diff options
author | Graham Linden <graham@lindenlab.com> | 2019-02-28 14:06:19 -0800 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-02-28 14:06:19 -0800 |
commit | c1d2416826406631807f153e7de9d2b790b0caa5 (patch) | |
tree | e5092c0a9e6ff778d74cb13af44d9c61325fe20f /indra | |
parent | d7ad30a2d4dfd83f93b0150464214f2df776eb9c (diff) |
EEP performance WIP
Mods to improve alpha obj render performance.
Removes hacky fix for HUD elements getting atmospherics.
Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
Fix up default classes and basic shader loading (remove unused shared modules).
Diffstat (limited to 'indra')
23 files changed, 430 insertions, 635 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index c4caed4d71..767fad016c 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -38,5 +38,12 @@ mat4 getSkinnedTransform() ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x); ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x); ret[3] = vec4(0,0,0,1); + return ret; + +#ifdef IS_AMD_CARD + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. + vec4 dummy1 = matrixPalette[0]; + vec4 dummy2 = matrixPalette[44]; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 94de2f7b53..90bf2851c9 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -61,5 +61,12 @@ mat4 getObjectSkinnedTransform() ret[3] = vec4(trans, 1.0); return ret; + +#ifdef IS_AMD_CARD + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. + mat3x4 dummy1 = matrixPalette[0]; + mat3x4 dummy2 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; +#endif + } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl index 10407eeb02..3572331d74 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl @@ -25,11 +25,9 @@ uniform vec4 sunlight_color; uniform vec4 light_ambient; -uniform int no_atmo; vec3 atmosAmbient(vec3 light) { - if (no_atmo == 1) return light + vec3(0.66); return light + light_ambient.rgb; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 14034bccae..7e4855b7c6 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -25,11 +25,9 @@ uniform vec4 sunlight_color; uniform vec4 light_ambient; -uniform int no_atmo; vec3 atmosAmbient(vec3 light) { - if (no_atmo == 1) return light + vec3(0.66); return light + light_ambient.rgb; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index 667301443a..9917ba8d3b 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -23,7 +23,6 @@ * $/LicenseInfo$ */ -uniform int no_atmo; uniform vec4 gamma; vec3 scaleSoftClipFrag(vec3 light) diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl index e2b391cb7a..f61194db6d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform int no_atmo; - vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { /* stub function for fallback compatibility on class1 hardware */ diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 142b03e095..0f6bf38388 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -212,6 +212,7 @@ void main() col = dlit*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; + amb_da = min(amb_da,shadow); } //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 565c00ba79..ebb06e0f23 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -43,17 +43,12 @@ uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; uniform mat3 ssao_effect_mat; -uniform int no_atmo; uniform float sun_moon_glow_factor; vec3 scaleSoftClipFrag(vec3 light); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } light *= atten.r; light += additive; return light * 2.0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl index 86743dc306..c836ca98c5 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl @@ -26,11 +26,9 @@ // Output variables uniform float scene_light_strength; -uniform int no_atmo; vec3 atmosFragAmbient(vec3 light, vec3 amblit) { - if (no_atmo == 1) return light; return amblit + light / 2.0; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl index 95b4a76880..589c95bc96 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl @@ -33,11 +33,9 @@ vec3 getAtmosAttenuation(); vec3 getPositionEye(); uniform float scene_light_strength; -uniform int no_atmo; vec3 atmosAmbient(vec3 light) { - if (no_atmo == 1) return light + vec3(0.66); return getAmblitColor() + light / 2.0; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index a26752f741..bef7a8827a 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -64,8 +64,8 @@ void calcAtmospherics(vec3 inPositionEye) { setPositionEye(P); //(TERRAIN) limit altitude - //if (P.y > max_y) P *= (max_y / P.y); - //if (P.y < -max_y) P *= (-max_y / P.y); + if (P.y > max_y) P *= (max_y / P.y); + if (P.y < -max_y) P *= (-max_y / P.y); vec3 tmpLightnorm = lightnorm.xyz; @@ -134,21 +134,11 @@ void calcAtmospherics(vec3 inPositionEye) { + tmpAmbient)); additive = normalize(additive); - //haze color - //setAdditiveColor( - // vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - // + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - // + tmpAmbient))); - //brightness of surface both sunlight and ambient setSunlitColor(vec3(sunlight * .5)); setAmblitColor(vec3(tmpAmbient * .25)); setAdditiveColor(additive * vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5); - // vary_SunlitColor = vec3(0); - // vary_AmblitColor = vec3(0); - // vary_AdditiveColor = vec4(Pn, 1.0); - /* const float cloudShadowScale = 100.; // Get cloud uvs for shadowing diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index 143bafc9c9..e985c50c67 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -26,16 +26,12 @@ uniform vec4 gamma; -uniform int no_atmo; vec3 getAtmosAttenuation(); +vec3 