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-rw-r--r--indra/llcommon/llmemory.h12
-rw-r--r--indra/llmath/llvolume.cpp78
-rw-r--r--indra/llrender/llshadermgr.cpp2
-rw-r--r--indra/llrender/llvertexbuffer.cpp24
-rw-r--r--indra/llui/lltextbase.cpp2
-rw-r--r--indra/llwindow/llwindowmacosx.cpp59
-rw-r--r--indra/newview/app_settings/high_graphics.xml19
-rw-r--r--indra/newview/app_settings/low_graphics.xml23
-rw-r--r--indra/newview/app_settings/mid_graphics.xml19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl70
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl100
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl2
-rw-r--r--indra/newview/app_settings/ultra_graphics.xml19
-rw-r--r--indra/newview/featuretable_mac.txt51
-rw-r--r--indra/newview/featuretable_xp.txt4
-rw-r--r--indra/newview/lldrawpoolsky.cpp7
-rw-r--r--indra/newview/llfeaturemanager.cpp4
-rw-r--r--indra/newview/llfloaterpreference.cpp12
-rw-r--r--indra/newview/llpolymesh.cpp4
-rw-r--r--indra/newview/llspatialpartition.cpp4
-rw-r--r--indra/newview/llviewershadermgr.cpp2
-rw-r--r--indra/newview/llvosky.cpp2
27 files changed, 283 insertions, 361 deletions
diff --git a/indra/llcommon/llmemory.h b/indra/llcommon/llmemory.h
index 0adb78236e..3bd1403576 100644
--- a/indra/llcommon/llmemory.h
+++ b/indra/llcommon/llmemory.h
@@ -28,7 +28,7 @@
#include "llmemtype.h"
-#if 0 //DON'T use ll_aligned_foo now that we use tcmalloc everywhere (tcmalloc aligns automatically at appropriate intervals)
+#if LL_DEBUG
inline void* ll_aligned_malloc( size_t size, int align )
{
void* mem = malloc( size + (align - 1) + sizeof(void*) );
@@ -95,7 +95,15 @@ inline void ll_aligned_free_32(void *p)
free(p); // posix_memalign() is compatible with heap deallocator
#endif
}
-#endif
+#else // LL_DEBUG
+// ll_aligned_foo are noops now that we use tcmalloc everywhere (tcmalloc aligns automatically at appropriate intervals)
+#define ll_aligned_malloc( size, align ) malloc(size)
+#define ll_aligned_free( ptr ) free(ptr)
+#define ll_aligned_malloc_16 malloc
+#define ll_aligned_free_16 free
+#define ll_aligned_malloc_32 malloc
+#define ll_aligned_free_32 free
+#endif // LL_DEBUG
class LL_COMMON_API LLMemory
{
diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp
index 3e651cc02a..c504215ee5 100644
--- a/indra/llmath/llvolume.cpp
+++ b/indra/llmath/llvolume.cpp
@@ -1884,9 +1884,9 @@ LLVolume::~LLVolume()
mProfilep = NULL;
mVolumeFaces.clear();
- free(mHullPoints);
+ ll_aligned_free_16(mHullPoints);
mHullPoints = NULL;
- free(mHullIndices);
+ ll_aligned_free_16(mHullIndices);
mHullIndices = NULL;
}
@@ -2008,7 +2008,7 @@ void LLVolumeFace::VertexData::init()
{
if (!mData)
{
- mData = (LLVector4a*) malloc(sizeof(LLVector4a)*2);
+ mData = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*2);
}
}
@@ -2037,7 +2037,7 @@ const LLVolumeFace::VertexData& LLVolumeFace::VertexData::operator=(const LLVolu
LLVolumeFace::VertexData::~VertexData()
{
- free(mData);
+ ll_aligned_free_16(mData);
mData = NULL;
}
@@ -5219,7 +5219,7 @@ LLVolumeFace::LLVolumeFace() :
mWeights(NULL),
mOctree(NULL)
{
- mExtents = (LLVector4a*) malloc(sizeof(LLVector4a)*3);
+ mExtents = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*3);
mCenter = mExtents+2;
}
@@ -5240,7 +5240,7 @@ LLVolumeFace::LLVolumeFace(const LLVolumeFace& src)
mWeights(NULL),
mOctree(NULL)
{
- mExtents = (LLVector4a*) malloc(sizeof(LLVector4a)*3);
+ mExtents = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*3);
mCenter = mExtents+2;
*this = src;
}
@@ -5290,7 +5290,7 @@ LLVolumeFace& LLVolumeFace::operator=(const LLVolumeFace& src)
}
else
{
- free(mBinormals);
+ ll_aligned_free_16(mBinormals);
mBinormals = NULL;
}
@@ -5301,7 +5301,7 @@ LLVolumeFace& LLVolumeFace::operator=(const LLVolumeFace& src)
}
else
{
- free(mWeights);
+ ll_aligned_free_16(mWeights);
mWeights = NULL;
}
}
@@ -5319,7 +5319,7 @@ LLVolumeFace& LLVolumeFace::operator=(const LLVolumeFace& src)
LLVolumeFace::~LLVolumeFace()
{
- free(mExtents);
+ ll_aligned_free_16(mExtents);
mExtents = NULL;
freeData();
@@ -5327,17 +5327,17 @@ LLVolumeFace::~LLVolumeFace()
void LLVolumeFace::freeData()
{
- free(mPositions);
+ ll_aligned_free_16(mPositions);
mPositions = NULL;
- free( mNormals);
