summaryrefslogtreecommitdiff
path: root/indra
diff options
context:
space:
mode:
authorDave Parks <davep@lindenlab.com>2023-01-09 18:12:54 -0600
committerDave Parks <davep@lindenlab.com>2023-01-09 18:12:54 -0600
commita2d17d3c1e5a62f10ab3922b6b12f909f1cd4682 (patch)
tree1010a8f928b2e25bd06cff12b83c9b8be39cd9b0 /indra
parenta710bf9067bd4c4217b9febc0ad277a1636ec882 (diff)
SL-18869 Optimizations -- Decruftify LLRenderTarget, use a shader to copy color/depth instead of glCopyTexSubImage or glBlitFrameBuffer
Diffstat (limited to 'indra')
-rw-r--r--indra/llrender/llgl.cpp4
-rw-r--r--indra/llrender/llrender.cpp5
-rw-r--r--indra/llrender/llrendertarget.cpp128
-rw-r--r--indra/llrender/llrendertarget.h16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/copyF.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/copyV.glsl34
-rw-r--r--indra/newview/lldrawpoolwater.cpp17
-rw-r--r--indra/newview/llviewerdisplay.cpp10
-rw-r--r--indra/newview/llviewershadermgr.cpp23
-rw-r--r--indra/newview/llviewershadermgr.h2
-rw-r--r--indra/newview/pipeline.cpp163
-rw-r--r--indra/newview/pipeline.h4
12 files changed, 166 insertions, 280 deletions
diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index e15157af05..67bd9e277e 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -2413,7 +2413,7 @@ void LLGLState::checkStates(const std::string& msg)
BOOL error = FALSE;
- if (src != GL_SRC_ALPHA || dst != GL_ONE_MINUS_SRC_ALPHA)
+ /*if (src != GL_SRC_ALPHA || dst != GL_ONE_MINUS_SRC_ALPHA)
{
if (gDebugSession)
{
@@ -2424,7 +2424,7 @@ void LLGLState::checkStates(const std::string& msg)
{
LL_GL_ERRS << "Blend function corrupted: " << std::hex << src << " " << std::hex << dst << " " << msg << std::dec << LL_ENDL;
}
- }
+ }*/
for (boost::unordered_map<LLGLenum, LLGLboolean>::iterator iter = sStateMap.begin();
iter != sStateMap.end(); ++iter)
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index c58fbe6c8e..8ab8d3151b 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -370,9 +370,10 @@ bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth)
if (bindDepth)
{
- if (renderTarget->hasStencil())
+
+ if (renderTarget->getDepth() && !renderTarget->canSampleDepth())
{
- LL_ERRS() << "Cannot bind a render buffer for sampling. Allocate render target without a stencil buffer if sampling of depth buffer is required." << LL_ENDL;
+ LL_ERRS() << "Cannot bind a render buffer for sampling. Allocate render target with depth buffer sampling enabled." << LL_ENDL;
}
bindManual(renderTarget->getUsage(), renderTarget->getDepth());
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index 01ccf3d314..9827db8084 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -67,9 +67,8 @@ LLRenderTarget::LLRenderTarget() :
mPreviousResX(0),
mPreviousResY(0),
mDepth(0),
- mStencil(0),
mUseDepth(false),
- mRenderDepth(false),
+ mSampleDepth(false),
mUsage(LLTexUnit::TT_TEXTURE)
{
}
@@ -98,11 +97,11 @@ void LLRenderTarget::resize(U32 resx, U32 resy)
if (mDepth)
{ //resize depth attachment
- if (mStencil)
+ if (!mSampleDepth)
{
//use render buffers where stencil buffers are in play
glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mResX, mResY);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
else
@@ -117,7 +116,7 @@ void LLRenderTarget::resize(U32 resx, U32 resy)
}
-bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples)
+bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool sample_depth, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
resx = llmin(resx, (U32) gGLManager.mGLMaxTextureSize);
@@ -130,9 +129,9 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
mResX = resx;
mResY = resy;
- mStencil = stencil;
mUsage = usage;
- mUseDepth = depth;
+ mUseDepth = depth;
+ mSampleDepth = sample_depth;
if ((sUseFBO || use_fbo))
{
@@ -150,13 +149,10 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
if (mDepth)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- llassert(!mStencil); // use of stencil buffer is deprecated (performance penalty)
- if (mStencil)
+
+ if (!canSampleDepth())
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- stop_glerror();
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- stop_glerror();
}
else
{
@@ -315,14 +311,12 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
bool LLRenderTarget::allocateDepth()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
- if (mStencil)
+ if (!mSampleDepth)
{
- //use render buffers where stencil buffers are in play
+ //use render buffers if depth buffer won't be sampled
glGenRenderbuffers(1, (GLuint *) &mDepth);
glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
- stop_glerror();
- clear_glerror();
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mResX, mResY);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
