diff options
author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-04-08 19:30:58 -0700 |
---|---|---|
committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-04-08 19:30:58 -0700 |
commit | 82ba39d2ff6eb0067bcb384246541eb54e206cd9 (patch) | |
tree | be3343783622fddc3b543b7563033f78bf4a95e8 /indra | |
parent | 474739226433a74cdca05a949586139a9c9c0bbd (diff) |
Start moving our post process into methods.
Lets make post processing make sense again.
DRTVWR-559
SL-19524
SL-19513
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/llviewerdisplay.cpp | 3 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 869 | ||||
-rw-r--r-- | indra/newview/pipeline.h | 6 |
3 files changed, 430 insertions, 448 deletions
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 59333b6cee..a44452f0d1 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1307,9 +1307,6 @@ void render_ui(F32 zoom_factor, int subfield) gGL.popMatrix(); } - // Render our post process prior to the HUD, UI, etc. - gPipeline.renderPostProcess(); - // apply gamma correction and post effects gPipeline.renderFinalize(); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index e4ffa5b6b0..a1183ccb0f 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6924,8 +6924,407 @@ void LLPipeline::renderPostProcess() LLVertexBuffer::unbind(); + +} + +LLRenderTarget* LLPipeline::screenTarget() { + + bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && + (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && + RenderDepthOfField && + !gCubeSnapshot; + + bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete() && !gCubeSnapshot; + + if (multisample || dof_enabled) + return &mRT->deferredLight; + + return &mRT->screen; +} + +void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) { + // luminance sample and mipmap generation + { + LL_PROFILE_GPU_ZONE("luminance sample"); + + dst->bindTarget(); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + gLuminanceProgram.bind(); + + + S32 channel = 0; + channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); + if (channel > -1) + { + src->bindTexture(0, channel, LLTexUnit::TFO_POINT); + } + + channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); + if (channel > -1) + { + mGlow[1].bindTexture(0, channel); + } + + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + dst->flush(); + + dst->bindTexture(0, 0, LLTexUnit::TFO_TRILINEAR); + glGenerateMipmap(GL_TEXTURE_2D); + + // note -- unbind AFTER the glGenerateMipMap so time in generatemipmap can be profiled under "Luminance" + // also note -- keep an eye on the performance of glGenerateMipmap, might need to replace it with a mip generation shader + gLuminanceProgram.unbind(); + } +} + +void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) { + // exposure sample + { + LL_PROFILE_GPU_ZONE("exposure sample"); + + { + // copy last frame's exposure into mLastExposure + mLastExposure.bindTarget(); + gCopyProgram.bind(); + gGL.getTexUnit(0)->bind(&mExposureMap); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mLastExposure.flush(); + } + + dst->bindTarget(); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + gExposureProgram.bind(); + + S32 channel = gExposureProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); + if (channel > -1) + { + src->bindTexture(0, channel, LLTexUnit::TFO_TRILINEAR); + } + + channel = gExposureProgram.enableTexture(LLShaderMgr::EXPOSURE_MAP); + if (channel > -1) + { + mLastExposure.bindTexture(0, channel); + } + + static LLCachedControl<F32> dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f); + static LLCachedControl<F32> dynamic_exposure_min(gSavedSettings, "RenderDynamicExposureMin", 0.125f); + static LLCachedControl<F32> dynamic_exposure_max(gSavedSettings, "RenderDynamicExposureMax", 1.3f); + + static LLStaticHashedString dt("dt"); + static LLStaticHashedString noiseVec("noiseVec"); + static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params"); + gExposureProgram.uniform1f(dt, gFrameIntervalSeconds); + gExposureProgram.uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0); + gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, dynamic_exposure_min, dynamic_exposure_max); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gGL.getTexUnit(channel)->unbind(screenTarget()->getUsage()); + gExposureProgram.unbind(); + dst->flush(); + } +} + +void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { + dst->bindTarget(); + // gamma correct lighting + { + LL_PROFILE_GPU_ZONE("gamma correct"); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + // Apply gamma correction to the frame here. + gDeferredPostGammaCorrectProgram.bind(); + + S32 channel = 0; + + gDeferredPostGammaCorrectProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + + gDeferredPostGammaCorrectProgram.