getAdditiveColor(); vec3 scaleSoftClipFrag(vec3 light) { - if (no_atmo == 1) - { - return light; - } //soft clip effect: light = 1. - clamp(light, vec3(0.), vec3(1.)); light = 1. - pow(light, gamma.xxx); @@ -47,12 +43,13 @@ vec3 scaleSoftClip(vec3 light) return scaleSoftClipFrag(light); } -vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten) { - return scaleSoftClipFrag(light.rgb); +vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten) +{ + return mix(scaleSoftClipFrag(light.rgb), add, atten); } vec3 fullbrightScaleSoftClip(vec3 light) { - return scaleSoftClipFrag(light); + return fullbrightScaleSoftClipFrag(light, getAdditiveColor(), getAtmosAttenuation()); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index df731662e8..d799453712 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -30,34 +30,21 @@ vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); -uniform int no_atmo; - vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } light *= atten.r; - light += additive * 2.0; - return light; + light += additive; + return light * 2.0; } vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness); } -vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); } diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl index 90ab5d2793..7f74122665 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl @@ -30,35 +30,21 @@ vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); -uniform int no_atmo; - vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } - return (light + additive) * atten * 2.0; + return (light + additive) * atten * 2.0; } vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } - float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransportFrag(light.rgb, additive,atten), light.rgb + additive.rgb, brightness * brightness); + float brightness = dot(light.rgb, vec3(0.33333)); + return mix(atmosTransportFrag(light.rgb, additive,atten), light.rgb + additive.rgb, brightness * brightness); } vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } - float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); + float brightness = dot(light.rgb, vec3(0.33333)); + return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); } vec3 atmosTransport(vec3 light) diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index b896ecde30..5396a8fdd2 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -53,6 +53,19 @@ BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE; static BOOL deferred_render = FALSE; +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_SETUP("Alpha Setup"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_GROUP_LOOP("Alpha Group"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_PUSH("Alpha Push Verts"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED("Alpha Deferred"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_SETBUFFER("Alpha SetBuffer"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DRAW("Alpha Draw"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_TEX_BINDS("Alpha Tex Binds"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MATS("Alpha Mat Tex Binds"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_GLOW("Alpha Glow Binds"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_SHADER_BINDS("Alpha Shader Binds"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS("Alpha Def Binds"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MESH_REBUILD("Alpha Mesh Rebuild"); + LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) : LLRenderPass(type), current_shader(NULL), target_shader(NULL), simple_shader(NULL), fullbright_shader(NULL), emissive_shader(NULL), @@ -115,7 +128,6 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) fullbright_shader->bind(); fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); fullbright_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); - fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0); fullbright_shader->setMinimumAlpha(LLPipeline::sImpostorRender ? 0.5f : 0.0f); fullbright_shader->unbind(); @@ -185,25 +197,13 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass) void LLDrawPoolAlpha::beginRenderPass(S32 pass) { - LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA); + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_SETUP); if (LLPipeline::sImpostorRender) { simple_shader = &gObjectSimpleImpostorProgram; fullbright_shader = &gObjectFullbrightProgram; emissive_shader = &gObjectEmissiveProgram; - - if (mShaderLevel > 0) - { - fullbright_shader->bind(); - fullbright_shader->setMinimumAlpha(0.5f); - simple_shader->bind(); - simple_shader->setMinimumAlpha(0.5f); - } - else - { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK - } } else if (LLPipeline::sUnderWaterRender) { @@ -218,26 +218,18 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass) emissive_shader = &gObjectEmissiveProgram; } - if (!LLPipeline::sImpostorRender) + if (mShaderLevel > 0) { - if (mShaderLevel > 0) - { - fullbright_shader->bind(); - fullbright_shader->setMinimumAlpha(0.f); - simple_shader->bind(); - simple_shader->setMinimumAlpha(0.f); - } - else - { - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK - } - } + // Start out with no shaders. + current_shader = target_shader = NULL; + LLGLSLShader::bindNoShader(); + } gPipeline.enableLightsDynamic(); } void LLDrawPoolAlpha::endRenderPass( S32 pass ) { - LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA); + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_SETUP); LLRenderPass::endRenderPass(pass); if(gPipeline.canUseWindLightShaders()) @@ -281,7 +273,34 @@ void