else
@@ -367,23 +361,15 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
if (mDepth)
{
- stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, target.mFBO);
- stop_glerror();
-
- llassert(!mStencil); // deprecated -- performance penalty
- if (mStencil)
+
+ if (!mSampleDepth)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- stop_glerror();
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- stop_glerror();
- target.mStencil = true;
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
- stop_glerror();
}
check_framebuffer_status();
@@ -399,15 +385,13 @@ void LLRenderTarget::release()
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
if (mDepth)
{
- if (mStencil)
+ if (!mSampleDepth)
{
glDeleteRenderbuffers(1, (GLuint*) &mDepth);
- stop_glerror();
}
else
{
LLImageGL::deleteTextures(1, &mDepth);
- stop_glerror();
}
mDepth = 0;
@@ -419,12 +403,10 @@ void LLRenderTarget::release()
if (mUseDepth)
{ //detach shared depth buffer
- llassert(!mStencil); //deprecated, performance penalty
- if (mStencil)
+ if (!mSampleDepth)
{ //attached as a renderbuffer
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
- mStencil = false;
+ mSampleDepth = false;
}
else
{ //attached as a texture
@@ -624,84 +606,6 @@ void LLRenderTarget::flush(bool fetch_depth)
}
}
-void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
- S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
-{
- LL_PROFILE_GPU_ZONE("LLRenderTarget::copyContents");
-
- GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
-
- LLGLDepthTest depth(write_depth, write_depth);
-
- gGL.flush();
- if (!source.mFBO || !mFBO)
- {
- LL_WARNS() << "Cannot copy framebuffer contents for non FBO render targets." << LL_ENDL;
- return;
- }
-
-
- if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
- {
- stop_glerror();
-
- glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
- check_framebuffer_status();
- gGL.getTexUnit(0)->bind(this, true);
- stop_glerror();
- glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
- stop_glerror();
- }
- else
- {
- glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
- stop_glerror();
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
- stop_glerror();
- check_framebuffer_status();
- stop_glerror();
- glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
- stop_glerror();
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
- stop_glerror();
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
- stop_glerror();
- }
-}
-
-//static
-void LLRenderTarget::copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
- S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
-{
- if (!source.mFBO)
- {
- LL_WARNS() << "Cannot copy framebuffer contents for non FBO render targets." << LL_ENDL;
- return;
- }
-
- {
- LL_PROFILE_GPU_ZONE("copyContentsToFramebuffer");
- GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
-
- LLGLDepthTest depth(write_depth, write_depth);
-
- glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
- stop_glerror();
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- stop_glerror();
- check_framebuffer_status();
- stop_glerror();
- glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
- stop_glerror();
- }
-}
-
bool LLRenderTarget::isComplete() const
{
return (!mTex.empty() || mDepth) ? true : false;
diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h
index 584f224dca..5f3214add3 100644
--- a/indra/llrender/llrendertarget.h
+++ b/indra/llrender/llrendertarget.h
@@ -73,7 +73,7 @@ public:
//allocate resources for rendering
//must be called before use
//multiple calls will release previously allocated resources
- bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0);
+ bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool sample_depth, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0);
//resize existing attachments to use new resolution and color format
// CAUTION: if the GL runs out of memory attempting to resize, this render target will be undefined
@@ -136,7 +136,7 @@ public:
U32 getNumTextures() const;
U32 getDepth(void) const { return mDepth; }
- bool hasStencil() const { return mStencil; }
+ bool canSampleDepth() const { return mSampleDepth; }
void bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilterOptions filter_options = LLTexUnit::TFO_BILINEAR);
@@ -148,12 +148,6 @@ public:
// the current depth texture. A depth texture will be allocated if needed.
void flush(bool fetch_depth = FALSE);
- void copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
- S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
-
- static void copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
- S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
-
//Returns TRUE if target is ready to be rendered into.