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); + + gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, src->getWidth(), src->getHeight()); + + static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f); + + F32 e = llclamp(exposure(), 0.5f, 4.f); + + static LLStaticHashedString s_exposure("exposure"); + + gDeferredPostGammaCorrectProgram.uniform1f(s_exposure, e); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gGL.getTexUnit(channel)->unbind(src->getUsage()); + gDeferredPostGammaCorrectProgram.unbind(); + } + dst->flush(); +} + +void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst) { + + if (RenderScreenSpaceReflections && !gCubeSnapshot) + { + LL_PROFILE_GPU_ZONE("ssr copy"); + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + + LLRenderTarget& depth_src = mRT->deferredScreen; + + dst->bindTarget(); + dst->clear(); + 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); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + dst->flush(); + } +} + +void LLPipeline::renderGlow(LLRenderTarget* src, LLRenderTarget* dst) { + if (sRenderGlow) + { + LL_PROFILE_GPU_ZONE("glow"); + mGlow[2].bindTarget(); + mGlow[2].clear(); + + gGlowExtractProgram.bind(); + F32 maxAlpha = RenderGlowMaxExtractAlpha; + F32 warmthAmount = RenderGlowWarmthAmount; + LLVector3 lumWeights = RenderGlowLumWeights; + LLVector3 warmthWeights = RenderGlowWarmthWeights; + + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, 9999); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], + lumWeights.mV[2]); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], + warmthWeights.mV[2]); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); + + { + LLGLEnable blend_on(GL_BLEND); + LLGLEnable test(GL_ALPHA_TEST); + + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); + + gGlowExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); + + gGL.color4f(1, 1, 1, 1); + gPipeline.enableLightsFullbright(); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mGlow[2].flush(); + } + + gGlowExtractProgram.unbind(); + + // power of two between 1 and 1024 + U32 glowResPow = RenderGlowResolutionPow; + const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); + + S32 kernel = RenderGlowIterations * 2; + F32 delta = RenderGlowWidth / glow_res; + // Use half the glow width if we have the res set to less than 9 so that it looks + // almost the same in either case. + if (glowResPow < 9) + { + delta *= 0.5f; + } + F32 strength = RenderGlowStrength; + + gGlowProgram.bind(); + gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); + + for (S32 i = 0; i < kernel; i++) + { + mGlow[i % 2].bindTarget(); + mGlow[i % 2].clear(); + + if (i == 0) + { + gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[2]); + } + else + { + gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[(i - 1) % 2]); + } + + if (i % 2 == 0) + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); + } + else + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); + } + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mGlow[i % 2].flush(); + } + + gGlowProgram.unbind(); + + } + else // !sRenderGlow, skip the glow ping-pong and just clear the result target + { + mGlow[1].bindTarget(); + mGlow[1].clear(); + mGlow[1].flush(); + } + + // Go ahead and do our glow combine here in our destination. We blit this later into the front buffer. + + dst->bindTarget(); + + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + + gGlowCombineProgram.bind(); + + gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); + gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + dst->flush(); +} + +void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { + { + llassert(!gCubeSnapshot); + bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete(); + LLGLSLShader* shader = &gGlowCombineProgram; + + S32 width = screenTarget()->getWidth(); + S32 height = screenTarget()->getHeight(); + + // Present everything. + if (multisample) + { + LL_PROFILE_GPU_ZONE("aa"); + // bake out texture2D with RGBL for FXAA shader + mRT->fxaaBuffer.bindTarget(); + + shader = &gDeferredPostNoDoFProgram; + shader->bind(); + + S32 channel = gDeferredPostNoDoFProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + if (channel > -1) + { + src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } + + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + shader->unbind(); + + mRT->fxaaBuffer.flush(); + + dst->bindTarget(); + shader = &gFXAAProgram; + shader->bind(); + + channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage()); + if (channel > -1) + { + mRT->fxaaBuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } + + F32 scale_x = (F32)width / mRT->fxaaBuffer.getWidth(); + F32 scale_y = (F32)height / mRT->fxaaBuffer.getHeight(); + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); + shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, + 