+ ll_aligned_free_16( mNormals);
mNormals = NULL;
- free(mTexCoords);
+ ll_aligned_free_16(mTexCoords);
mTexCoords = NULL;
- free(mIndices);
+ ll_aligned_free_16(mIndices);
mIndices = NULL;
- free(mBinormals);
+ ll_aligned_free_16(mBinormals);
mBinormals = NULL;
- free(mWeights);
+ ll_aligned_free_16(mWeights);
mWeights = NULL;
delete mOctree;
@@ -5854,21 +5854,21 @@ void LLVolumeFace::cacheOptimize()
//allocate space for new buffer
S32 num_verts = mNumVertices;
- LLVector4a* pos = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts);
- LLVector4a* norm = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts);
+ LLVector4a* pos = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts);
+ LLVector4a* norm = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts);
S32 size = ((num_verts*sizeof(LLVector2)) + 0xF) & ~0xF;
- LLVector2* tc = (LLVector2*) malloc(size);
+ LLVector2* tc = (LLVector2*) ll_aligned_malloc_16(size);
LLVector4a* wght = NULL;
if (mWeights)
{
- wght = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts);
+ wght = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts);
}
LLVector4a* binorm = NULL;
if (mBinormals)
{
- binorm = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts);
+ binorm = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts);
}
//allocate mapping of old indices to new indices
@@ -5905,11 +5905,11 @@ void LLVolumeFace::cacheOptimize()
mIndices[i] = new_idx[mIndices[i]];
}
- free(mPositions);
- free(mNormals);
- free(mTexCoords);
- free(mWeights);
- free(mBinormals);
+ ll_aligned_free_16(mPositions);
+ ll_aligned_free_16(mNormals);
+ ll_aligned_free_16(mTexCoords);
+ ll_aligned_free_16(mWeights);
+ ll_aligned_free_16(mBinormals);
mPositions = pos;
mNormals = norm;
@@ -6630,23 +6630,23 @@ void LLVolumeFace::createBinormals()
void LLVolumeFace::resizeVertices(S32 num_verts)
{
- free(mPositions);
- free(mNormals);
- free(mBinormals);
- free(mTexCoords);
+ ll_aligned_free_16(mPositions);
+ ll_aligned_free_16(mNormals);
+ ll_aligned_free_16(mBinormals);
+ ll_aligned_free_16(mTexCoords);
mBinormals = NULL;
if (num_verts)
{
- mPositions = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts);
+ mPositions = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts);
assert_aligned(mPositions, 16);
- mNormals = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts);
+ mNormals = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts);
assert_aligned(mNormals, 16);
//pad texture coordinate block end to allow for QWORD reads
S32 size = ((num_verts*sizeof(LLVector2)) + 0xF) & ~0xF;
- mTexCoords = (LLVector2*) malloc(size);
+ mTexCoords = (LLVector2*) ll_aligned_malloc_16(size);
assert_aligned(mTexCoords, 16);
}
else
@@ -6682,7 +6682,7 @@ void LLVolumeFace::pushVertex(const LLVector4a& pos, const LLVector4a& norm, con
//just clear binormals
- free(mBinormals);
+ ll_aligned_free_16(mBinormals);
mBinormals = NULL;
mPositions[mNumVertices] = pos;
@@ -6694,26 +6694,26 @@ void LLVolumeFace::pushVertex(const LLVector4a& pos, const LLVector4a& norm, con
void LLVolumeFace::allocateBinormals(S32 num_verts)
{
- free(mBinormals);
- mBinormals = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts);
+ ll_aligned_free_16(mBinormals);
+ mBinormals = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts);
}
void LLVolumeFace::allocateWeights(S32 num_verts)
{
- free(mWeights);
- mWeights = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts);
+ ll_aligned_free_16(mWeights);
+ mWeights = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts);
}
void LLVolumeFace::resizeIndices(S32 num_indices)
{
- free(mIndices);
+ ll_aligned_free_16(mIndices);
if (num_indices)
{
//pad index block end to allow for QWORD reads
S32 size = ((num_indices*sizeof(U16)) + 0xF) & ~0xF;
- mIndices = (U16*) malloc(size);
+ mIndices = (U16*) ll_aligned_malloc_16(size);
}
else
{
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 21b02fdb71..98a0a93084 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -315,7 +315,7 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
}
else
{
- LL_DEBUGS("ShaderLoading") << log << LL_ENDL;
+ LL_INFOS("ShaderLoading") << log << LL_ENDL;
}
}
}