//That is, if the target has been allocated with at least
//one renderable attachment (i.e. color buffer, depth buffer).
@@ -172,9 +166,9 @@ protected:
U32 mPreviousResY;
U32 mDepth;
- bool mStencil;
- bool mUseDepth;
- bool mRenderDepth;
+ bool mUseDepth;
+ bool mSampleDepth;
+
LLTexUnit::eTextureType mUsage;
static LLRenderTarget* sBoundTarget;
diff --git a/indra/newview/app_settings/shaders/class1/interface/copyF.glsl b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl
new file mode 100644
index 0000000000..764bace621
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl
@@ -0,0 +1,40 @@
+/**
+ * @file copyF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+in vec2 tc;
+
+uniform sampler2D depthMap;
+uniform sampler2D diffuseMap;
+
+out vec4 frag_color;
+
+void main()
+{
+ frag_color = texture(diffuseMap, tc);
+#if COPY_DEPTH
+ gl_FragDepth = texture(depthMap, tc).r;
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/copyV.glsl b/indra/newview/app_settings/shaders/class1/interface/copyV.glsl
new file mode 100644
index 0000000000..ace5da6578
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/copyV.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file copyV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+
+in vec3 position;
+out vec2 tc;
+
+void main()
+{
+ tc = position.xy * 0.5 + 0.5;
+ gl_Position = vec4(position, 1.0);
+}
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 77da29061d..c2fe52683b 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -133,11 +133,28 @@ void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
// reflections and refractions
LLRenderTarget& src = gPipeline.mRT->screen;
LLRenderTarget& dst = gPipeline.mWaterDis;
+
+#if 0
dst.copyContents(src,
0, 0, src.getWidth(), src.getHeight(),
0, 0, dst.getWidth(), dst.getHeight(),
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
GL_NEAREST);
+#else
+ dst.bindTarget();
+ gCopyDepthProgram.bind();
+
+ S32 diff_map = gCopyDepthProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP);
+ S32 depth_map = gCopyDepthProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH);
+
+ gGL.getTexUnit(diff_map)->bind(&src);
+ gGL.getTexUnit(depth_map)->bind(&src, true);
+
+ gPipeline.mScreenTriangleVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ dst.flush();
+#endif
}
}
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 58b1716caa..01fca47184 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -967,13 +967,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mRT->deferredScreen : gPipeline.mRT->screen);
rt.flush();
- /*if (rt.sUseFBO)
- {
- LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(),
- rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
- GL_NEAREST);
- }*/
-
if (LLPipeline::sRenderDeferred)
{
gPipeline.renderDeferredLighting();
@@ -1364,6 +1357,8 @@ void render_ui(F32 zoom_factor, int subfield)
render_hud_elements();
render_hud_attachments();
+ LLGLState::checkStates();
+
LLGLSDefault gls_default;
LLGLSUIDefault gls_ui;
{
@@ -1378,6 +1373,7 @@ void render_ui(F32 zoom_factor, int subfield)
if (!gDisconnected)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 3D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_3D);
+ LLGLState::checkStates();
render_ui_3d();
LLGLState::checkStates();
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 757a946fda..8dd01a3a29 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -93,6 +93,8 @@ LLGLSLShader gDownsampleDepthRectProgram;
LLGLSLShader gAlphaMaskProgram;
LLGLSLShader gBenchmarkProgram;
LLGLSLShader gReflectionProbeDisplayProgram;
+LLGLSLShader gCopyProgram;
+LLGLSLShader gCopyDepthProgram;
//object shaders
LLGLSLShader gObjectSimpleProgram;
@@ -3916,6 +3918,27 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
success = gReflectionProbeDisplayProgram.createShader(NULL, NULL);
}
+ if (success)
+ {
+ gCopyProgram.mName = "Copy Shader";
+ gCopyProgram.mShaderFiles.clear();
+ gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER));
+ gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER));
+ gCopyProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ success = gCopyProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gCopyDepthProgram.mName = "Copy Depth Shader";
+ gCopyDepthProgram.mShaderFiles.clear();
+ gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER));
+ gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER));
+ gCopyDepthProgram.clearPermutations();
+ gCopyDepthProgram.addPermutation("COPY_DEPTH", "1");
+ gCopyDepthProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ success = gCopyDepthProgram.createShader(NULL, NULL);
+ }
if (success)
{
