diff options
31 files changed, 240 insertions, 131 deletions
diff --git a/indra/llrender/llcubemaparray.cpp b/indra/llrender/llcubemaparray.cpp index abb93093e0..a21f7d084e 100644 --- a/indra/llrender/llcubemaparray.cpp +++ b/indra/llrender/llcubemaparray.cpp @@ -122,7 +122,9 @@ void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count, BOOL us      bind(0); -    glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGB16F, resolution, resolution, count*6, 0, +    U32 format = components == 4 ? GL_RGBA12 : GL_RGB10; +     +    glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, format, resolution, resolution, count*6, 0,          GL_RGB, GL_UNSIGNED_BYTE, nullptr);      mImage->setAddressMode(LLTexUnit::TAM_CLAMP); diff --git a/indra/llrender/llglcommonfunc.cpp b/indra/llrender/llglcommonfunc.cpp index e9ec28927f..04d29b9430 100644 --- a/indra/llrender/llglcommonfunc.cpp +++ b/indra/llrender/llglcommonfunc.cpp @@ -31,7 +31,8 @@ namespace LLGLCommonFunc  {  	void selected_stencil_test()  	{ -		glStencilFunc(GL_ALWAYS, 2, 0xffff); -		glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); +        // deprecated +		//glStencilFunc(GL_ALWAYS, 2, 0xffff); +		//glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);  	}  } diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 7fcb130ac6..01ccf3d314 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -150,6 +150,7 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo  		if (mDepth)  		{  			glBindFramebuffer(GL_FRAMEBUFFER, mFBO); +            llassert(!mStencil); // use of stencil buffer is deprecated (performance penalty)  			if (mStencil)  			{  				glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth); @@ -370,6 +371,7 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)  		glBindFramebuffer(GL_FRAMEBUFFER, target.mFBO);  		stop_glerror(); +        llassert(!mStencil); // deprecated -- performance penalty  		if (mStencil)  		{  			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth); @@ -417,6 +419,7 @@ void LLRenderTarget::release()  		if (mUseDepth)  		{ //detach shared depth buffer +            llassert(!mStencil); //deprecated, performance penalty  			if (mStencil)  			{ //attached as a renderbuffer  				glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); @@ -515,7 +518,8 @@ void LLRenderTarget::clear(U32 mask_in)  	U32 mask = GL_COLOR_BUFFER_BIT;  	if (mUseDepth)  	{ -		mask |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; +        mask |= GL_DEPTH_BUFFER_BIT; // stencil buffer is deprecated, performance pnealty | GL_STENCIL_BUFFER_BIT; +          	}  	if (mFBO)  	{ diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp index 553507bc0c..aadf895271 100644 --- a/indra/llwindow/llwindowwin32.cpp +++ b/indra/llwindow/llwindowwin32.cpp @@ -1376,8 +1376,8 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen& size, BO  		attrib_list[cur_attrib++] = WGL_DEPTH_BITS_ARB;  		attrib_list[cur_attrib++] = 24; -		attrib_list[cur_attrib++] = WGL_STENCIL_BITS_ARB; -		attrib_list[cur_attrib++] = 8; +		//attrib_list[cur_attrib++] = WGL_STENCIL_BITS_ARB; //stencil buffer is deprecated (performance penalty) +		//attrib_list[cur_attrib++] = 8;  		attrib_list[cur_attrib++] = WGL_DRAW_TO_WINDOW_ARB;  		attrib_list[cur_attrib++] = GL_TRUE; diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 1c2034de69..2ec859fdae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -179,6 +179,13 @@ vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensi      return packedNormalEnvIntensityFlags;  } +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar) +{ +    d = d * 2.0 - 1.0; +    return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear)); +} +  float getDepth(vec2 pos_screen)  {      float depth = texture2DRect(depthMap, pos_screen).r; diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl index 63e2fce40f..b633813819 100644 --- a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl @@ -177,10 +177,10 @@ float computeLod(float pdf)      return lod;  } -vec3 filterColor(vec3 N) +vec4 filterColor(vec3 N)  {      //return  textureLod(uCubeMap, N, 3.0).rgb; -    vec3 color = vec3(0.f); +    vec4 color = vec4(0.f);      float weight = 0.0f;      for(int i = 0; i < u_sampleCount; ++i) @@ -198,7 +198,7 @@ vec3 filterColor(vec3 N)          lod = clamp(lod, 0, 7);          // sample lambertian at a lower resolution to avoid fireflies -        vec3 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod).rgb; +        vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod);          color += lambertian;      } @@ -212,16 +212,16 @@ vec3 filterColor(vec3 N)          color /= float(u_sampleCount);      } -    return color.rgb ; +    return color;  }  // entry point  void main()  { -    vec3 color = vec3(0); +    vec4 color = vec4(0);      color = filterColor(vary_dir); -    frag_color = vec4(color,1.0); +    frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index bb4a79247d..f4879b52de 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -26,11 +26,7 @@  /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform samplerCubeArray   reflectionProbes;  uniform int sourceIdx; @@ -122,11 +118,11 @@ float D_GGX(float dotNH, float roughness)  	return (alpha2)/(PI * denom*denom);   } -vec3 prefilterEnvMap(vec3 R) +vec4 prefilterEnvMap(vec3 R)  {  	vec3 N = R;  	vec3 V = R; -	vec3 color = vec3(0.0); +	vec4 color = vec4(0.0);  	float totalWeight = 0.0;  	float envMapDim = 256.0;      int numSamples = 4; @@ -157,7 +153,7 @@ vec3 prefilterEnvMap(vec3 R)  			// Biased (+1.0) mip level for better result  			float mip = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);              //float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f); -			color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip).rgb * dotNL; +			color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip) * dotNL;  			totalWeight += dotNL;  		} @@ -168,6 +164,6 @@ vec3 prefilterEnvMap(vec3 R)  void main()  {		  	vec3 N = normalize(vary_dir); -	frag_color = vec4(prefilterEnvMap(N), 1.0); +	frag_color = prefilterEnvMap(N);  }  // ============================================================================================================= diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index e8452a9c14..9dd97a80b2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -33,10 +33,20 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect screenMap; +// NOTE screenMap should always be texture channel 0 and  +// depthmap should always be channel 1 +uniform sampler2DRect diffuseRect; +uniform sampler2DRect depthMap; + +uniform float resScale; +uniform float znear; +uniform float zfar;  VARYING vec2 vary_texcoord0; +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar); +  void main()   {  #if 0 @@ -74,6 +84,18 @@ void main()      frag_color = vec4(color, 1.0);  #else -    frag_color = vec4(texture2DRect(screenMap, vary_texcoord0.xy).rgb, 1.0); +    vec2 depth_tc = vary_texcoord0.xy * resScale; +    float depth = texture(depthMap, depth_tc).r; +    float dist = linearDepth(depth, znear, zfar); + +    // convert linear depth to distance +    vec3 v; +    v.xy = depth_tc / 512.0 * 2.0 - 1.0; +    v.z = 1.0; +    v = normalize(v); +    dist /= v.z; + +    vec3 col = texture2DRect(diffuseRect, vary_texcoord0.xy).rgb; +    frag_color = vec4(col, dist/256.0);   #endif  } diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index 59e7e64fbb..b51583de26 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -163,7 +163,7 @@ void main()      float df1 = df.x + df.y + df.z; -    wavef = normalize(wavef + vary_normal); +    //wavef = normalize(wavef - vary_normal);      //wavef = vary_normal;      vec3 waver = reflect(viewVec, -wavef)*3; @@ -194,13 +194,13 @@ void main()      vec3 additive;      vec3 atten; -    calcAtmosphericVarsLinear(pos.xyz, wavef, lightDir, sunlit, amblit, additive, atten); -     +    calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); +    sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles      vec3 v = -viewVec;      float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0);      float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness -    float roughness = 0.08; +    float roughness = 0.1;      float gloss = 1.0 - roughness;      vec3 baseColor = vec3(0.25); @@ -210,8 +210,8 @@ void main()      vec3 specularColor = mix(f0, baseColor.rgb, metallic); -    //vec3 refnorm = normalize(wavef + vary_normal); -    vec3 refnorm = wavef; +    vec3 refnorm = normalize(wavef + vary_normal); +    //vec3 refnorm = wavef;      vec3 irradiance = vec3(0); @@ -221,7 +221,6 @@ void main()      irradiance = fb.rgb;      color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); -      // fudge -- for punctual lighting, pretend water is metallic      diffuseColor = vec3(0); @@ -229,7 +228,7 @@ void main()      roughness = 0.1;      float scol = 1.0; // TODO -- incorporate shadow map -    //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; +    color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol;  	color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);  	color.rgb = scaleSoftClipFragLinear(color.rgb); @@ -239,6 +238,8 @@ void main()      //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5);      //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5);      //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); + +    //color.rgb = radiance;  	frag_color = color;  #if defined(WATER_EDGE) diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 80f9e29123..ec9218f00e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -239,7 +239,7 @@ bool intersect(const Ray &ray) const          return true;   } */ -// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere +// adapted -- assume that origin is inside sphere, return intersection of ray with edge of sphere  vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2)  {           float t0, t1; // solutions for t if the ray intersects  @@ -310,17 +310,19 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i)  // Tap a reflection probe  // pos - position of pixel  // dir - pixel normal +// vi - return value of intersection point with influence volume +// wi - return value of approximate world space position of sampled pixel  // lod - which mip to bias towards (lower is higher res, sharper reflections)  // c - center of probe  // r2 - radius of probe squared  // i - index of probe  -// vi - point at which reflection vector struck the influence volume, in clip space -vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) +vec3 tapRefMap(vec3 pos, vec3 dir, out vec3 vi, out vec3 wi, float lod, vec3 c, float r2, int i)  {      //lod = max(lod, 1);      // parallax adjustment      vec3 v; +      if (refIndex[i].w < 0)      {          v = boxIntersect(pos, dir, i); @@ -330,11 +332,18 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i)          v = sphereIntersect(pos, dir, c, r2);      } +    vi = v; +      v -= c; +    vec3 d = normalize(v); +      v = env_mat * v; -    { -        return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod).rgb; -    } +     +    vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod); + +    wi = d * ret.a * 256.0+c; + +    return ret.rgb;  }  // Tap an irradiance map @@ -343,7 +352,6 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i)  // c - center of probe  // r2 - radius of probe squared  // i - index of probe  -// vi - point at which reflection vector struck the influence volume, in clip space  vec3 tapIrradianceMap(vec3 pos, vec3 dir, vec3 c, float r2, int i)  {      //lod = max(lod, 1); @@ -383,26 +391,48 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)          float p = float(abs(refIndex[i].w)); // priority          float rr = r*r; // radius squred -        float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) +        float r1 = r * 0.1; // 90% of radius (outer sphere to start interpolating down)          vec3 delta = pos.xyz-refSphere[i].xyz;          float d2 = dot(delta,delta);          float r2 = r1*r1;           { -            vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i); -             -            float w = 1.0/d2; +            vec3 vi, wi; + +            vec3 refcol = tapRefMap(pos, dir, vi, wi, lod, refSphere[i].xyz, rr, i);              float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); + +            if (refIndex[i].w >= 0) +            { +                //adjust lookup by distance result +                float d = length(vi - wi); +                vi += dir * d; + +                vi -= refSphere[i].xyz; + +                vi = env_mat * vi; + +                refcol = textureLod(reflectionProbes, vec4(vi, refIndex[i].x), lod).rgb; +            } + +            //float w = 1.0 / max(d3, 1.0); +            vec3 pi = normalize(wi - pos); +            float w = max(dot(pi, dir), 0.1); +            w = pow(w, 32.0); +                          w *= atten; + +              //w *= p; // boost weight based on priority -            col += refcol*w; -             +            col += refcol.rgb*w; +              wsum += w;          }      } -    if (probeInfluences <= 1) +#if 1 +    if (probeInfluences < 1)      { //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera           for (int idx = 0; idx < 8; ++idx)          { @@ -415,15 +445,17 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight)              float d2 = dot(delta,delta);              { -                vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i); -                 +                vec3 vi, wi; +                vec3 refcol = tapRefMap(pos, dir, vi, wi, lod, refSphere[i].xyz, d2, i); +                  float w = 1.0/d2;                  w *= w; -                col += refcol*w; +                col += refcol.rgb*w;                  wsum += w;              }          }      } +#endif      if (wsum > 0.0)      { diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 074d223b59..015e520179 