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index a5e4e2e59c..8c9171ccf4 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -629,7 +629,7 @@ void LLVertexBuffer::createGLBuffer()
{
static int gl_buffer_idx = 0;
mGLBuffer = ++gl_buffer_idx;
- mMappedData = (U8*) malloc(size);
+ mMappedData = (U8*) ll_aligned_malloc_16(size);
}
}
@@ -663,7 +663,7 @@ void LLVertexBuffer::createGLIndices()
}
else
{
- mMappedIndexData = (U8*) malloc(size);
+ mMappedIndexData = (U8*) ll_aligned_malloc_16(size);
static int gl_buffer_idx = 0;
mGLIndices = ++gl_buffer_idx;
}
@@ -686,7 +686,7 @@ void LLVertexBuffer::destroyGLBuffer()
}
else
{
- free(mMappedData);
+ ll_aligned_free_16(mMappedData);
mMappedData = NULL;
mEmpty = TRUE;
}
@@ -715,7 +715,7 @@ void LLVertexBuffer::destroyGLIndices()
}
else
{
- free(mMappedIndexData);
+ ll_aligned_free_16(mMappedIndexData);
mMappedIndexData = NULL;
mEmpty = TRUE;
}
@@ -848,8 +848,8 @@ void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices)
{
if (!useVBOs())
{
- free(mMappedData);
- mMappedData = (U8*) malloc(newsize);
+ ll_aligned_free_16(mMappedData);
+ mMappedData = (U8*) ll_aligned_malloc_16(newsize);
}
mResized = TRUE;
}
@@ -869,8 +869,8 @@ void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices)
{
if (!useVBOs())
{
- free(mMappedIndexData);
- mMappedIndexData = (U8*) malloc(new_index_size);
+ ll_aligned_free_16(mMappedIndexData);
+ mMappedIndexData = (U8*) ll_aligned_malloc_16(new_index_size);
}
mResized = TRUE;
}
@@ -911,8 +911,8 @@ void LLVertexBuffer::freeClientBuffer()
{
if(useVBOs() && sDisableVBOMapping && (mMappedData || mMappedIndexData))
{
- free(mMappedData) ;
- free(mMappedIndexData) ;
+ ll_aligned_free_16(mMappedData) ;
+ ll_aligned_free_16(mMappedIndexData) ;
mMappedData = NULL ;
mMappedIndexData = NULL ;
}
@@ -922,7 +922,7 @@ void LLVertexBuffer::allocateClientVertexBuffer()
{
if(!mMappedData)
{
- mMappedData = (U8*)malloc(getSize());
+ mMappedData = (U8*)ll_aligned_malloc_16(getSize());
}
}
@@ -930,7 +930,7 @@ void LLVertexBuffer::allocateClientIndexBuffer()
{
if(!mMappedIndexData)
{
- mMappedIndexData = (U8*)malloc(getIndicesSize());
+ mMappedIndexData = (U8*)ll_aligned_malloc_16(getIndicesSize());
}
}
diff --git a/indra/llui/lltextbase.cpp b/indra/llui/lltextbase.cpp
index 1c19a33c4e..1cc3cc04d6 100644
--- a/indra/llui/lltextbase.cpp
+++ b/indra/llui/lltextbase.cpp
@@ -1164,7 +1164,7 @@ void LLTextBase::reflow()
S32 first_line = getFirstVisibleLine();
// if scroll anchor not on first line, update it to first character of first line
- if (!mLineInfoList.empty()
+ if ((first_line < mLineInfoList.size())
&& (mScrollIndex < mLineInfoList[first_line].mDocIndexStart
|| mScrollIndex >= mLineInfoList[first_line].mDocIndexEnd))
{
diff --git a/indra/llwindow/llwindowmacosx.cpp b/indra/llwindow/llwindowmacosx.cpp
index 447e3661db..cb2abc5bc0 100644
--- a/indra/llwindow/llwindowmacosx.cpp
+++ b/indra/llwindow/llwindowmacosx.cpp
@@ -536,20 +536,20 @@ BOOL LLWindowMacOSX::createContext(int x, int y, int width, int height, int bits
GLint fullscreenAttrib[] =
{
AGL_RGBA,
- AGL_FULLSCREEN,
- // AGL_NO_RECOVERY, // MBW -- XXX -- Not sure if we want this attribute
- AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0,
- AGL_SAMPLES_ARB, mFSAASamples,
- AGL_DOUBLEBUFFER,
- AGL_CLOSEST_POLICY,
- AGL_ACCELERATED,
- AGL_RED_SIZE, 8,
- AGL_GREEN_SIZE, 8,
- AGL_BLUE_SIZE, 8,
- AGL_ALPHA_SIZE, 8,
- AGL_DEPTH_SIZE, 24,
- AGL_STENCIL_SIZE, 8,
- AGL_NONE
+ AGL_FULLSCREEN,
+ AGL_NO_RECOVERY,
+ AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0,
+ AGL_SAMPLES_ARB, mFSAASamples,
+ AGL_DOUBLEBUFFER,
+ AGL_CLOSEST_POLICY,
+ AGL_ACCELERATED,
+ AGL_RED_SIZE, 8,
+ AGL_GREEN_SIZE, 8,
+ AGL_BLUE_SIZE, 8,
+ AGL_ALPHA_SIZE, 8,
+ AGL_DEPTH_SIZE, 24,
+ AGL_STENCIL_SIZE, 8,
+ AGL_NONE
};
LL_DEBUGS("Window") << "createContext: creating fullscreen pixelformat" << LL_ENDL;
@@ -562,21 +562,28 @@ BOOL LLWindowMacOSX::createContext(int x, int y, int width, int height, int bits
}
else
{
+ // NOTE from Leslie:
+ //
+ // AGL_NO_RECOVERY, when combined with AGL_ACCELERATED prevents software rendering
+ // fallback which means we won't hvae shaders that compile and link but then don't
+ // work. The drawback is that our shader compilation will be a bit more finicky though.