LLDrawPoolAlpha::render(S32 pass) mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); - + if (mShaderLevel > 0) + { + if (LLPipeline::sImpostorRender) + { + fullbright_shader->bind(); + fullbright_shader->setMinimumAlpha(0.5f); + simple_shader->bind(); + simple_shader->setMinimumAlpha(0.5f); + } + else + { + fullbright_shader->bind(); + fullbright_shader->setMinimumAlpha(0.f); + simple_shader->bind(); + simple_shader->setMinimumAlpha(0.f); + } + } + else + { + if (LLPipeline::sImpostorRender) + { + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK + } + else + { + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK + } + } } if (mShaderLevel > 0) @@ -368,268 +387,328 @@ void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask) } } -static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_GROUP_LOOP("Alpha Group"); -static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_PUSH("Alpha Push Verts"); - void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA); + BOOL initialized_lighting = FALSE; BOOL light_enabled = TRUE; BOOL use_shaders = gPipeline.canUseVertexShaders(); - - for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) - { - LLSpatialGroup* group = *i; - llassert(group); - llassert(group->getSpatialPartition()); - - if (group->getSpatialPartition()->mRenderByGroup && - !group->isDead()) - { - bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE - || group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE; - - bool draw_glow_for_this_partition = mShaderLevel > 0; // no shaders = no glow. - - - LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_GROUP_LOOP); - - bool disable_cull = is_particle_or_hud_particle; - LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0); - - LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA]; - - for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k) - { - LLDrawInfo& params = **k; - - if ((params.mVertexBuffer->getTypeMask() & mask) != mask) - { //FIXME! - LL_WARNS_ONCE() << "Missing required components, expected mask: " << mask - << " present: " << (params.mVertexBuffer->getTypeMask() & mask) - << ". Skipping render batch." << LL_ENDL; - continue; - } - - // Fix for bug - NORSPEC-271 - // If the face is more than 90% transparent, then don't update the Depth buffer for Dof - // We don't want the nearly invisible objects to cause of DoF effects - if(pass == 1 && !LLPipeline::sImpostorRender) - { - LLFace* face = params.mFace; - if(face) - { - const LLTextureEntry* tep = face->getTextureEntry(); - if(tep) - { - if(tep->getColor().mV[3] < 0.1f) - continue; - } - } - } - LLRenderPass::applyModelMatrix(params); - - LLMaterial* mat = NULL; + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_GROUP_LOOP); - if (deferred_render) - { - mat = params.mMaterial; - } + for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) + { + LLSpatialGroup* group = *i; + llassert(group); + llassert(group->getSpatialPartition()); + + if (group->getSpatialPartition()->mRenderByGroup && + !group->isDead()) + { + bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE + || group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE; + + bool disable_cull = is_particle_or_hud_particle; + LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0); + + LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA]; + + for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k) + { + LLDrawInfo& params = **k; + + if ((params.mVertexBuffer->getTypeMask() & mask) != mask) + { //FIXME! + LL_WARNS_ONCE() << "Missing required components, expected mask: " << mask + << " present: " << (params.mVertexBuffer->getTypeMask() & mask) + << ". Skipping render batch." << LL_ENDL; + continue; + } + + // Fix for bug - NORSPEC-271 + // If the face is more than 90% transparent, then don't update the Depth buffer for Dof + // We don't want the nearly invisible objects to cause of DoF effects + if(pass == 1 && !LLPipeline::sImpostorRender) + { + LLFace* face = params.mFace; + if(face) + { + const LLTextureEntry* tep = face->getTextureEntry(); + if(tep) + { + if(tep->getColor().mV[3] < 0.1f) + continue; + } + } + } + + LLRenderPass::applyModelMatrix(params); + + LLMaterial* mat = NULL; + + if (deferred_render) + { + mat = params.mMaterial; + } - if (params.mFullbright) - { - // Turn off lighting if it hasn't already been so. - if (light_enabled || !initialized_lighting) - { - initialized_lighting = TRUE; - if (use_shaders) - { - target_shader = fullbright_shader; - } - else - { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); - } - light_enabled = FALSE; - } - } - // Turn on lighting if it isn't already. - else if (!light_enabled || !initialized_lighting) - { - initialized_lighting = TRUE; - if (use_shaders) - { - target_shader = simple_shader; - } - else - { - gPipeline.enableLightsDynamic(); - } - light_enabled = TRUE; - } - - if (deferred_render && mat) - { - U32 mask = params.mShaderMask; - - llassert(mask < LLMaterial::SHADER_COUNT); - target_shader = &(gDeferredMaterialProgram[mask]); - - if (LLPipeline::sUnderWaterRender) - { - target_shader = &(gDeferredMaterialWaterProgram[mask]); - } - - if (current_shader != target_shader) - { - gPipeline.bindDeferredShader(*target_shader); - } - } - else if (!params.mFullbright) - { - target_shader = simple_shader; - } - else - { - target_shader = fullbright_shader; - } + if (params.mFullbright) + { + // Turn off lighting if it hasn't already been so. + if (light_enabled || !initialized_lighting) + { + initialized_lighting = TRUE; + if (use_shaders) + { + target_shader = fullbright_shader; + } + else + { + gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + } + light_enabled = FALSE; + } + } + // Turn on lighting if it isn't already. + else if (!light_enabled || !initialized_lighting) + { + initialized_lighting = TRUE; + if (use_shaders) + { + target_shader = simple_shader; + } + else + { + gPipeline.enableLightsDynamic(); + } + light_enabled = TRUE; + } + + if (deferred_render && mat) + { + U32 mask = params.mShaderMask; + + llassert(mask < LLMaterial::SHADER_COUNT); + target_shader = &(gDeferredMaterialProgram[mask]); + + if (LLPipeline::sUnderWaterRender) + { + target_shader = &(gDeferredMaterialWaterProgram[mask]); + } + + if (current_shader != target_shader) + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS); + gPipeline.bindDeferredShader(*target_shader); + current_shader = target_shader; + } + } + else if (!params.mFullbright) + { + target_shader = simple_shader; + } + else + { + target_shader = fullbright_shader; + } - if(use_shaders && (current_shader != target_shader)) - {// If we need shaders, and we're not ALREADY using the proper shader, then bind it - // (this way we won't rebind shaders unnecessarily). - current_shader = target_shader; - current_shader->bind(); - } - else if (!use_shaders && current_shader != NULL) - { - LLGLSLShader::bindNoShader(); - current_shader = NULL; - } - - if (use_shaders && mat) - { - // We have a material. Supply the appropriate data here. - if (LLPipeline::sRenderDeferred) - { - current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]); - current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity); - current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f); - - if (params.mNormalMap) - { - params.mNormalMap->addTextureStats(params.mVSize); - current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap); - } + if(use_shaders && (current_shader != target_shader)) + {// If we need shaders, and we're not ALREADY using the proper shader, then bind it + // (this way we won't rebind shaders unnecessarily). + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_SHADER_BINDS); + + current_shader = target_shader; + current_shader->bind(); + } + else if (!use_shaders && current_shader != NULL) + { + LLGLSLShader::bindNoShader(); + current_shader = NULL; + } + + if (use_shaders && mat) + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MATS); + + // We have a material. Supply the appropriate data here. + if (LLPipeline::sRenderDeferred) + { + current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]); + current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity); + current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f); + + if (params.mNormalMap) + { + params.mNormalMap->addTextureStats(params.mVSize); + current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap); + } - if (params.mSpecularMap) - { - params.mSpecularMap->addTextureStats(params.mVSize); - current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap); - } - } - - } else if (LLPipeline::sRenderDeferred && current_shader && (current_shader == simple_shader)) - { - current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 1.0f, 1.0f, 1.0f, 1.0f); - current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f); - LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize); - current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep); - LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize); - current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep); - } - - if (params.mGroup) - { - params.mGroup->rebuildMesh(); - } + if (params.mSpecularMap) + { + params.mSpecularMap->addTextureStats(params.mVSize); + current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap); + } + } + + } + else if (LLPipeline::sRenderDeferred && current_shader && (current_shader == simple_shader)) + { + current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 1.0f, 1.0f, 1.0f, 1.0f); + current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f); + LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize); + current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep); + LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize); + current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep); + } + + if (params.mGroup) + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MESH_REBUILD); + + params.mGroup->rebuildMesh(); + } + + bool tex_setup = false; + + if (use_shaders && params.mTextureList.size() > 1) + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_TEX_BINDS); + for (U32 i = 0; i < params.mTextureList.size(); ++i) + { + if (params.mTextureList[i].notNull()) + { + gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE); + } + } + } + else + { //not batching textures or batch has only 1 texture -- might need a texture matrix + if (params.mTexture.notNull()) + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_TEX_BINDS); + + params.mTexture->addTextureStats(params.mVSize); + if (use_shaders && mat) + { + current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, params.mTexture); + } + else + { + gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ; + } + + if (params.mTextureMatrix) + { + tex_setup = true; + gGL.getTexUnit(0)->activate(); + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); + gPipeline.mTextureMatrixOps++; + } + } + else + { + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + } + } + + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_PUSH); + + LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); + + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_SETBUFFER); + gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor); + params.mVertexBuffer->setBuffer(mask & ~(params.mFullbright ? (LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2) : 0)); + } + + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DRAW); + params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + } + + gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + } + + if (tex_setup) + { + gGL.getTexUnit(0)->activate(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + } + } + } + } + + bool draw_glow_for_this_partition = mShaderLevel > 0; // no shaders = no glow. + + if (use_shaders && draw_glow_for_this_partition) + { + // install glow-accumulating blend mode + gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color + LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow) - bool tex_setup = false; + emissive_shader->bind(); - if (use_shaders && params.mTextureList.size() > 1) - { - for (U32 i = 0; i < params.mTextureList.size(); ++i) - { - if (params.mTextureList[i].notNull()) - { - gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE); - } - } - } - else - { //not batching textures or batch has only 1 texture -- might need a texture matrix - if (params.mTexture.notNull()) - { - params.mTexture->addTextureStats(params.mVSize); - if (use_shaders && mat) - { - current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, params.mTexture); - } - else - { - gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ; - } - - if (params.mTextureMatrix) - { - tex_setup = true; - gGL.getTexUnit(0)->activate(); - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); - gPipeline.mTextureMatrixOps++; - } - } - else - { - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - } - } + for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) + { + LLSpatialGroup* group = *i; + llassert(group); + llassert(group->getSpatialPartition()); - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_PUSH); + if (group->getSpatialPartition()->mRenderByGroup && + !group->isDead()) + { + bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE + || group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE; - LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); + - gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor); - params.mVertexBuffer->setBuffer(mask & ~(params.mFullbright ? (LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2) : 0)); + bool disable_cull = is_particle_or_hud_particle; + LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0); - params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); - gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); - } - - // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. - if (current_shader && - draw_glow_for_this_partition && - params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE)) - { - // install glow-accumulating blend mode - gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color - LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow) + LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA]; - emissive_shader->bind(); - - params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE); - - // do the actual drawing, again - params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); - gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k) + { + LLDrawInfo& params = **k; - // restore our alpha blend mode - gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + if ((params.mVertexBuffer->getTypeMask() & mask) != mask) + { //FIXME! + LL_WARNS_ONCE() << "Missing required components, expected mask: " << mask + << " present: " << (params.mVertexBuffer->getTypeMask() & mask) + << ". Skipping render batch." << LL_ENDL; + continue; + } - current_shader->bind(); - } - - if (tex_setup) - { - gGL.getTexUnit(0)->activate(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - } - } - } - } + LLRenderPass::applyModelMatrix(params); + + // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. + if (emissive_shader && + draw_glow_for_this_partition && + params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE)) + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_GLOW); + + params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE); + + // do the actual drawing, again + params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + } + } + } + } + + // restore our alpha blend mode + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + + emissive_shader->unbind(); + } + } gGL.setSceneBlendType(LLRender::BT_ALPHA); diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index e96e7cbe6c..3a083fd50d 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -696,14 +696,6 @@ void LLDrawPoolAvatar::beginRigid() { //eyeballs render with the specular shader sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } } else @@ -754,14 +746,6 @@ void LLDrawPoolAvatar::beginDeferredRigid() sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } void LLDrawPoolAvatar::endDeferredRigid() @@ -805,14 +789,6 @@ void LLDrawPoolAvatar::beginSkinned() sVertexProgram->bind(); sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } gGL.getTexUnit(0)->activate(); } else @@ -822,14 +798,6 @@ void LLDrawPoolAvatar::beginSkinned() // software skinning, use a basic shader for windlight. // TODO: find a better fallback method for software skinning. sVertexProgram->bind(); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } } @@ -892,14 +860,6 @@ void LLDrawPoolAvatar::beginRiggedSimple() { sDiffuseChannel = 0; sVertexProgram->bind(); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } } @@ -966,15 +926,6 @@ void LLDrawPoolAvatar::beginRiggedGlow() sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, LLPipeline::sRenderDeferred ? 