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authorLeslie Linden <leslie@lindenlab.com>2011-11-28 17:13:42 -0800
committerLeslie Linden <leslie@lindenlab.com>2011-11-28 17:13:42 -0800
commit06a2d4eb274b1cd02b82bf2e5ffb458880ae8517 (patch)
tree68a41dcf082bf6b5093e67c535cc562ada500be0 /indra
parent2878b6d1da2820efb2ab50ff77a9f31f25ed5f6b (diff)
SH-2038 PROGRESS -- Hacked the code to not render alpha using VBO's on OS X since everything renders faster using VBO's except alpha for some mysterious reason.
Diffstat (limited to 'indra')
-rw-r--r--indra/llrender/llshadermgr.cpp54
-rw-r--r--indra/newview/featuretable_mac.txt4
-rw-r--r--indra/newview/llvovolume.cpp21
3 files changed, 52 insertions, 27 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index eea768a3ea..ac9dc9544d 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -845,28 +845,42 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
LL_WARNS("ShaderLoading") << "GLSL Linker Error:" << LL_ENDL;
}
-// NOTE: Removing LL_DARWIN block as it doesn't seem to actually give the correct answer,
-// but want it for reference once I move it.
-#if 0
- // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
- // per Apple's suggestion
- glBegin(gGL.mMode);
- glEnd();
-
- // Query whether the shader can or cannot run in hardware
- // http://developer.apple.com/qa/qa2007/qa1502.html
- long vertexGPUProcessing;
- CGLContextObj ctx = CGLGetCurrentContext();
- CGLGetParameter (ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
- long fragmentGPUProcessing;
- CGLGetParameter (ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
- if (!fragmentGPUProcessing || !vertexGPUProcessing)
+#if LL_DARWIN
+
+ // For some reason this absolutely kills the frame rate when VBO's are enabled
+ if (0)
{
- LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
- success = GL_FALSE;
- suppress_errors = FALSE;
+ // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
+ // per Apple's suggestion
+ LLGLSLShader::sNoFixedFunction = false;
+
+ glUseProgramObjectARB(obj);
+
+ gGL.begin(LLRender::TRIANGLES);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.end();
+ gGL.flush();
+
+ glUseProgramObjectARB(0);
+
+ LLGLSLShader::sNoFixedFunction = true;
+
+ // Query whether the shader can or cannot run in hardware
+ // http://developer.apple.com/qa/qa2007/qa1502.html
+ GLint vertexGPUProcessing, fragmentGPUProcessing;
+ CGLContextObj ctx = CGLGetCurrentContext();
+ CGLGetParameter(ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
+ CGLGetParameter(ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
+ if (!fragmentGPUProcessing || !vertexGPUProcessing)
+ {
+ LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL;
+ success = GL_FALSE;
+ suppress_errors = FALSE;
+ }
}
-
+
#else
std::string log = get_object_log(obj);
LLStringUtil::toLower(log);
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index 390da2273d..1e2fbc677d 100644
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -1,4 +1,4 @@
-version 31
+version 32
// The version number above should be implemented IF AND ONLY IF some
// change has been made that is sufficiently important to justify
// resetting the graphics preferences of all users to the recommended
@@ -67,7 +67,7 @@ RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
WatchdogDisabled 1 1
-RenderUseStreamVBO 1 0
+RenderUseStreamVBO 1 1
RenderFSAASamples 1 16
RenderMaxTextureIndex 1 16
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 3d013f286c..20f8674655 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -4624,6 +4624,19 @@ struct CompareBatchBreakerModified
void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector<LLFace*>& faces, BOOL distance_sort, BOOL batch_textures)
{
+ U32 buffer_usage = group->mBufferUsage;
+
+#if LL_DARWIN
+ // HACK from Leslie:
+ // Disable VBO usage for alpha on Mac OS X because it kills the framerate
+ // due to implicit calls to glTexSubImage that are beyond our control.
+ // (this works because the only calls here that sort by distance are alpha)
+ if (distance_sort)
+ {
+ buffer_usage = 0x0;
+ }
+#endif
+
//calculate maximum number of vertices to store in a single buffer
U32 max_vertices = (gSavedSettings.getS32("RenderMaxVBOSize")*1024)/LLVertexBuffer::calcVertexSize(group->mSpatialPartition->mVertexDataMask);
max_vertices = llmin(max_vertices, (U32) 65535);
@@ -4805,17 +4818,15 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
if (!buffer)
{ //create new buffer if needed
- buffer = createVertexBuffer(mask,
- group->mBufferUsage);
+ buffer = createVertexBuffer(mask, buffer_usage);
buffer->allocateBuffer(geom_count, index_count, TRUE);
}
else
{ //resize pre-existing buffer
- if (LLVertexBuffer::sEnableVBOs && buffer->getUsage() != group->mBufferUsage ||
+ if (LLVertexBuffer::sEnableVBOs && buffer->getUsage() != buffer_usage ||
buffer->getTypeMask() != mask)
{
- buffer = createVertexBuffer(mask,
- group->mBufferUsage);
+ buffer = createVertexBuffer(mask, buffer_usage);
buffer->allocateBuffer(geom_count, index_count, TRUE);
}
else