diff options
-rw-r--r-- | indra/newview/llviewercontrol.cpp | 9 | ||||
-rw-r--r-- | indra/newview/llviewerdisplay.cpp | 9 | ||||
-rw-r--r-- | indra/newview/llviewerdisplay.h | 1 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 119 | ||||
-rw-r--r-- | indra/newview/pipeline.h | 7 |
5 files changed, 94 insertions, 51 deletions
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index b1d47b7d75..e2da4f63fb 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -94,6 +94,7 @@ LLControlGroup gWarningSettings("Warnings"); // persists ignored dialogs/warning std::string gLastRunVersion; extern BOOL gResizeScreenTexture; +extern BOOL gResizeShadowTexture; extern BOOL gDebugGL; //////////////////////////////////////////////////////////////////////////// // Listeners @@ -191,6 +192,12 @@ bool handleRenderTransparentWaterChanged(const LLSD& newvalue) } +static bool handleShadowsResized(const LLSD& newvalue) +{ + gPipeline.requestResizeShadowTexture(); + return true; +} + static bool handleWindowResized(const LLSD& newvalue) { gPipeline.requestResizeScreenTexture(); @@ -623,7 +630,7 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleLUTBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleLUTBufferChanged, _2)); gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2)); - gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleWindowResized, _2)); + gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleShadowsResized, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderGlowResolutionPow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 0fb687aead..09b9d5f836 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -94,6 +94,7 @@ BOOL gForceRenderLandFence = FALSE; BOOL gDisplaySwapBuffers = FALSE; BOOL gDepthDirty = FALSE; BOOL gResizeScreenTexture = FALSE; +BOOL gResizeShadowTexture = FALSE; BOOL gWindowResized = FALSE; BOOL gSnapshot = FALSE; BOOL gShaderProfileFrame = FALSE; @@ -249,7 +250,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) { LL_RECORD_BLOCK_TIME(FTM_RENDER); - if (gWindowResized || gResizeScreenTexture) + if (gWindowResized) { //skip render on frames where window has been resized LL_RECORD_BLOCK_TIME(FTM_RESIZE_WINDOW); gGL.flush(); @@ -262,6 +263,12 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) return; } + if (gResizeShadowTexture) + { //skip render on frames where window has been resized + gPipeline.resizeShadowTexture(); + gResizeShadowTexture = FALSE; + } + if (LLPipeline::sRenderDeferred) { //hack to make sky show up in deferred snapshots for_snapshot = FALSE; diff --git a/indra/newview/llviewerdisplay.h b/indra/newview/llviewerdisplay.h index f6467d7f93..e8072193ea 100644 --- a/indra/newview/llviewerdisplay.h +++ b/indra/newview/llviewerdisplay.h @@ -40,6 +40,7 @@ extern BOOL gTeleportDisplay; extern LLFrameTimer gTeleportDisplayTimer; extern BOOL gForceRenderLandFence; extern BOOL gResizeScreenTexture; +extern BOOL gResizeShadowTexture; extern BOOL gWindowResized; #endif // LL_LLVIEWERDISPLAY_H diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 9b6bf9bfc3..7048b921b0 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -740,6 +740,18 @@ void LLPipeline::requestResizeScreenTexture() gResizeScreenTexture = TRUE; } +void LLPipeline::requestResizeShadowTexture() +{ + gResizeShadowTexture = TRUE; +} + +void LLPipeline::resizeShadowTexture() +{ + releaseShadowTargets(); + allocateShadowBuffer(mScreenWidth, mScreenHeight); + gResizeShadowTexture = FALSE; +} + void LLPipeline::resizeScreenTexture() { LL_RECORD_BLOCK_TIME(FTM_RESIZE_SCREEN_TEXTURE); @@ -748,23 +760,12 @@ void LLPipeline::resizeScreenTexture() GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); - if ((resX != mScreen.getWidth()) || (resY != mScreen.getHeight())) + if (gResizeScreenTexture || (resX != mScreen.getWidth()) || (resY != mScreen.getHeight())) { releaseScreenBuffers(); - if (!allocateScreenBuffer(resX,resY)) - { -#if PROBABLE_FALSE_DISABLES_OF_ALM_HERE - //FAILSAFE: screen buffer allocation failed, disable deferred rendering if it's enabled - //NOTE: if the session