2.2f : 1.1f); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } - F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); } @@ -1025,12 +976,10 @@ void LLDrawPoolAvatar::beginRiggedFullbright() if (LLPipeline::sRenderingHUDs) { sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); } else if (LLPipeline::sRenderDeferred) { sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); } @@ -1080,14 +1029,6 @@ void LLDrawPoolAvatar::beginRiggedShinySimple() if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sVertexProgram->bind(); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); } } @@ -1138,32 +1079,22 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny() if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sVertexProgram->bind(); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } + LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); if (LLPipeline::sRenderingHUDs) { sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); } else if (LLPipeline::sRenderDeferred) { sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); } else { sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); } } } @@ -1184,15 +1115,7 @@ void LLDrawPoolAvatar::beginDeferredRiggedSimple() { sVertexProgram = &gDeferredSkinnedDiffuseProgram; sDiffuseChannel = 0; - sVertexProgram->bind(); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } + sVertexProgram->bind(); } void LLDrawPoolAvatar::endDeferredRiggedSimple() @@ -1206,14 +1129,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedBump() { sVertexProgram = &gDeferredSkinnedBumpProgram; sVertexProgram->bind(); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } @@ -1246,14 +1161,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass) } sVertexProgram->bind(); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); @@ -1287,14 +1194,6 @@ void LLDrawPoolAvatar::beginDeferredSkinned() sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); - if (LLPipeline::sRenderingHUDs) - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); - } sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gGL.getTexUnit(0)->activate(); diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 14069fa6c2..3f36fd04ae 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -351,14 +351,6 @@ void LLDrawPoolBump::beginShiny(bool invisible) shader = &gObjectShinyProgram; } shader->bind(); - if (LLPipeline::sRenderingHUDs) - { - shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } else { @@ -542,14 +534,6 @@ void LLDrawPoolBump::beginFullbrightShiny() LLVector4(gGLModelView+8), LLVector4(gGLModelView+12)); shader->bind(); - if (LLPipeline::sRenderingHUDs) - { - shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } LLVector3 vec = LLVector3(gShinyOrigin) * mat; LLVector4 vec4(vec, gShinyOrigin.mV[3]); diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp index 05b0c1f1a9..a9e948c16a 100644 --- a/indra/newview/lldrawpoolmaterials.cpp +++ b/indra/newview/lldrawpoolmaterials.cpp @@ -81,15 +81,6 @@ void LLDrawPoolMaterials::beginDeferredPass(S32 pass) mShader->bind(); - if (LLPipeline::sRenderingHUDs) - { - mShader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - mShader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } - diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP); LL_RECORD_BLOCK_TIME(FTM_RENDER_MATERIALS); diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index f653920662..606e44185f 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -47,14 +47,6 @@ void LLDrawPoolGlow::beginPostDeferredPass(S32 pass) { gDeferredEmissiveProgram.bind(); gDeferredEmissiveProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); - if (LLPipeline::sRenderingHUDs) - { - gDeferredEmissiveProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - gDeferredEmissiveProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); - } } static LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW_PUSH("Glow Push"); @@ -127,15 +119,6 @@ void LLDrawPoolGlow::render(S32 pass) shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.f); } - if (LLPipeline::sRenderingHUDs) - { - shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } - LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); @@ -187,15 +170,6 @@ void LLDrawPoolSimple::beginRenderPass(S32 pass) if (mShaderLevel > 0) { simple_shader->bind(); - - if (LLPipeline::sRenderingHUDs) - { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } else { @@ -289,15 +263,6 @@ void LLDrawPoolAlphaMask::beginRenderPass(S32 pass) if (mShaderLevel > 0) { simple_shader->bind(); - - if (LLPipeline::sRenderingHUDs) - { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } else { @@ -331,15 +296,6 @@ void LLDrawPoolAlphaMask::render(S32 pass) simple_shader->bind(); simple_shader->setMinimumAlpha(0.33f); - if (LLPipeline::sRenderingHUDs) - { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } - pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); @@ -380,15 +336,6 @@ void LLDrawPoolFullbrightAlphaMask::beginRenderPass(S32 pass) if (mShaderLevel > 0) { simple_shader->bind(); - - if (LLPipeline::sRenderingHUDs) - { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } else { @@ -425,12 +372,10 @@ void LLDrawPoolFullbrightAlphaMask::render(S32 pass) if (LLPipeline::sRenderingHUDs) { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); simple_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); } else { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); if (LLPipeline::sRenderDeferred) { simple_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); @@ -462,15 +407,6 @@ void LLDrawPoolSimple::beginDeferredPass(S32 pass) { LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE_DEFERRED); gDeferredDiffuseProgram.bind(); - - if (LLPipeline::sRenderingHUDs) - { - gDeferredDiffuseProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - gDeferredDiffuseProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); - } } void LLDrawPoolSimple::endDeferredPass(S32 pass) @@ -509,16 +445,6 @@ void LLDrawPoolAlphaMask::renderDeferred(S32 pass) LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK_DEFERRED); gDeferredDiffuseAlphaMaskProgram.bind(); gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f); - - if (LLPipeline::sRenderingHUDs) - { - gDeferredDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - gDeferredDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); - } - pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); gDeferredDiffuseAlphaMaskProgram.unbind(); } @@ -555,14 +481,6 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass) { simple_shader->bind(); simple_shader->setMinimumAlpha(0.5f); - if (LLPipeline::sRenderingHUDs) - { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } else { @@ -619,16 +537,7 @@ void LLDrawPoolGrass::renderDeferred(S32 pass) LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS_DEFERRED); gDeferredNonIndexedDiffuseAlphaMaskProgram.bind(); gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f); - - if (LLPipeline::sRenderingHUDs) - { - gDeferredNonIndexedDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - gDeferredNonIndexedDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); - } - + gDeferredNonIndexedDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } @@ -655,15 +564,6 @@ void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass) else { gDeferredFullbrightProgram.bind(); - - if (LLPipeline::sRenderingHUDs) - { - gDeferredFullbrightProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - gDeferredFullbrightProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); - } } } @@ -732,15 +632,6 @@ void LLDrawPoolFullbright::render(S32 pass) fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f); fullbright_shader->uniform1f(LLViewerShaderMgr::TEXTURE_GAMMA, 1.f); - if (LLPipeline::sRenderingHUDs) - { - fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } - U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE); pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, fullbright_mask, TRUE, TRUE); @@ -775,7 +666,6 @@ void LLDrawPoolFullbrightAlphaMask::beginPostDeferredPass(S32 pass) { gObjectFullbrightAlphaMaskProgram.bind(); gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); - gObjectFullbrightAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); } else if (LLPipeline::sRenderDeferred) { @@ -783,20 +673,17 @@ void LLDrawPoolFullbrightAlphaMask::beginPostDeferredPass(S32 pass) { gDeferredFullbrightAlphaMaskWaterProgram.bind(); gDeferredFullbrightAlphaMaskWaterProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); - gDeferredFullbrightAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); } else { gDeferredFullbrightAlphaMaskProgram.bind(); gDeferredFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); - gDeferredFullbrightAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); } } else { gObjectFullbrightAlphaMaskProgram.bind(); gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); - gObjectFullbrightAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); } } diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 5760a28049..abda2d45fb 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -634,7 +634,7 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li bool edge_patch = water->getIsEdgePatch(); if (edge_patch) { - sNeedsReflectionUpdate = TRUE; + //sNeedsReflectionUpdate = TRUE; face->renderIndexed(); } } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index c66e46872d..319ae3b9a7 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -478,7 +478,6 @@ void LLViewerShaderMgr::setShaders() S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP"); bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders"); - //using shaders, disable fixed function LLGLSLShader::sNoFixedFunction = true; @@ -487,9 +486,9 @@ void LLViewerShaderMgr::setShaders() S32 env_class = 2; S32 obj_class = 2; S32 effect_class = 2; - S32 wl_class = 2; + S32 wl_class = 1; S32 water_class = 2; - S32 deferred_class = 2; + S32 deferred_class = 0; S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0; static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false); @@ -498,24 +497,31 @@ void LLViewerShaderMgr::setShaders() transform_class = 0; } - if (useRenderDeferred && doingWindLight) + if (useRenderDeferred) { //shadows switch (shadow_detail) - { - case 0: deferred_class = 1; break; // no shadows - case 1: deferred_class = 2; break; // PCF shadows - case 2: deferred_class = 2; break; // PCF shadows + { + case 1: + deferred_class = 2; // PCF shadows + break; + + case 2: + deferred_class = 2; // PCF shadows + break; + + case 0: default: - break; + deferred_class = 1; // no shadows + break; } } - if (!doingWindLight) + if (doingWindLight) { // user has disabled WindLight in their settings, downgrade // windlight shaders to stub versions. - wl_class = 1; + wl_class = 2; } // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders @@ -524,7 +530,6 @@ void