+
GLint windowedAttrib[] =
{
AGL_RGBA,
- AGL_DOUBLEBUFFER,
- AGL_CLOSEST_POLICY,
- AGL_ACCELERATED,
- AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0,
- AGL_SAMPLES_ARB, mFSAASamples,
- AGL_RED_SIZE, 8,
- AGL_GREEN_SIZE, 8,
- AGL_BLUE_SIZE, 8,
- AGL_ALPHA_SIZE, 8,
- AGL_DEPTH_SIZE, 24,
- AGL_STENCIL_SIZE, 8,
- AGL_NONE
+ AGL_NO_RECOVERY,
+ AGL_DOUBLEBUFFER,
+ AGL_CLOSEST_POLICY,
+ AGL_ACCELERATED,
+ AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0,
+ AGL_SAMPLES_ARB, mFSAASamples,
+ AGL_RED_SIZE, 8,
+ AGL_GREEN_SIZE, 8,
+ AGL_BLUE_SIZE, 8,
+ AGL_ALPHA_SIZE, 8,
+ AGL_DEPTH_SIZE, 24,
+ AGL_STENCIL_SIZE, 8,
+ AGL_NONE
};
LL_DEBUGS("Window") << "createContext: creating windowed pixelformat" << LL_ENDL;
diff --git a/indra/newview/app_settings/high_graphics.xml b/indra/newview/app_settings/high_graphics.xml
index f1862f9d72..5bc2e1b7e6 100644
--- a/indra/newview/app_settings/high_graphics.xml
+++ b/indra/newview/app_settings/high_graphics.xml
@@ -4,15 +4,15 @@
<RenderAvatarCloth value="FALSE"/>
<!--Default for now-->
<RenderAvatarLODFactor value="1.0"/>
- <!--Default for now-->
- <RenderAvatarPhysicsLODFactor value="0.9"/>
+ <!--Default for now-->
+ <RenderAvatarPhysicsLODFactor value="0.9"/>
<!--NO SHADERS-->
<RenderAvatarVP value="TRUE"/>
<!--Short Range-->
<RenderFarClip value="128"/>
<!--Default for now-->
<RenderFlexTimeFactor value="1"/>
- <!--256... but they don't use this-->
+ <!--256... but they do not use this-->
<RenderGlowResolutionPow value="9"/>
<!--Low number-->
<RenderMaxPartCount value="4096"/>
@@ -34,11 +34,10 @@
<VertexShaderEnable value="TRUE"/>
<!--NO SHADERS-->
<WindLightUseAtmosShaders value="TRUE"/>
- <!--Deferred Shading-->
- <RenderDeferred value="FALSE"/>
- <!--SSAO Disabled-->
- <RenderDeferredSSAO value="FALSE"/>
- <!--Sun Shadows-->
- <RenderShadowDetail value="0"/>
-
+ <!--Deferred Shading-->
+ <RenderDeferred value="FALSE"/>
+ <!--SSAO Disabled-->
+ <RenderDeferredSSAO value="FALSE"/>
+ <!--Sun Shadows-->
+ <RenderShadowDetail value="0"/>
</settings>
diff --git a/indra/newview/app_settings/low_graphics.xml b/indra/newview/app_settings/low_graphics.xml
index ad0073dfac..ca1dae0b86 100644
--- a/indra/newview/app_settings/low_graphics.xml
+++ b/indra/newview/app_settings/low_graphics.xml
@@ -4,17 +4,17 @@
<RenderAvatarCloth value="FALSE"/>
<!--Default for now-->
<RenderAvatarLODFactor value="0.5"/>
- <!--Default for now-->
- <RenderAvatarPhysicsLODFactor value="0.0"/>
- <!--Default for now-->
- <RenderAvatarMaxVisible value="3"/>
+ <!--Default for now-->
+ <RenderAvatarPhysicsLODFactor value="0.0"/>
+ <!--Default for now-->
+ <RenderAvatarMaxVisible value="3"/>
<!--NO SHADERS-->
<RenderAvatarVP value="FALSE"/>
<!--Short Range-->
<RenderFarClip value="64"/>
<!--Default for now-->
<RenderFlexTimeFactor value="0.5"/>
- <!--256... but they don't use this-->
+ <!--256... but they do not use this-->
<RenderGlowResolutionPow value="8"/>
<!--Low number-->
<RenderMaxPartCount value="1024"/>
@@ -36,11 +36,10 @@
<VertexShaderEnable value="FALSE"/>
<!--NO SHADERS-->
<WindLightUseAtmosShaders value="FALSE"/>
- <!--No Deferred Shading-->
- <RenderDeferred value="FALSE"/>
- <!--SSAO Disabled-->
- <RenderDeferredSSAO value="FALSE"/>
- <!--No Shadows-->
- <RenderShadowDetail value="0"/>
-
+ <!--No Deferred Shading-->
+ <RenderDeferred value="FALSE"/>
+ <!--SSAO Disabled-->
+ <RenderDeferredSSAO value="FALSE"/>
+ <!--No Shadows-->
+ <RenderShadowDetail value="0"/>
</settings>
diff --git a/indra/newview/app_settings/mid_graphics.xml b/indra/newview/app_settings/mid_graphics.xml
index 6c4afbd7f0..01822fe64c 100644
--- a/indra/newview/app_settings/mid_graphics.xml
+++ b/indra/newview/app_settings/mid_graphics.xml
@@ -4,15 +4,15 @@
<RenderAvatarCloth value="FALSE"/>
<!--Default for now-->
<RenderAvatarLODFactor value="0.5"/>
- <!--Default for now-->
- <RenderAvatarPhysicsLODFactor value="0.75"/>
+ <!--Default for now-->
+ <RenderAvatarPhysicsLODFactor value="0.75"/>
<!--NO SHADERS-->
<RenderAvatarVP value="TRUE"/>
<!--Short Range-->
<RenderFarClip value="96"/>
<!--Default for now-->
<RenderFlexTimeFactor value="1"/>
- <!--256... but they don't use this-->
+ <!--256... but they do not use this-->
<RenderGlowResolutionPow value="8"/>
<!--Low number-->
<RenderMaxPartCount value="2048"/>
@@ -34,11 +34,10 @@
<VertexShaderEnable value="TRUE"/>
<!--NO SHADERS-->
<WindLightUseAtmosShaders value="FALSE"/>
- <!--No Deferred Shading-->
- <RenderDeferred value="FALSE"/>
- <!--SSAO Disabled-->
- <RenderDeferredSSAO value="FALSE"/>
- <!--No Shadows-->
- <RenderShadowDetail value="0"/>
-
+ <!--No Deferred Shading-->
+ <RenderDeferred value="FALSE"/>
+ <!--SSAO Disabled-->
+ <RenderDeferredSSAO value="FALSE"/>
+ <!--No Shadows-->
+ <RenderShadowDetail value="0"/>