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -570,7 +570,7 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba      LLGLDisable cull(params.mGLTFMaterial && params.mGLTFMaterial->mDoubleSided ? GL_CULL_FACE : 0); -    LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); +    //LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);      params.mVertexBuffer->setBufferFast(mask);      params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index a985807a38..fb2a4d78fc 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -167,10 +167,10 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass)      if (!LLPipeline::sImpostorRender && gSavedSettings.getBOOL("RenderDepthOfField") && !gCubeSnapshot)      {           //update depth buffer sampler -        gPipeline.mRT->screen.flush(); +        /*gPipeline.mRT->screen.flush();          gPipeline.mRT->deferredDepth.copyContents(gPipeline.mRT->deferredScreen, 0, 0, gPipeline.mRT->deferredScreen.getWidth(), gPipeline.mRT->deferredScreen.getHeight(),              0, 0, gPipeline.mRT->deferredDepth.getWidth(), gPipeline.mRT->deferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); -        gPipeline.mRT->deferredDepth.bindTarget(); +        gPipeline.mRT->deferredDepth.bindTarget();*/          simple_shader = fullbright_shader = &gObjectFullbrightAlphaMaskProgram;          simple_shader->bind(); @@ -798,7 +798,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)                  bool tex_setup = TexSetup(¶ms, (mat != nullptr));  				{ -					LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); +					//LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);  					gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor); diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 235672b07a..75917d0ae3 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -1467,11 +1467,11 @@ void LLDrawPoolInvisible::render(S32 pass)  	}  	U32 invisi_mask = LLVertexBuffer::MAP_VERTEX; -	glStencilMask(0); +	//glStencilMask(0); //deprecated  	gGL.setColorMask(false, false);  	pushBatches(LLRenderPass::PASS_INVISIBLE, invisi_mask, FALSE);  	gGL.setColorMask(true, false); -	glStencilMask(0xFFFFFFFF); +	//glStencilMask(0xFFFFFFFF); //deprecated  	if (gPipeline.shadersLoaded())  	{ diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp index 2b05f4c453..d97f0714ef 100644 --- a/indra/newview/lldrawpoolmaterials.cpp +++ b/indra/newview/lldrawpoolmaterials.cpp @@ -260,7 +260,7 @@ void LLDrawPoolMaterials::pushMaterialsBatch(LLDrawInfo& params, U32 mask, bool              (GLfloat*)&(mpc.mGLMp[0]));      } -	LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); +	//LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);  	params.mVertexBuffer->setBufferFast(mask);  	params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 0b9bca06db..fc8df01002 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -255,7 +255,7 @@ void LLDrawPoolWater::render(S32 pass)  	glClearStencil(1);  	glClear(GL_STENCIL_BUFFER_BIT); -	LLGLEnable gls_stencil(GL_STENCIL_TEST); +	//LLGLEnable gls_stencil(GL_STENCIL_TEST);  	glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);  	glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index b24bc69791..431a9ebb29 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -666,7 +666,7 @@ void LLFace::renderOneWireframe(const LLColor4 &color, F32 fogCfx, bool wirefram      {          LLGLDisable depth(wireframe_selection ? 0 : GL_BLEND); -        LLGLEnable stencil(wireframe_selection ? 0 : GL_STENCIL_TEST); +        //LLGLEnable stencil(wireframe_selection ? 0 : GL_STENCIL_TEST);          if (!wireframe_selection)          { //modify wireframe into outline selection mode diff --git a/indra/newview/llhudeffectlookat.cpp b/indra/newview/llhudeffectlookat.cpp index 6898dce7b1..0f230067bc 100644 --- a/indra/newview/llhudeffectlookat.cpp +++ b/indra/newview/llhudeffectlookat.cpp @@ -495,7 +495,7 @@ void LLHUDEffectLookAt::render()  	{  		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); -		LLGLDisable gls_stencil(GL_STENCIL_TEST); +		//LLGLDisable gls_stencil(GL_STENCIL_TEST);  		LLVector3 target = mTargetPos + ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->mHeadp->getWorldPosition();  		gGL.matrixMode(LLRender::MM_MODELVIEW); diff --git a/indra/newview/llhudeffectpointat.cpp b/indra/newview/llhudeffectpointat.cpp index ecf6d42d69..dfa299528a 100644 --- a/indra/newview/llhudeffectpointat.cpp +++ b/indra/newview/llhudeffectpointat.cpp @@ -322,7 +322,7 @@ void LLHUDEffectPointAt::render()  	update();  	if (sDebugPointAt && mTargetType != POINTAT_TARGET_NONE)  	{ -		LLGLDisable