LLViewerShaderMgr::setShaders() gSky.mVOSkyp->forceSkyUpdate(); } - // Load lighting shaders mShaderLevel[SHADER_LIGHTING] = light_class; mShaderLevel[SHADER_INTERFACE] = light_class; @@ -986,10 +991,9 @@ BOOL LLViewerShaderMgr::loadBasicShaders() index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", mShaderLevel[SHADER_DEFERRED] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", mShaderLevel[SHADER_DEFERRED] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", mShaderLevel[SHADER_DEFERRED] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/indirect.glsl", mShaderLevel[SHADER_DEFERRED] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", 1) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 333fae558a..73e78aadd0 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -235,7 +235,6 @@ LLTrace::BlockTimerStatHandle FTM_RENDER_UI("UI"); LLTrace::BlockTimerStatHandle FTM_RENDER_WATER("Water"); LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY("Windlight Sky"); LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA("Alpha Objects"); -LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED("Alpha Deferred Objects"); LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS("Avatars"); LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP("Bump"); LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS("Render Materials"); @@ -893,14 +892,18 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; - - if (!mWaterDeferredScreen.allocate(water_buffer_res, water_buffer_res, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; - if (!mWaterDeferredDepth.allocate(water_buffer_res, water_buffer_res, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; - if (!mWaterOcclusionDepth.allocate(water_buffer_res >> 1, water_buffer_res >> 1, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; - if (!mOcclusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!addDeferredAttachments(mDeferredScreen)) return false; - if (!addDeferredAttachments(mWaterDeferredScreen)) return false; + + bool materials_in_water = gSavedSettings.getS32("RenderWaterMaterials"); + + if(materials_in_water) + { + if (!mWaterDeferredScreen.allocate(water_buffer_res, water_buffer_res, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mWaterDeferredDepth.allocate(water_buffer_res, water_buffer_res, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mWaterOcclusionDepth.allocate(water_buffer_res >> 1, water_buffer_res >> 1, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!addDeferredAttachments(mWaterDeferredScreen)) return false; + } GLuint screenFormat = GL_RGBA16; if (gGLManager.mIsATI) @@ -9434,10 +9437,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLVector3 reflect_origin = camera_in.getOrigin() - reflection_offset; LLVector3 reflect_interest_point = reflect_origin + (reflection_look_at * 5.0f); - U32 reflected_objects_size = 0; - U32 sky_and_clouds_size = 0; - U32 refracted_objects_size = 0; - camera.setOriginAndLookAt(reflect_origin, LLVector3::z_axis, reflect_interest_point); //plane params @@ -9514,13 +9513,9 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gGL.setColorMask(true, true); glClearColor(0,0,0,0); - static LLCullResult sky_and_clouds; - updateCull(camera, sky_and_clouds); - stateSort(camera, sky_and_clouds); - - sky_and_clouds_size = sky_and_clouds.getVisibleListSize(); - - gPipeline.grabReferences(sky_and_clouds); + updateCull(camera, mSky); + stateSort(camera, mSky); + gPipeline.grabReferences(mSky); if (materials_in_water) { @@ -9572,16 +9567,12 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) { if (detail > 0) { - static LLCullResult reflected_objects; LLGLDisable cull(GL_CULL_FACE); - LLGLUserClipPlane clip_plane(plane, mat, projection); - updateCull(camera, reflected_objects); - stateSort(camera, reflected_objects); - - reflected_objects_size = reflected_objects.getVisibleListSize(); - gPipeline.grabReferences(reflected_objects); + updateCull(camera, mReflectedObjects); + stateSort(camera, mReflectedObjects); + gPipeline.grabReferences(mReflectedObjects); if (materials_in_water) { @@ -9670,14 +9661,12 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) clip_plane.disable(); } - if (materials_in_water) - { - static LLCullResult refracted_objects; - updateCull(camera, refracted_objects, water_clip, &plane); - stateSort(camera, refracted_objects); - refracted_objects_size = refracted_objects.getVisibleListSize(); - gPipeline.grabReferences(refracted_objects); + updateCull(camera, mRefractedObjects, water_clip, &plane); + stateSort(camera, mRefractedObjects); + gPipeline.grabReferences(mRefractedObjects); + if (materials_in_water) + { mWaterDis.flush(); gGL.setColorMask(true, true); glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 8a6ae1bc4f..c94a69eaf0 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -75,7 +75,6 @@ extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI; extern LLTrace::BlockTimerStatHandle FTM_RENDER_WATER; extern LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY; extern LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED; extern LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS; extern LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP; extern LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS; @@ -615,6 +614,10 @@ public: LLRenderTarget mHighlight; LLRenderTarget mPhysicsDisplay; + LLCullResult mSky; + LLCullResult mReflectedObjects; + LLCullResult mRefractedObjects; + //utility buffer for rendering post effects, gets abused by renderDeferredLighting LLPointer<LLVertexBuffer> mDeferredVB; |