closes successfully after this call, deferred rendering will be - // disabled on future sessions - if (LLPipeline::sRenderDeferred) - { - gSavedSettings.setBOOL("RenderDeferred", FALSE); - LLPipeline::refreshCachedSettings(); - - } -#endif - } + releaseShadowTargets(); + allocateScreenBuffer(resX,resY); + gResizeScreenTexture = FALSE; } } } @@ -869,9 +870,6 @@ LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) return ret; } - // must be even to avoid a stripe in the horizontal shadow blur -inline U32 BlurHappySize(U32 x, U32 scale) { return (((x*scale)+1)&~1); } - bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { refreshCachedSettings(); @@ -939,6 +937,54 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mDeferredLight.release(); } + allocateShadowBuffer(resX, resY); + + //HACK make screenbuffer allocations start failing after 30 seconds + if (gSavedSettings.getBOOL("SimulateFBOFailure")) + { + return false; + } + } + else + { + mDeferredLight.release(); + + releaseShadowTargets(); + + mFXAABuffer.release(); + mScreen.release(); + mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first + mDeferredDepth.release(); + mOcclusionDepth.release(); + + if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + } + + if (LLPipeline::sRenderDeferred) + { //share depth buffer between deferred targets + mDeferredScreen.shareDepthBuffer(mScreen); + } + + gGL.getTexUnit(0)->disable(); + + stop_glerror(); + + return true; +} + +// must be even to avoid a stripe in the horizontal shadow blur +inline U32 BlurHappySize(U32 x, F32 scale) { return U32( x * scale + 16.0f) & ~0xF; } + +bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) +{ + refreshCachedSettings(); + + if (LLPipeline::sRenderDeferred) + { + S32 shadow_detail = RenderShadowDetail; + + const U32 occlusion_divisor = 3; + F32 scale = RenderShadowResolutionScale; U32 sun_shadow_map_width = BlurHappySize(resX, scale); U32 sun_shadow_map_height = BlurHappySize(resY, scale); @@ -992,36 +1038,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) releaseShadowTarget(i); } } - - //HACK make screenbuffer allocations start failing after 30 seconds - if (gSavedSettings.getBOOL("SimulateFBOFailure")) - { - return false; - } } - else - { - mDeferredLight.release(); - - releaseShadowTargets(); - - mFXAABuffer.release(); - mScreen.release(); - mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first - mDeferredDepth.release(); - mOcclusionDepth.release(); - - if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; - } - - if (LLPipeline::sRenderDeferred) - { //share depth buffer between deferred targets - mDeferredScreen.shareDepthBuffer(mScreen); - } - - gGL.getTexUnit(0)->disable(); - - stop_glerror(); return true; } @@ -1190,6 +1207,11 @@ void LLPipeline::releaseLUTBuffers() } } +void LLPipeline::releaseShadowBuffers() +{ + releaseShadowTargets(); +} + void LLPipeline::releaseScreenBuffers() { mUIScreen.release(); @@ -1199,8 +1221,7 @@ void LLPipeline::releaseScreenBuffers() mDeferredScreen.release(); mDeferredDepth.release(); mDeferredLight.release(); - mOcclusionDepth.release(); - releaseShadowTargets(); + mOcclusionDepth.release(); } diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 44aa9d85fa..e75a09d753 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -101,10 +101,16 @@ public: void resetVertexBuffers(); void doResetVertexBuffers(bool forced = false); void requestResizeScreenTexture(); // set flag only, no work, safer for callbacks... + void requestResizeShadowTexture(); // set flag only, no work, safer for callbacks... + void resizeScreenTexture(); + void resizeShadowTexture(); + void releaseGLBuffers(); void releaseLUTBuffers(); void releaseScreenBuffers(); + void releaseShadowBuffers(); + void createGLBuffers(); void createLUTBuffers(); @@ -126,6 +132,7 @@ public: //attempt to allocate screen buffers at resX, resY //returns true if allocation successful, false otherwise bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples); + bool allocateShadowBuffer(U32 resX, U32 resY); void allocatePhysicsBuffer(); |