gls_stencil(GL_STENCIL_TEST); +		//LLGLDisable gls_stencil(GL_STENCIL_TEST);  		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);  		LLVector3 target = mTargetPos + mSourceObject->getRenderPosition(); diff --git a/indra/newview/llhudicon.cpp b/indra/newview/llhudicon.cpp index 60294f6a51..38be2b69fd 100644 --- a/indra/newview/llhudicon.cpp +++ b/indra/newview/llhudicon.cpp @@ -79,7 +79,7 @@ void LLHUDIcon::render()  {  	LLGLSUIDefault texture_state;  	LLGLDepthTest gls_depth(GL_TRUE); -	LLGLDisable gls_stencil(GL_STENCIL_TEST); +	//LLGLDisable gls_stencil(GL_STENCIL_TEST);  	if (mHidden)  		return; diff --git a/indra/newview/llhudnametag.cpp b/indra/newview/llhudnametag.cpp index 952fbf8e4b..e2d63ecc0a 100644 --- a/indra/newview/llhudnametag.cpp +++ b/indra/newview/llhudnametag.cpp @@ -228,7 +228,7 @@ void LLHUDNameTag::render()  	if (sDisplayText)  	{  		LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); -		LLGLDisable gls_stencil(GL_STENCIL_TEST); +		//LLGLDisable gls_stencil(GL_STENCIL_TEST);  		renderText(FALSE);  	}  } diff --git a/indra/newview/llhudtext.cpp b/indra/newview/llhudtext.cpp index 5952edfc44..7511dabd5b 100644 --- a/indra/newview/llhudtext.cpp +++ b/indra/newview/llhudtext.cpp @@ -102,7 +102,7 @@ void LLHUDText::render()  	if (!mOnHUDAttachment && sDisplayText)  	{  		LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); -		LLGLDisable gls_stencil(GL_STENCIL_TEST); +		//LLGLDisable gls_stencil(GL_STENCIL_TEST);  		renderText();  	}  } diff --git a/indra/newview/llmaniprotate.cpp b/indra/newview/llmaniprotate.cpp index d85a846f4d..6b9543d433 100644 --- a/indra/newview/llmaniprotate.cpp +++ b/indra/newview/llmaniprotate.cpp @@ -277,7 +277,7 @@ void LLManipRotate::render()  			LLGLEnable cull_face(GL_CULL_FACE);  			LLGLEnable clip_plane0(GL_CLIP_PLANE0);  			LLGLDepthTest gls_depth(GL_FALSE); -			LLGLDisable gls_stencil(GL_STENCIL_TEST); +			//LLGLDisable gls_stencil(GL_STENCIL_TEST);  			// First pass: centers. Second pass: sides.  			for( S32 i=0; i<2; i++ ) diff --git a/indra/newview/llmanipscale.cpp b/indra/newview/llmanipscale.cpp index e74fd1241b..c15f1da26b 100644 --- a/indra/newview/llmanipscale.cpp +++ b/indra/newview/llmanipscale.cpp @@ -757,7 +757,7 @@ void LLManipScale::renderBoxHandle( F32 x, F32 y, F32 z )  {  	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);  	LLGLDepthTest gls_depth(GL_FALSE); -	LLGLDisable gls_stencil(GL_STENCIL_TEST); +	//LLGLDisable gls_stencil(GL_STENCIL_TEST);  	gGL.pushMatrix();  	{ diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp index 0b2a1ef389..b9e68bd6a9 100644 --- a/indra/newview/llmaniptranslate.cpp +++ b/indra/newview/llmaniptranslate.cpp @@ -1063,7 +1063,7 @@ void LLManipTranslate::render()  		renderGuidelines();  	}  	{ -		LLGLDisable gls_stencil(GL_STENCIL_TEST); +		//LLGLDisable gls_stencil(GL_STENCIL_TEST);  		renderTranslationHandles();  		renderSnapGuides();  	} @@ -1529,7 +1529,7 @@ void LLManipTranslate::renderSnapGuides()  			LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);  			{ -				LLGLDisable stencil(GL_STENCIL_TEST); +				//LLGLDisable stencil(GL_STENCIL_TEST);  				{  					LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GREATER);  					gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, getGridTexName()); @@ -1628,6 +1628,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,  											 LLQuaternion grid_rotation,   											 LLColor4 inner_color)  { +#if 0 // DEPRECATED  	if (!gSavedSettings.getBOOL("GridCrossSections"))  	{  		return; @@ -1651,13 +1652,13 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,  	}  	{ -		glStencilMask(stencil_mask); -		glClearStencil(1); -		glClear(GL_STENCIL_BUFFER_BIT); +		//glStencilMask(stencil_mask); //deprecated +		//glClearStencil(1); +		//glClear(GL_STENCIL_BUFFER_BIT);  		LLGLEnable cull_face(GL_CULL_FACE); -		LLGLEnable stencil(GL_STENCIL_TEST); +		//LLGLEnable stencil(GL_STENCIL_TEST);  		LLGLDepthTest depth (GL_TRUE, GL_FALSE, GL_ALWAYS); -		glStencilFunc(GL_ALWAYS, 0, stencil_mask); +		//glStencilFunc(GL_ALWAYS, 0, stencil_mask);  		gGL.setColorMask(false, false);  		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); @@ -1690,14 +1691,14 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,  		}  		//stencil in volumes -		glStencilOp(GL_INCR, GL_INCR, GL_INCR); +		//glStencilOp(GL_INCR, GL_INCR, GL_INCR);  		glCullFace(GL_FRONT);  		for (U32 i = 0; i < num_types; i++)  		{  			gPipeline.renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);  		} -		glStencilOp(GL_DECR, GL_DECR, GL_DECR); +		//glStencilOp(GL_DECR, GL_DECR, GL_DECR);  		glCullFace(GL_BACK);  		for (U32 i = 0; i < num_types; i++)  		