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 9ded72c6a7..d9c8dc5b07 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -164,6 +164,8 @@ extern LLGLSLShader gDownsampleDepthProgram;
extern LLGLSLShader gDownsampleDepthRectProgram;
extern LLGLSLShader gBenchmarkProgram;
extern LLGLSLShader gReflectionProbeDisplayProgram;
+extern LLGLSLShader gCopyProgram;
+extern LLGLSLShader gCopyDepthProgram;
//output tex0[tc0] + tex1[tc1]
extern LLGLSLShader gTwoTextureAddProgram;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 9851d4bc6a..b5271a6ca1 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -858,14 +858,12 @@ 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, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
- //if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
- if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
+ if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true, true, LLTexUnit::TT_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_TEXTURE, FALSE, samples)) return false;
+ if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, true, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
mRT->deferredScreen.shareDepthBuffer(mRT->screen);
@@ -905,9 +903,7 @@ 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->occlusionDepth.release();
-
+
if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_TEXTURE, FALSE)) return false;
}
@@ -926,8 +922,6 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
S32 shadow_detail = RenderShadowDetail;
- const U32 occlusion_divisor = 3;
-
F32 scale = llmax(0.f, RenderShadowResolutionScale);
U32 sun_shadow_map_width = BlurHappySize(resX, scale);
U32 sun_shadow_map_height = BlurHappySize(resY, scale);
@@ -936,12 +930,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
{ //allocate 4 sun shadow maps
for (U32 i = 0; i < 4; i++)
{
- if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
- {
- return false;
- }
-
- if (!mRT->shadowOcclusion[i].allocate(sun_shadow_map_width / occlusion_divisor, sun_shadow_map_height / occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
+ if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true, true, LLTexUnit::TT_TEXTURE))
{
return false;
}
@@ -966,11 +955,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
U32 spot_shadow_map_height = height;
for (U32 i = 0; i < 2; i++)
{
- if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, TRUE, FALSE))
- {
- return false;
- }
- if (!mSpotShadowOcclusion[i].allocate(spot_shadow_map_width / occlusion_divisor, height / occlusion_divisor, 0, TRUE, FALSE))
+ if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, true, true))
{
return false;
}
@@ -1001,7 +986,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
}
}
- if (shadow_detail > 1)
+ if (shadow_detail > 1 && !gCubeSnapshot)
{
for (U32 i = 0; i < 2; i++)
{
@@ -1198,7 +1183,6 @@ void LLPipeline::releaseScreenBuffers()
mRT->deferredScreen.release();
mRT->deferredDepth.release();
mRT->deferredLight.release();
- mRT->occlusionDepth.release();
}
@@ -1206,7 +1190,6 @@ void LLPipeline::releaseSunShadowTarget(U32 index)
{
llassert(index < 4);
mRT->shadow[index].release();
- mRT->shadowOcclusion[index].release();
}
void LLPipeline::releaseSunShadowTargets()
@@ -1224,7 +1207,6 @@ void LLPipeline::releaseSpotShadowTargets()
for (U32 i = 0; i < 2; i++)
{
mSpotShadow[i].release();
- mSpotShadowOcclusion[i].release();
}
}
}
@@ -1239,7 +1221,7 @@ void LLPipeline::createGLBuffers()
if (LLPipeline::sRenderTransparentWater)
{ //water reflection texture
U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
- mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE);
+ mWaterDis.allocate(res,res,GL_RGBA,true,true,LLTexUnit::TT_TEXTURE);
}
// Use FBO for bake tex
@@ -2355,9 +2337,6 @@ static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling");
void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* planep)
{
- static LLCachedControl<bool> use_occlusion(gSavedSettings,"UseOcclusion");
- static bool can_use_occlusion = LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion");
-
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_CULL);
if (planep != nullptr)
@@ -2373,56 +2352,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* pla
sCull->clear();
- bool to_texture = LLPipeline::sUseOcclusion > 1 && gPipeline.shadersLoaded();
-
- if (to_texture)
- {
- if (LLPipeline::sRenderDeferred && can_use_occlusion)
- {
- mRT->occlusionDepth.bindTarget();
- }
- else
- {
- mRT->screen.bindTarget();
- }
- }
-
- if (sUseOcclusion > 1)
- {
- gGL.setColorMask(false, false);
- }
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadMatrix(gGLLastProjection);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLLastModelView);
-
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- bool bound_shader = false;