</settings>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl
deleted file mode 100644
index 7d9d6cc0b2..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl
+++ /dev/null
@@ -1,70 +0,0 @@
-/**
- * @file avatarAlphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#version 120
-
-uniform sampler2D diffuseMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2D noiseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec4 vary_position;
-varying vec3 vary_normal;
-
-void main()
-{
- float shadow = 1.0;
- vec4 pos = vary_position;
- vec3 norm = normalize(vary_normal);
-
- vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
-
- if (pos.z > -shadow_clip.w)
- {
-
- if (pos.z < -shadow_clip.z)
- {
- vec4 lpos = shadow_matrix[3]*pos;
- shadow = shadow2DProj(shadowMap3, lpos).x;
- }
- else if (pos.z < -shadow_clip.y)
- {
- vec4 lpos = shadow_matrix[2]*pos;
- shadow = shadow2DProj(shadowMap2, lpos).x;
- }
- else if (pos.z < -shadow_clip.x)
- {
- vec4 lpos = shadow_matrix[1]*pos;
- shadow = shadow2DProj(shadowMap1, lpos).x;
- }
- else
- {
- vec4 lpos = shadow_matrix[0]*pos;
- shadow = shadow2DProj(shadowMap0, lpos).x;
- }
- }
-
-
- vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index 5dfbb91393..a2a7dea20d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -22,11 +22,36 @@ vec3 scaleUpLight(vec3 light);
varying vec3 vary_position;
varying vec3 vary_ambient;
varying vec3 vary_directional;
-varying vec3 vary_normal;
varying vec3 vary_fragcoord;
+varying vec3 vary_pointlight_col;
uniform float near_clip;
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+
+ return da;
+}
+
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
@@ -49,7 +74,6 @@ void main()
gl_Position = frag_pos;
vary_position = pos.xyz;
- vary_normal = norm;
calcAtmospherics(pos.xyz);
@@ -57,18 +81,20 @@ void main()
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb = scaleDownLight(col.rgb);
+ // Collect normal lights
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ vary_pointlight_col = col.rgb*gl_Color.rgb;
+
+ col.rgb = vec3(0,0,0);
+
// Add windlight lights
- col.rgb += atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
new file mode 100644
index 0000000000..2e3e84dd15
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -0,0 +1,20 @@
+/**
+ * @file multiPointLightV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#version 120
+
+varying vec4 vary_fragcoord;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vary_fragcoord = pos;
+
+ gl_Position = pos;
+ gl_FrontColor = gl_Color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 25ff958107..cd91351ad4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -15,8 +15,6 @@ uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
// Inputs
uniform mat4 shadow_matrix[6];
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl
deleted file mode 100644
index 4671a54078..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl
+++ /dev/null
@@ -1,100 +0,0 @@
-/**
- * @file avatarAlphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#version 120
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2D diffuseMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2D noiseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform vec2 screen_res;
-uniform vec2 shadow_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_position;
-varying vec3 vary_normal;
-
-uniform float shadow_bias;
-
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
-
- return shadow/5.0;
-}
-
-void main()
-{
- float shadow = 1.0;
- vec4 pos = vec4(vary_position, 1.0);
- vec3 norm = normalize(vary_normal);
-
- //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
-
- vec4 spos = pos;
-
- if (spos.z > -shadow_clip.w)
- {
- vec4 lpos;
-
- if (spos.z < -shadow_clip.z)
- {
- lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 1.5);
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
- else if (spos.z < -shadow_clip.y)
- {
- lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 1.5);
- }
- else if (spos.z < -shadow_clip.x)
- {
- lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 1.5);
- }
- else
- {
- lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.5);
- }
- }
-
-
- vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 30954a8677..495e86c8db 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -22,13 +22,38 @@ vec3 scaleUpLight(vec3 light);
varying vec3 vary_position;
varying vec3 vary_ambient;
varying vec3 vary_directional;
-varying vec3 vary_normal;
varying vec3 vary_fragcoord;
+varying vec3 vary_pointlight_col;
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+
+ return da;
+}
+
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
@@ -51,7 +76,6 @@ void main()
float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
- vary_normal = norm;
