vertex buffer for pushing verts to filter shaders
+ LLPointer<LLVertexBuffer> mVertexBuffer;
+
// storage for reflection probe irradiance maps
LLPointer<LLCubeMapArray> mIrradianceMaps;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index dd15b63fab..177d712f4b 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -369,14 +369,13 @@ void validate_framebuffer_object();
// Add color attachments for deferred rendering
// target -- RenderTarget to add attachments to
-// for_impostor -- whether or not these render targets are for an impostor (if true, avoids implicit sRGB conversions)
bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false)
{
bool pbr = gSavedSettings.getBOOL("RenderPBR");
bool valid = true
- && target.addColorAttachment(for_impostor ? GL_RGBA : GL_SRGB8_ALPHA8) // frag-data[1] specular or PBR sRGB Emissive
+ && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM
&& target.addColorAttachment(GL_RGB10_A2) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight
- && (pbr ? target.addColorAttachment(GL_RGBA) : true); // frag_data[3] PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+ && (pbr ? target.addColorAttachment(GL_RGBA) : true); // frag_data[3] PBR emissive
return valid;
}
@@ -887,7 +886,7 @@ 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_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+ 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->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;
@@ -8162,7 +8161,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT); // frag_data[0]
}
- // NOTE: PBR sRGB Emissive -- See: C++: addDeferredAttachments(), GLSL: pbropaqueF.glsl
channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
if (channel > -1)
{
@@ -8175,7 +8173,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2]
}
- // NOTE: PBR linear packed Occlusion, Roughness, Metal -- See: C++: addDeferredAttachments(), GLSL: pbropaqueF.glsl
channel = shader.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage());
if (channel > -1)
{
@@ -8974,60 +8971,6 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
screen_target->flush();
- // 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();
-
screen_target->bindTarget();
{ // render non-deferred geometry (alpha, fullbright, glow)
@@ -9063,6 +9006,66 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
popRenderTypeMask();
}
+ 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();
+ }
+
if (!gCubeSnapshot)
{
// render highlights, etc.