diff options
-rw-r--r-- | indra/llrender/llgl.cpp | 10 | ||||
-rw-r--r-- | indra/llrender/llgl.h | 1 | ||||
-rw-r--r-- | indra/llrender/llrender.cpp | 32 | ||||
-rw-r--r-- | indra/llrender/llrendertarget.cpp | 1 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl | 61 | ||||
-rw-r--r-- | indra/newview/featuretable_mac.txt | 3 | ||||
-rw-r--r-- | indra/newview/llfeaturemanager.cpp | 2 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 17 |
8 files changed, 94 insertions, 33 deletions
diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index f29ee0e57e..a460912e70 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -328,6 +328,7 @@ LLGLManager::LLGLManager() : mHasShaderObjects(FALSE), mHasVertexShader(FALSE), mHasFragmentShader(FALSE), + mNumTextureImageUnits(0), mHasOcclusionQuery(FALSE), mHasOcclusionQuery2(FALSE), mHasPointParameters(FALSE), @@ -534,6 +535,13 @@ bool LLGLManager::initGL() return false; } + if (mHasFragmentShader) + { + GLint num_tex_image_units; + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units); + mNumTextureImageUnits = num_tex_image_units; + } + setToDebugGPU(); initGLStates(); @@ -878,11 +886,13 @@ void LLGLManager::initExtensions() LL_INFOS("RenderInit") << "Disabling mip-map generation for Intel GPUs" << LL_ENDL; mHasMipMapGeneration = FALSE; } +#if !LL_DARWIN if (mIsATI && mHasMipMapGeneration) { LL_INFOS("RenderInit") << "Disabling mip-map generation for ATI GPUs (performance opt)" << LL_ENDL; mHasMipMapGeneration = FALSE; } +#endif // Misc glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, (GLint*) &mGLMaxVertexRange); diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 3d002fd8c4..1d7ab188fc 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -91,6 +91,7 @@ public: BOOL mHasShaderObjects; BOOL mHasVertexShader; BOOL mHasFragmentShader; + S32 mNumTextureImageUnits; BOOL mHasOcclusionQuery; BOOL mHasOcclusionQuery2; BOOL mHasPointParameters; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 49e10c4790..c37139ac4c 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -119,14 +119,29 @@ void LLTexUnit::refreshState(void) gGL.flush(); glActiveTextureARB(GL_TEXTURE0_ARB + mIndex); + + // + // Per apple spec, don't call glEnable/glDisable when index exceeds max texture units + // http://www.mailinglistarchive.com/html/mac-opengl@lists.apple.com/2008-07/msg00653.html + // + bool enableDisable = (mIndex < gGLManager.mNumTextureUnits); + if (mCurrTexType != TT_NONE) { - glEnable(sGLTextureType[mCurrTexType]); + if (enableDisable) + { + glEnable(sGLTextureType[mCurrTexType]); + } + glBindTexture(sGLTextureType[mCurrTexType], mCurrTexture); } else { - glDisable(GL_TEXTURE_2D); + if (enableDisable) + { + glDisable(GL_TEXTURE_2D); + } + glBindTexture(GL_TEXTURE_2D, 0); } @@ -167,7 +182,11 @@ void LLTexUnit::enable(eTextureType type) mCurrTexType = type; gGL.flush(); - glEnable(sGLTextureType[type]); + + if (mIndex < gGLManager.mNumTextureUnits) + { + glEnable(sGLTextureType[type]); + } } } @@ -180,7 +199,12 @@ void LLTexUnit::disable(void) activate(); unbind(mCurrTexType); gGL.flush(); - glDisable(sGLTextureType[mCurrTexType]); + + if (mIndex < gGLManager.mNumTextureUnits) + { + glDisable(sGLTextureType[mCurrTexType]); + } + mCurrTexType = TT_NONE; } } diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index cd2556d435..da1e94df64 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -44,6 +44,7 @@ void check_framebuffer_status() case GL_FRAMEBUFFER_COMPLETE: break; default: + llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl; ll_fail("check_framebuffer_status failed"); break; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index c5ddf31ac0..609fc4f14f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -23,8 +23,9 @@ uniform float sun_wash; uniform int light_count; -uniform vec4 light[16]; -uniform vec4 light_col[16]; +#define MAX_LIGHT_COUNT 16 +uniform vec4 light[MAX_LIGHT_COUNT]; +uniform vec4 light_col[MAX_LIGHT_COUNT]; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -63,50 +64,56 @@ void main() float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 out_col = vec3(0,0,0); vec3 npos = normalize(-pos); - - for (int i = 0; i < light_count; ++i) + + // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop + for (int i = 0; i < MAX_LIGHT_COUNT; ++i) { + bool light_contrib = (i < light_count); + vec3 lv = light[i].xyz-pos; float dist2 = dot(lv,lv); dist2 /= light[i].w; if (dist2 > 1.0) { - continue; + light_contrib = false; } float da = dot(norm, lv); if (da < 0.0) { - continue; + light_contrib = false; } - - lv = normalize(lv); - da = dot(norm, lv); - - float fa = light_col[i].a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= noise; - - float lit = da * dist_atten; - vec3 col = light_col[i].rgb*lit*diff; - //vec3 col = vec3(dist2, light_col[i].a, lit); - - if (spec.a > 0.0) + if (light_contrib) { - //vec3 ref = dot(pos+lv, norm); + lv = normalize(lv); + da = dot(norm, lv); + + float fa = light_col[i].a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= noise; + + float lit = da * dist_atten; - float sa = dot(normalize(lv+npos),norm); + vec3 col = light_col[i].rgb*lit*diff; + //vec3 col = vec3(dist2, light_col[i].a, lit); - if (sa > 0.0) + if (spec.a > 0.0) { - sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*light_col[i].rgb*spec.rgb; + //vec3 ref = dot(pos+lv, norm); + + float sa = dot(normalize(lv+npos),norm); + + if (sa > 0.0) + { + sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*light_col[i].rgb*spec.rgb; + } } + + out_col += col; } - - out_col += col; } if (dot(out_col, out_col) <= 0.0) diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index c075c660f3..e2b979d9e9 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -281,6 +281,9 @@ RenderVBOEnable 1 0 list TexUnit8orLess RenderDeferredSSAO 0 0 +list ATI +RenderDeferredSSAO 0 0 + list Intel RenderAnisotropic 1 0 RenderLocalLights 1 0 diff --git a/indra/newview/llfeaturemanager.cpp b/indra/newview/llfeaturemanager.cpp index 524d2d74ef..b7aabe2aeb 100644 --- a/indra/newview/llfeaturemanager.cpp +++ b/indra/newview/llfeaturemanager.cpp @@ -753,7 +753,7 @@ void LLFeatureManager::applyBaseMasks() { maskFeatures("OpenGLPre30"); } - if (gGLManager.mNumTextureUnits <= 8) + if (gGLManager.mNumTextureImageUnits <= 8) { maskFeatures("TexUnit8orLess"); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f64eb89866..845a87b8cf 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -625,8 +625,14 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); addDeferredAttachments(mDeferredScreen); - mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + +#if LL_DARWIN + // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO + mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); +#else mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); +#endif if (shadow_detail > 0 || ssao) { //only need mDeferredLight[0] for shadows OR ssao @@ -651,7 +657,12 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); for (U32 i = 0; i < 2; i++) { +#if LL_DARWIN + // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO + mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); +#else mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); +#endif } } else @@ -666,8 +677,12 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale"); +#if LL_DARWIN + U32 shadow_fmt = 0; +#else //HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug) U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0; +#endif if (shadow_detail > 0) { //allocate 4 sun shadow maps |