0.5f / width * scale_x, 0.5f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y, + 2.f / width * scale_x, 2.f / height * scale_y); + + { + // at this point we should pointed at the backbuffer (or a snapshot render target) + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); + gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + shader->unbind(); + dst->flush(); + } + } +} + +void LLPipeline::renderFinalize() +{ + LLVertexBuffer::unbind(); + LLGLState::checkStates(); + + assertInitialized(); + + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); + LL_PROFILE_GPU_ZONE("renderFinalize"); + + gGL.color4f(1, 1, 1, 1); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + LLGLDisable cull(GL_CULL_FACE); + + enableLightsFullbright(); + + LLGLDisable test(GL_ALPHA_TEST); + + gGL.setColorMask(true, true); + glClearColor(0, 0, 0, 0); + + if (!gCubeSnapshot) { - bool dof_enabled = + + copyScreenSpaceReflections(&mSceneMap, screenTarget()); + + generateLuminance(screenTarget(), &mLuminanceMap); + + generateExposure(&mLuminanceMap, &mExposureMap); + + gammaCorrect(screenTarget(), &mPostMap); + + LLVertexBuffer::unbind(); + } + + renderGlow(&mPostMap, screenTarget()); + /* + { + bool dof_enabled = (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && RenderDepthOfField && !gCubeSnapshot; @@ -7041,7 +7440,7 @@ void LLPipeline::renderPostProcess() F32 magnification = focal_length / (subject_distance - focal_length); { // build diffuse+bloom+CoF - mRT->deferredLight.bindTarget(); + mRT->deferredLight.bindTarget(); shader = &gDeferredCoFProgram; bindDeferredShader(*shader); @@ -7059,20 +7458,11 @@ void LLPipeline::renderPostProcess() shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - 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(); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(*shader); - mRT->deferredLight.flush(); + mRT->deferredLight.flush(); } U32 dof_width = (U32)(mRT->screen.getWidth() * CameraDoFResScale); @@ -7085,26 +7475,17 @@ void LLPipeline::renderPostProcess() shader = &gDeferredPostProgram; bindDeferredShader(*shader); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mRT->deferredLight.getUsage()); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mRT->deferredLight.getUsage()); if (channel > -1) { - mRT->deferredLight.bindTexture(0, channel); + mRT->deferredLight.bindTexture(0, channel); } shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - 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(); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(*shader); mRT->screen.flush(); @@ -7140,17 +7521,8 @@ void LLPipeline::renderPostProcess() shader->uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)mRT->screen.getWidth()); shader->uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)mRT->screen.getHeight()); - 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(); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(*shader); @@ -7177,17 +7549,8 @@ void LLPipeline::renderPostProcess() mRT->screen.bindTexture(0, channel); } - 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(); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(*shader); @@ -7196,412 +7559,28 @@ void LLPipeline::renderPostProcess() mRT->deferredLight.flush(); } } - } -} - -LLRenderTarget* LLPipeline::screenTarget() { - - bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && - (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && - RenderDepthOfField && - !gCubeSnapshot; - - bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete() && !gCubeSnapshot; - - if (multisample || dof_enabled) - return &mRT->deferredLight; - - return &mRT->screen; -} - -void LLPipeline::renderFinalize() -{ - LLVertexBuffer::unbind(); - LLGLState::checkStates(); - - assertInitialized(); - - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); - LL_PROFILE_GPU_ZONE("renderFinalize"); - - gGL.color4f(1, 1, 1, 1); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable blend(GL_BLEND); - LLGLDisable cull(GL_CULL_FACE); - - enableLightsFullbright(); - - LLGLDisable test(GL_ALPHA_TEST); - - gGL.setColorMask(true, true); - glClearColor(0, 0, 0, 0); - - if (!gCubeSnapshot) - { - LLRenderTarget* screen_target = screenTarget(); - - if (RenderScreenSpaceReflections && !gCubeSnapshot) - { - LL_PROFILE_GPU_ZONE("ssr copy"); - LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); - - LLRenderTarget& src = *screen_target; - LLRenderTarget& depth_src = mRT->deferredScreen; - LLRenderTarget& dst = mSceneMap; - - dst.bindTarget(); - dst.clear(); - 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); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - dst.flush(); - } - - // luminance sample and mipmap generation - { - LL_PROFILE_GPU_ZONE("luminance