- if (gPipeline.shadersLoaded() && LLGLSLShader::sCurBoundShader == 0)
- { //if no shader is currently bound, use the occlusion shader instead of fixed function if we can
- // (shadow render uses a special shader that clamps to clip planes)
- bound_shader = true;
- gOcclusionCubeProgram.bind();
- }
-
- if (sUseOcclusion > 1)
- {
- if (mCubeVB.isNull())
- { //cube VB will be used for issuing occlusion queries
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW);
- }
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- }
-
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
@@ -2444,16 +2373,10 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* pla
LLVOCachePartition* vo_part = region->getVOCachePartition();
if(vo_part)
{
- bool do_occlusion_cull = can_use_occlusion && use_occlusion && !gUseWireframe;
- vo_part->cull(camera, do_occlusion_cull);
+ vo_part->cull(camera, sUseOcclusion > 0);
}
}
- if (bound_shader)
- {
- gOcclusionCubeProgram.unbind();
- }
-
if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) &&
gSky.mVOSkyp.notNull() &&
gSky.mVOSkyp->mDrawable.notNull())
@@ -2479,28 +2402,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* pla
{
LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water);
}
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- if (sUseOcclusion > 1)
- {
- gGL.setColorMask(true, false);
- }
-
- if (to_texture)
- {
- if (LLPipeline::sRenderDeferred && can_use_occlusion)
- {
- mRT->occlusionDepth.flush();
- }
- else
- {
- mRT->screen.flush();
- }
- }
}
void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
@@ -2563,6 +2464,9 @@ void LLPipeline::markOccluder(LLSpatialGroup* group)
void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
+ LL_PROFILE_GPU_ZONE("downsampleDepthBuffer");
+
LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
LLGLSLShader* shader = NULL;
@@ -2570,12 +2474,12 @@ 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;
+ bits = GL_DEPTH_BUFFER_BIT;
+#if 0 // TODO -- restore occlusion culling functionality
scratch_space->copyContents(source,
0, 0, source.getWidth(), source.getHeight(),
0, 0, scratch_space->getWidth(), scratch_space->getHeight(), bits, GL_NEAREST);
+#endif
}
dest.bindTarget();
@@ -2624,23 +2528,6 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d
}
}
-void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
-{
- 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)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
@@ -9572,13 +9459,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gDeferredShadowCubeProgram.bind();
}
- LLRenderTarget& occlusion_target = LLViewerCamera::sCurCameraID >= LLViewerCamera::CAMERA_SPOT_SHADOW0 ?
- mSpotShadowOcclusion[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SPOT_SHADOW0] :
- mRT->shadowOcclusion[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SUN_SHADOW0];
-
- occlusion_target.bindTarget();
+
updateCull(shadow_cam, result);
- occlusion_target.flush();
stateSort(shadow_cam, result);
@@ -9661,6 +9543,12 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
}
}
+ if (occlude > 1)
+ { // do occlusion culling against non-masked only to take advantage of hierarchical Z
+ doOcclusion(shadow_cam);
+ }
+
+
if (use_shader)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom");
@@ -9760,15 +9648,6 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
- LLRenderTarget& occlusion_source = LLViewerCamera::sCurCameraID >= LLViewerCamera::CAMERA_SPOT_SHADOW0 ?
- mSpotShadow[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SPOT_SHADOW0] :
- mRT->shadow[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SUN_SHADOW0];
-
- if (occlude > 1)
- {
- doOcclusion(shadow_cam, occlusion_source, occlusion_target);
- }
-
if (use_shader)
{
gDeferredShadowProgram.unbind();
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index c698374c8b..ae4ac4c7ff 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -173,7 +173,6 @@ public:
// if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided
void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
- void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera);
void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
void markMoved(LLDrawable *drawablep, bool damped_motion = false);
@@ -673,12 +672,10 @@ public:
LLRenderTarget fxaaBuffer;
LLRenderTarget edgeMap;
LLRenderTarget deferredDepth;
- LLRenderTarget occlusionDepth;
LLRenderTarget deferredLight;
//sun shadow map
LLRenderTarget shadow[4];
- LLRenderTarget shadowOcclusion[4];
};
// main full resoltuion render target
@@ -691,7 +688,6 @@ public:
RenderTargetPack* mRT;
LLRenderTarget mSpotShadow[2];
- LLRenderTarget mSpotShadowOcclusion[2];
LLRenderTarget mPbrBrdfLut;