{ @@ -1741,7 +1742,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,  	{  		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);  		LLGLDepthTest depth(GL_FALSE); -		LLGLEnable stencil(GL_STENCIL_TEST); +		//LLGLEnable stencil(GL_STENCIL_TEST);  		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);  		glStencilFunc(GL_EQUAL, 0, stencil_mask);  		renderGrid(0,0,tiles,inner_color.mV[0], inner_color.mV[1], inner_color.mV[2], 0.25f); @@ -1752,6 +1753,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,  	glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);  	gGL.popMatrix(); +#endif  }  void LLManipTranslate::renderText() diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp index cbefb93ca9..8f1ee8f70b 100644 --- a/indra/newview/llreflectionmapmanager.cpp +++ b/indra/newview/llreflectionmapmanager.cpp @@ -83,7 +83,7 @@ void LLReflectionMapManager::update()      {          U32 color_fmt = GL_RGB16F;          const bool use_depth_buffer = true; -        const bool use_stencil_buffer = true; +        const bool use_stencil_buffer = false;          U32 targetRes = LL_REFLECTION_PROBE_RESOLUTION * 2; // super sample          mRenderTarget.allocate(targetRes, targetRes, color_fmt, use_depth_buffer, use_stencil_buffer, LLTexUnit::TT_RECT_TEXTURE);      } @@ -96,7 +96,7 @@ void LLReflectionMapManager::update()          mMipChain.resize(count);          for (int i = 0; i < count; ++i)          { -            mMipChain[i].allocate(res, res, GL_RGB16F, false, false, LLTexUnit::TT_RECT_TEXTURE); +            mMipChain[i].allocate(res, res, GL_RGBA16F, false, false, LLTexUnit::TT_RECT_TEXTURE);              res /= 2;          }      } @@ -385,12 +385,10 @@ void LLReflectionMapManager::doProbeUpdate()  void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)  { -    mRenderTarget.bindTarget();      // hacky hot-swap of camera specific render targets      gPipeline.mRT = &gPipeline.mAuxillaryRT;      probe->update(mRenderTarget.getWidth(), face);      gPipeline.mRT = &gPipeline.mMainRT; -    mRenderTarget.flush();      S32 targetIdx = mReflectionProbeCount; @@ -399,12 +397,15 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)          targetIdx += 1;      } +    gGL.setColorMask(true, true); +      // downsample to placeholder map      {          LLGLDepthTest depth(GL_FALSE, GL_FALSE);          LLGLDisable cull(GL_CULL_FACE);          gReflectionMipProgram.bind(); +          gGL.matrixMode(gGL.MM_MODELVIEW);          gGL.pushMatrix();          gGL.loadIdentity(); @@ -418,6 +419,12 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)          S32 mips = log2((F32)LL_REFLECTION_PROBE_RESOLUTION) + 0.5f; +        S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); +        S32 depthChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); + +        LLRenderTarget* screen_rt = &gPipeline.mAuxillaryRT.screen; +        LLRenderTarget* depth_rt = &gPipeline.mAuxillaryRT.deferredScreen; +          for (int i = 0; i < mMipChain.size(); ++i)          {              LL_PROFILE_GPU_ZONE("probe mip"); @@ -425,13 +432,24 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)              if (i == 0)              { -                gGL.getTexUnit(0)->bind(&mRenderTarget); +                 +                gGL.getTexUnit(diffuseChannel)->bind(screen_rt);              }              else              { -                gGL.getTexUnit(0)->bind(&(mMipChain[i - 1])); +                gGL.getTexUnit(diffuseChannel)->bind(&(mMipChain[i - 1]));              } +            gGL.getTexUnit(depthChannel)->bind(depth_rt, true); + +            static LLStaticHashedString resScale("resScale"); +            static LLStaticHashedString znear("znear"); +            static LLStaticHashedString zfar("zfar"); +             +            gReflectionMipProgram.uniform1f(resScale, (F32) (1 << i)); +            gReflectionMipProgram.uniform1f(znear, probe->getNearClip()); +            gReflectionMipProgram.uniform1f(zfar, MAX_FAR_CLIP); +              gGL.begin(gGL.QUADS);              gGL.texCoord2f(0, 0); @@ -471,6 +489,8 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)          gGL.matrixMode(gGL.MM_MODELVIEW);          gGL.popMatrix(); +        gGL.getTexUnit(diffuseChannel)->unbind(LLTexUnit::TT_RECT_TEXTURE); +        gGL.getTexUnit(depthChannel)->unbind(LLTexUnit::TT_RECT_TEXTURE);          gReflectionMipProgram.unbind();      } @@ -851,10 +871,10 @@ void LLReflectionMapManager::initReflectionMaps()          mTexture = new LLCubeMapArray();          // store mReflectionProbeCount+2 cube maps, final two cube maps are used for render target and radiance map generation