calcAtmospherics(pos.xyz);
@@ -59,18 +83,20 @@ void main()
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb = scaleDownLight(col.rgb);
+ // Collect normal lights
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ vary_pointlight_col = col.rgb*gl_Color.rgb;
+
+ col.rgb = vec3(0,0,0);
+
// Add windlight lights
- col.rgb += atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 26bc83e0d4..4369b3b34f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -19,9 +19,6 @@ uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
-uniform sampler2D noiseMap;
-
-uniform sampler2D lightFunc;
// Inputs
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 08b16d787f..847b36b1ac 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -21,8 +21,6 @@ uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
// Inputs
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
diff --git a/indra/newview/app_settings/ultra_graphics.xml b/indra/newview/app_settings/ultra_graphics.xml
index 3d588cf57d..71459e5470 100644
--- a/indra/newview/app_settings/ultra_graphics.xml
+++ b/indra/newview/app_settings/ultra_graphics.xml
@@ -4,15 +4,15 @@
<RenderAvatarCloth value="TRUE"/>
<!--Default for now-->
<RenderAvatarLODFactor value="1.0"/>
- <!--Default for now-->
- <RenderAvatarPhysicsLODFactor value="1.0"/>
+ <!--Default for now-->
+ <RenderAvatarPhysicsLODFactor value="1.0"/>
<!--NO SHADERS-->
<RenderAvatarVP value="TRUE"/>
<!--Short Range-->
<RenderFarClip value="256"/>
<!--Default for now-->
<RenderFlexTimeFactor value="1"/>
- <!--256... but they don't use this-->
+ <!--256... but they do not use this-->
<RenderGlowResolutionPow value="9"/>
<!--Low number-->
<RenderMaxPartCount value="4096"/>
@@ -34,11 +34,10 @@
<VertexShaderEnable value="TRUE"/>
<!--NO SHADERS-->
<WindLightUseAtmosShaders value="TRUE"/>
- <!--Deferred Shading-->
- <RenderDeferred value="TRUE"/>
- <!--SSAO Enabled-->
- <RenderDeferredSSAO value="TRUE"/>
- <!--Full Shadows-->
- <RenderShadowDetail value="2"/>
-
+ <!--Deferred Shading-->
+ <RenderDeferred value="TRUE"/>
+ <!--SSAO Enabled-->
+ <RenderDeferredSSAO value="TRUE"/>
+ <!--Full Shadows-->
+ <RenderShadowDetail value="2"/>
</settings>
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index 6bdb1e1787..c075c660f3 100644
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -1,4 +1,4 @@
-version 22
+version 23
// NOTE: This is mostly identical to featuretable_mac.txt with a few differences
// Should be combined into one table
@@ -24,11 +24,11 @@ version 22
//
list all
RenderAnisotropic 1 0
-RenderAvatarCloth 0 0
+RenderAvatarCloth 1 1
RenderAvatarLODFactor 1 1.0
RenderAvatarPhysicsLODFactor 1 1.0
RenderAvatarMaxVisible 1 12
-RenderAvatarVP 1 0
+RenderAvatarVP 1 1
RenderCubeMap 1 1
RenderDelayVBUpdate 1 0
RenderFarClip 1 256
@@ -41,7 +41,7 @@ RenderLocalLights 1 1
RenderMaxPartCount 1 8192
RenderNightBrightness 1 1.0
RenderObjectBump 1 1
-RenderReflectionDetail 1 3
+RenderReflectionDetail 1 4
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
RenderTransparentWater 1 1
@@ -49,23 +49,21 @@ RenderTreeLODFactor 1 1.0
RenderUseImpostors 1 1
RenderVBOEnable 1 1
RenderVolumeLODFactor 1 2.0
-RenderWaterReflections 1 1
+UseStartScreen 1 1
UseOcclusion 1 1
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
WLSkyDetail 1 128
-RenderUseCleverUI 1 1
Disregard128DefaultDrawDistance 1 1
Disregard96DefaultDrawDistance 1 1
RenderTextureMemoryMultiple 1 0.5
-Disregard128DefaultDrawDistance 1 1
-Disregard96DefaultDrawDistance 1 1
+RenderShaderLightingMaxLevel 1 3
SkyUseClassicClouds 1 1
-WatchdogDisabled 1 1
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
-
+WatchdogDisabled 1 1
+RenderUseStreamVBO 1 1
//
// Low Graphics Settings
@@ -90,15 +88,13 @@ RenderTransparentWater 1 0
RenderTreeLODFactor 1 0
RenderUseImpostors 1 1
RenderVolumeLODFactor 1 0.5
-RenderWaterReflections 1 0
VertexShaderEnable 1 0
WindLightUseAtmosShaders 1 0
WLSkyDetail 1 48
SkyUseClassicClouds 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
-RenderShadowDetail 1 2
-
+RenderShadowDetail 1 0
//
// Mid Graphics Settings
@@ -122,14 +118,12 @@ RenderTransparentWater 1 1
RenderTreeLODFactor 1 0.5
RenderUseImpostors 1 1
RenderVolumeLODFactor 1 1.125
-RenderWaterReflections 1 0
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 0
WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
-RenderShadowDetail 1 2
-
+RenderShadowDetail 1 0
//
// High Graphics Settings (purty)
@@ -153,7 +147,6 @@ RenderTransparentWater 1 1
RenderTreeLODFactor 1 0.5
RenderUseImpostors 1 1
RenderVolumeLODFactor 1 1.125
-RenderWaterReflections 1 0
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
WLSkyDetail 1 48
@@ -161,7 +154,6 @@ RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
-
//
// Ultra graphics (REALLY PURTY!)