sample"); - - mLuminanceMap.bindTarget(); - - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - - gLuminanceProgram.bind(); - - - S32 channel = 0; - channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); - if (channel > -1) - { - screenTarget()->bindTexture(0, channel, LLTexUnit::TFO_POINT); - } - - channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); - if (channel > -1) - { - mGlow[1].bindTexture(0, channel); - } - - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - mLuminanceMap.flush(); - - mLuminanceMap.bindTexture(0, 0, LLTexUnit::TFO_TRILINEAR); - glGenerateMipmap(GL_TEXTURE_2D); - - // note -- unbind AFTER the glGenerateMipMap so time in generatemipmap can be profiled under "Luminance" - // also note -- keep an eye on the performance of glGenerateMipmap, might need to replace it with a mip generation shader - gLuminanceProgram.unbind(); - } - - // exposure sample - { - LL_PROFILE_GPU_ZONE("exposure sample"); - - { - // copy last frame's exposure into mLastExposure - mLastExposure.bindTarget(); - gCopyProgram.bind(); - gGL.getTexUnit(0)->bind(&mExposureMap); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - mLastExposure.flush(); - } - - mExposureMap.bindTarget(); - - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - - gExposureProgram.bind(); + }*/ - S32 channel = gExposureProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); - if (channel > -1) - { - mLuminanceMap.bindTexture(0, channel, LLTexUnit::TFO_TRILINEAR); - } - - channel = gExposureProgram.enableTexture(LLShaderMgr::EXPOSURE_MAP); - if (channel > -1) - { - mLastExposure.bindTexture(0, channel); - } - - static LLCachedControl<F32> dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f); - static LLCachedControl<F32> dynamic_exposure_min(gSavedSettings, "RenderDynamicExposureMin", 0.125f); - static LLCachedControl<F32> dynamic_exposure_max(gSavedSettings, "RenderDynamicExposureMax", 1.3f); - - static LLStaticHashedString dt("dt"); - static LLStaticHashedString noiseVec("noiseVec"); - static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params"); - gExposureProgram.uniform1f(dt, gFrameIntervalSeconds); - gExposureProgram.uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0); - gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, dynamic_exposure_min, dynamic_exposure_max); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - gGL.getTexUnit(channel)->unbind(screenTarget()->getUsage()); - gExposureProgram.unbind(); - mExposureMap.flush(); - } - - mPostMap.bindTarget(); - - // gamma correct lighting - { - LL_PROFILE_GPU_ZONE("gamma correct"); - - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - - // Apply gamma correction to the frame here. - gDeferredPostGammaCorrectProgram.bind(); - - S32 channel = 0; + //applyFXAA(screenTarget(), screenTarget()); - gDeferredPostGammaCorrectProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, screenTarget(), false, LLTexUnit::TFO_POINT); + // Present the screen target. - gDeferredPostGammaCorrectProgram.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); - - gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screenTarget()->getWidth(), screenTarget()->getHeight()); - - static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f); - - F32 e = llclamp(exposure(), 0.5f, 4.f); - - static LLStaticHashedString s_exposure("exposure"); - - gDeferredPostGammaCorrectProgram.uniform1f(s_exposure, e); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - gGL.getTexUnit(channel)->unbind(screenTarget()->getUsage()); - gDeferredPostGammaCorrectProgram.unbind(); - } - - mPostMap.flush(); - - LLVertexBuffer::unbind(); - } - - if (sRenderGlow) - { - LL_PROFILE_GPU_ZONE("glow"); - mGlow[2].bindTarget(); - mGlow[2].clear(); - - gGlowExtractProgram.bind(); - F32 maxAlpha = RenderGlowMaxExtractAlpha; - F32 warmthAmount = RenderGlowWarmthAmount; - LLVector3 lumWeights = RenderGlowLumWeights; - LLVector3 warmthWeights = RenderGlowWarmthWeights; - - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, 9999); - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], - lumWeights.mV[2]); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], - warmthWeights.mV[2]); - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); - - { - LLGLEnable blend_on(GL_BLEND); - LLGLEnable test(GL_ALPHA_TEST); + gDeferredPostNoDoFProgram.bind(); - gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - - gGlowExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mPostMap); - - gGL.color4f(1, 1, 1, 1); - gPipeline.enableLightsFullbright(); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - mGlow[2].flush(); - } - - gGlowExtractProgram.unbind(); - - // power of two between 1 and 1024 - U32 glowResPow = RenderGlowResolutionPow; - const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); - - S32 kernel = RenderGlowIterations * 2; - F32 delta = RenderGlowWidth / glow_res; - // Use half the glow width if we have the res set to less than 9 so that it looks - // almost the same in either case. - if (glowResPow < 9) - { - delta *= 0.5f; - } - F32 strength = RenderGlowStrength; - - gGlowProgram.bind(); - gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); - - for (S32 i = 0; i < kernel; i++) - { - mGlow[i % 2].bindTarget(); - mGlow[i % 2].clear(); - - if (i == 0) - { - gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[2]); - } - else - { - gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[(i - 1) % 2]); - } - - if (i % 2 == 0) - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); - } - else - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); - } - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - mGlow[i % 2].flush(); - } - - gGlowProgram.unbind(); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - } - else // !sRenderGlow, skip the glow ping-pong and just clear the result target + S32 channel = gDeferredPostNoDoFProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screenTarget()->getUsage()); + if (channel > -1) { - mGlow[1].bindTarget(); - mGlow[1].clear(); - mGlow[1].flush(); + screenTarget()->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); } { - llassert(!gCubeSnapshot); - bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete(); - LLGLSLShader* shader = &gGlowCombineProgram; - - S32 width = screenTarget()->getWidth(); - S32 height = screenTarget()->getHeight(); - - S32 channel = -1; - - // Present everything. - if (multisample) - { - LL_PROFILE_GPU_ZONE("aa"); - // bake out texture2D with RGBL for FXAA shader - mRT->fxaaBuffer.bindTarget(); - - glViewport(0, 0, width, height); - - shader = &gGlowCombineFXAAProgram; - - shader->bind(); - shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); - - channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mPostMap.getUsage()); - if (channel > -1) - { - mPostMap.bindTexture(0, channel); - } - - channel = shader->enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, mGlow[1].getUsage()); - if (channel > -1) - { - mGlow[1].bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); - } - - { - LLGLDepthTest depth_test(GL_FALSE, GL_FALSE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - gGL.flush(); - - shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mPostMap.getUsage()); - shader->unbind(); - - mRT->fxaaBuffer.flush(); - - shader = &gFXAAProgram; - shader->bind(); - - channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage()); - if (channel > -1) - { - mRT->fxaaBuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); - } - - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - - F32 scale_x = (F32)width / mRT->fxaaBuffer.getWidth(); - F32 scale_y = (F32)height / mRT->fxaaBuffer.getHeight(); - shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); - shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, - 0.5f / width * scale_x, 0.5f / height * scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y, - 2.f / width * scale_x, 2.f / height * scale_y); - - { - // at this point we should pointed at the backbuffer (or a snapshot render target) - llassert(gSnapshot || LLRenderTarget::sCurFBO == 0); - LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); - gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - shader->unbind(); - } - else - { - // at this point we should pointed at the backbuffer (or a snapshot render target) - llassert(gSnapshot || LLRenderTarget::sCurFBO == 0); - - LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - - shader->bind(); - - shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mPostMap); - shader->bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - shader->bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]); - - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - gGL.flush(); - shader->unbind(); - } + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } + gDeferredPostNoDoFProgram.unbind(); + gGL.setSceneBlendType(LLRender::BT_ALPHA); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index a231084e5c..3ed9ed73a8 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -135,6 +135,12 @@ public: void generateImpostor(LLVOAvatar* avatar, bool preview_avatar = false); void bindScreenToTexture(); void renderFinalize(); + void copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst); + void generateLuminance(LLRenderTarget* src, LLRenderTarget* dst); + void generateExposure(LLRenderTarget* src, LLRenderTarget* dst); + void gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst); + void renderGlow(LLRenderTarget* src, LLRenderTarget* dst); + void applyFXAA(LLRenderTarget* src, LLRenderTarget* dst); void renderPostProcess(); LLRenderTarget* screenTarget(); |