//
@@ -177,14 +169,13 @@ RenderGlowResolutionPow 1 9
RenderLocalLights 1 1
RenderMaxPartCount 1 8192
RenderObjectBump 1 1
-RenderReflectionDetail 1 3
+RenderReflectionDetail 1 4
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
RenderTransparentWater 1 1
RenderTreeLODFactor 1 1.0
RenderUseImpostors 1 1
RenderVolumeLODFactor 1 2.0
-RenderWaterReflections 1 1
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
WLSkyDetail 1 128
@@ -192,7 +183,6 @@ RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
-
//
// Class Unknown Hardware (unknown)
//
@@ -229,9 +219,12 @@ RenderVBOEnable 1 1
list NoPixelShaders
RenderAvatarVP 0 0
RenderAvatarCloth 0 0
-RenderWaterReflections 0 0
+RenderReflectionDetail 0 0
VertexShaderEnable 0 0
WindLightUseAtmosShaders 0 0
+RenderDeferred 0 0
+RenderDeferredSSAO 0 0
+RenderShadowDetail 0 0
//
// No Vertex Shaders available
@@ -239,10 +232,14 @@ WindLightUseAtmosShaders 0 0
list NoVertexShaders
RenderAvatarVP 0 0
RenderAvatarCloth 0 0
-RenderWaterReflections 0 0
+RenderReflectionDetail 0 0
VertexShaderEnable 0 0
WindLightUseAtmosShaders 0 0
+RenderDeferred 0 0
+RenderDeferredSSAO 0 0
+RenderShadowDetail 0 0
+//
// "Default" setups for safe, low, medium, high
//
list safe
@@ -255,8 +252,11 @@ RenderMaxPartCount 1 1024
RenderTerrainDetail 1 0
RenderUseImpostors 0 0
RenderVBOEnable 1 0
-RenderWaterReflections 0 0
+RenderReflectionDetail 0 0
WindLightUseAtmosShaders 0 0
+RenderDeferred 0 0
+RenderDeferredSSAO 0 0
+RenderShadowDetail 0 0
//
// CPU based feature masks
@@ -278,6 +278,9 @@ RenderObjectBump 0 0
list OpenGLPre15
RenderVBOEnable 1 0
+list TexUnit8orLess
+RenderDeferredSSAO 0 0
+
list Intel
RenderAnisotropic 1 0
RenderLocalLights 1 0
diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt
index 08fb67a0c8..3339172a1a 100644
--- a/indra/newview/featuretable_xp.txt
+++ b/indra/newview/featuretable_xp.txt
@@ -152,7 +152,7 @@ WindLightUseAtmosShaders 1 1
WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
-RenderShadowDetail 1 0
+RenderShadowDetail 1 2
//
// Ultra graphics (REALLY PURTY!)
@@ -181,7 +181,7 @@ WindLightUseAtmosShaders 1 1
WLSkyDetail 1 128
RenderDeferred 1 0
RenderDeferredSSAO 1 0
-RenderShadowDetail 1 0
+RenderShadowDetail 1 2
//
// Class Unknown Hardware (unknown)
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp
index 6b45c5abb0..030d6e1110 100644
--- a/indra/newview/lldrawpoolsky.cpp
+++ b/indra/newview/lldrawpoolsky.cpp
@@ -63,6 +63,8 @@ void LLDrawPoolSky::prerender()
void LLDrawPoolSky::render(S32 pass)
{
+ gGL.flush();
+
if (mDrawFace.empty())
{
return;
@@ -111,13 +113,14 @@ void LLDrawPoolSky::render(S32 pass)
S32 face_count = (S32)mDrawFace.size();
+ LLVertexBuffer::unbind();
+ glColor4f(1,1,1,1);
+
for (S32 i = 0; i < llmin(6, face_count); ++i)
{
renderSkyCubeFace(i);
}
- LLGLEnable blend(GL_BLEND);
-
glPopMatrix();
}
diff --git a/indra/newview/llfeaturemanager.cpp b/indra/newview/llfeaturemanager.cpp
index 9f0b34becc..524d2d74ef 100644
--- a/indra/newview/llfeaturemanager.cpp
+++ b/indra/newview/llfeaturemanager.cpp
@@ -753,6 +753,10 @@ void LLFeatureManager::applyBaseMasks()
{
maskFeatures("OpenGLPre30");
}
+ if (gGLManager.mNumTextureUnits <= 8)
+ {
+ maskFeatures("TexUnit8orLess");
+ }
// now mask by gpu string
// Replaces ' ' with '_' in mGPUString to deal with inability for parser to handle spaces
diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp
index 18b7a48d7b..4b15695cbf 100644
--- a/indra/newview/llfloaterpreference.cpp
+++ b/indra/newview/llfloaterpreference.cpp
@@ -987,9 +987,15 @@ void LLFloaterPreference::refreshEnabledState()
LLCheckBoxCtrl* ctrl_avatar_vp = getChild<LLCheckBoxCtrl>("AvatarVertexProgram");
// Avatar Render Mode
LLCheckBoxCtrl* ctrl_avatar_cloth = getChild<LLCheckBoxCtrl>("AvatarCloth");
+
+ bool avatar_vp_enabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderAvatarVP");
+ if (LLViewerShaderMgr::sInitialized)
+ {
+ S32 max_avatar_shader = LLViewerShaderMgr::instance()->mMaxAvatarShaderLevel;
+ avatar_vp_enabled = (max_avatar_shader > 0) ? TRUE : FALSE;
+ }
- S32 max_avatar_shader = LLViewerShaderMgr::instance()->mMaxAvatarShaderLevel;
- ctrl_avatar_vp->setEnabled((max_avatar_shader > 0) ? TRUE : FALSE);
+ ctrl_avatar_vp->setEnabled(avatar_vp_enabled);
if (gSavedSettings.getBOOL("VertexShaderEnable") == FALSE ||
gSavedSettings.getBOOL("RenderAvatarVP") == FALSE)
@@ -1006,7 +1012,7 @@ void LLFloaterPreference::refreshEnabledState()
LLCheckBoxCtrl* ctrl_shader_enable = getChild<LLCheckBoxCtrl>("BasicShaders");
// radio set for terrain detail mode
LLRadioGroup* mRadioTerrainDetail = getChild<LLRadioGroup>("TerrainDetailRadio"); // can be linked with control var
-
+
ctrl_shader_enable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable"));
BOOL shaders = ctrl_shader_enable->get();
diff --git a/indra/newview/llpolymesh.cpp b/indra/newview/llpolymesh.cpp
index 4b2c569cc3..450f9b2be7 100644
--- a/indra/newview/llpolymesh.cpp
+++ b/indra/newview/llpolymesh.cpp
@@ -770,7 +770,7 @@ LLPolyMesh::LLPolyMesh(LLPolyMeshSharedData *shared_data, LLPolyMesh *reference_
int nverts = mSharedData->mNumVertices;
int nfloats = nverts * (2*4 + 3*3 + 2 + 4);
//use 16 byte aligned vertex data to make LLPolyMesh SSE friendly
- mVertexData = (F32*) malloc(nfloats*4);
+ mVertexData = (F32*) ll_aligned_malloc_16(nfloats*4);
int offset = 0;
mCoords = (LLVector4*)(mVertexData + offset); offset += 4*nverts;
mNormals = (LLVector4*)(mVertexData + offset); offset += 4*nverts;
@@ -799,7 +799,7 @@ LLPolyMesh::~LLPolyMesh()
mJointRenderData[i] = NULL;
}
- free(mVertexData);
+ ll_aligned_free_16(mVertexData);
}
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index 5f16dac7b9..fa329eb0ae 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -3167,11 +3167,11 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
LLConvexDecomposition::getInstance()->generateSingleHullMeshFromMesh( &mesh, &res );
//copy res into phys_volume
- phys_volume->mHullPoints = (LLVector4a*) malloc(sizeof(LLVector4a)*res.mNumVertices);
+ phys_volume->mHullPoints = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*res.mNumVertices);
phys_volume->mNumHullPoints = res.mNumVertices;
S32 idx_size = (res.mNumTriangles*3*2+0xF) & ~0xF;
- phys_volume->mHullIndices = (U16*) malloc(idx_size);
+ phys_volume->mHullIndices = (U16*) ll_aligned_malloc_16(idx_size);
phys_volume->mNumHullIndices = res.mNumTriangles*3;
const F32* v = res.mVertexBase;
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index e81ee72c05..3e85802ba6 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1051,7 +1051,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
gDeferredMultiLightProgram.mShaderFiles.clear();
- gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiLightProgram.createShader(NULL, NULL);
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index 288d335e1d..6396bc042d 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -304,7 +304,7 @@ void LLSkyTex::createGLImage(S32 which)
void LLSkyTex::bindTexture(BOOL curr)
{
- gGL.getTexUnit(0)->bind(mTexture[getWhich(curr)]);
+ gGL.getTexUnit(0)->bind(mTexture[getWhich(curr)], true);
}
/***************************************