source) -        mTexture->allocate(LL_REFLECTION_PROBE_RESOLUTION, 3, mReflectionProbeCount + 2); +        mTexture->allocate(LL_REFLECTION_PROBE_RESOLUTION, 4, mReflectionProbeCount + 2);          mIrradianceMaps = new LLCubeMapArray(); -        mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, mReflectionProbeCount, FALSE); +        mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 4, mReflectionProbeCount, FALSE);      }      if (mVertexBuffer.isNull()) @@ -875,6 +895,5 @@ void LLReflectionMapManager::initReflectionMaps()          buff->flush();          mVertexBuffer = buff; -      }  } diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 118dbb833e..0d2a44867e 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -161,7 +161,7 @@ void display_startup()  	LLGLState::checkStates();  	LLGLState::checkTextureChannels(); -	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); +    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT);  	LLGLSUIDefault gls_ui;  	gPipeline.disableLights(); @@ -763,7 +763,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)  				LLGLState::checkTextureChannels();  			} -			glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); +            glClear(GL_DEPTH_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT);  		}  		LLGLState::checkStates(); @@ -998,12 +998,12 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)          LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mRT->deferredScreen : gPipeline.mRT->screen);          rt.flush(); -        if (rt.sUseFBO) +        /*if (rt.sUseFBO)          {              LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(),                                                        rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,                                                        GL_NEAREST); -        } +        }*/          if (LLPipeline::sRenderDeferred)          { @@ -1106,7 +1106,7 @@ void display_cube_face()      glClearColor(0, 0, 0, 0);      gPipeline.generateSunShadow(*LLViewerCamera::getInstance()); -    glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); +    glClear(GL_DEPTH_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT);      {          LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; @@ -1151,7 +1151,7 @@ void display_cube_face()      LLPipeline::sUnderWaterRender = FALSE;      // Finalize scene -    gPipeline.renderFinalize(); +    //gPipeline.renderFinalize();      LLSpatialGroup::sNoDelete = FALSE;      gPipeline.clearReferences(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 46abd83449..05978e1144 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -3807,6 +3807,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()      if (success)      {          gReflectionMipProgram.mName = "Reflection Mip Shader"; +        gReflectionMipProgram.mFeatures.isDeferred = true;          gReflectionMipProgram.mShaderFiles.clear();          gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER));          gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/reflectionmipF.glsl", GL_FRAGMENT_SHADER)); diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index b2728b294e..8ef65b665d 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -4845,7 +4845,7 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei  	// PRE SNAPSHOT  	gDisplaySwapBuffers = FALSE; -	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); +    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // stencil buffer is deprecated | GL_STENCIL_BUFFER_BIT);  	setCursor(UI_CURSOR_WAIT);  	// Hide all the UI widgets first and draw a frame @@ -5144,7 +5144,7 @@ BOOL LLViewerWindow::simpleSnapshot(LLImageRaw* raw, S32 image_width, S32 image_      LL_PROFILE_ZONE_SCOPED_CATEGORY_APP;      gDisplaySwapBuffers = FALSE; -    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); +    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // stencil buffer is deprecated | GL_STENCIL_BUFFER_BIT);      setCursor(UI_CURSOR_WAIT);      BOOL prev_draw_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI) ? TRUE : FALSE; @@ -5248,10 +5248,10 @@ BOOL LLViewerWindow::cubeSnapshot(const LLVector3& origin, LLCubeMapArray* cubea      llassert(LLPipeline::sRenderDeferred);      llassert(!gCubeSnapshot); //assert a snapshot isn't already in progress -    U32 res = LLRenderTarget::sCurResX; +    U32 res = gPipeline.mRT->deferredScreen.getWidth(); -    llassert(res <= gPipeline.mRT->deferredScreen.getWidth()); -    llassert(res <= gPipeline.mRT->deferredScreen.getHeight()); +    //llassert(res <= gPipeline.mRT->deferredScreen.getWidth()); +    //llassert(res <= gPipeline.mRT->deferredScreen.getHeight());      // save current view/camera settings so we can restore them afterwards      S32 old_occlusion = LLPipeline::sUseOcclusion; @@ -5271,7 +5271,7 @@ BOOL LLViewerWindow::cubeSnapshot(const LLVector3& origin, LLCubeMapArray* cubea      camera->setOrigin(origin);      camera->setNear(near_clip); -    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); +    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // stencil buffer is deprecated | GL_STENCIL_BUFFER_BIT);      U32 dynamic_render_types[] = {          LLPipeline::RENDER_TYPE_AVATAR, diff --git a/indra/newview/llvoicevisualizer.cpp b/indra/newview/llvoicevisualizer.cpp index 6e08a2ff12..34e561174c 100644 --- a/indra/newview/llvoicevisualizer.cpp +++ b/indra/newview/llvoicevisualizer.cpp @@ -356,7 +356,7 @@ void LLVoiceVisualizer::render()  		//---------------------------------------------------------------  		LLGLSPipelineAlpha alpha_blend;  		LLGLDepthTest depth(GL_TRUE, GL_FALSE); -		LLGLDisable gls_stencil(GL_STENCIL_TEST); +		//LLGLDisable gls_stencil(GL_STENCIL_TEST);  		//-------------------------------------------------------------  		// create coordinates of the geometry for the dot diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 08c99266f8..7eaa3a065c 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -885,14 +885,17 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  		const U32 occlusion_divisor = 3;  		//allocate deferred rendering color buffers -		if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; -		if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; +		if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; +		//if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;  		if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;  		if (!addDeferredAttachments(mRT->deferredScreen)) return false;  		GLuint screenFormat = GL_RGBA16;  		if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + +        mRT->deferredScreen.shareDepthBuffer(mRT->screen); +  		if (samples > 0)  		{  			if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; @@ -929,17 +932,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  		mRT->fxaaBuffer.release();  		mRT->screen.release();  		mRT->deferredScreen.release(); //make sure to release any render targets that share a depth buffer with mRT->deferredScreen first -		mRT->deferredDepth.release(); +		//mRT->deferredDepth.release();  		mRT->occlusionDepth.release();  		if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;		  	} -	if (LLPipeline::sRenderDeferred) -	{ //share depth buffer between deferred targets -		mRT->deferredScreen.shareDepthBuffer(mRT->screen); -	} -  	gGL.getTexUnit(0)->disable();  	stop_glerror(); @@ -2575,6 +2573,7 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d  	if (scratch_space)  	{          GLint bits = 0; +        llassert(!source.hasStencil()); // stencil buffer usage is deprecated          bits |= (source.hasStencil() && dest.hasStencil()) ? GL_STENCIL_BUFFER_BIT : 0;          bits |= GL_DEPTH_BUFFER_BIT;  		scratch_space->copyContents(source,  @@ -2632,10 +2631,17 @@ void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderT  {      LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;      llassert(!gCubeSnapshot); +#if 0  	downsampleDepthBuffer(source, dest, scratch_space);  	dest.bindTarget();  	doOcclusion(camera);  	dest.flush(); +#else +    // none of the above shenanigans should matter (enough) because we've preserved hierarchical Z before issuing occlusion queries +    //source.bindTarget(); +    doOcclusion(camera); +    //source.flush(); +#endif  }  void LLPipeline::doOcclusion(LLCamera& camera) @@ -4052,10 +4058,10 @@ void render_hud_elements()  	LLGLDisable fog(GL_FOG);  	LLGLSUIDefault gls_ui; -	LLGLEnable stencil(GL_STENCIL_TEST); -	glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); -	glStencilMask(0xFFFFFFFF); -	glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); +	//LLGLEnable stencil(GL_STENCIL_TEST); +	//glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); +	//glStencilMask(0xFFFFFFFF); +	//glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);  	gGL.color4f(1,1,1,1); @@ -4112,14 +4118,15 @@ void LLPipeline::renderHighlights()  		LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);  		LLGLDisable test(GL_ALPHA_TEST); -		LLGLEnable stencil(GL_STENCIL_TEST); +		//LLGLEnable stencil(GL_STENCIL_TEST);  		gGL.flush(); -		glStencilMask(0xFFFFFFFF); -		glClearStencil(1); -		glClear(GL_STENCIL_BUFFER_BIT); +        // stencil ops are deprecated +		//glStencilMask(0xFFFFFFFF); +		//glClearStencil(1); +		//glClear(GL_STENCIL_BUFFER_BIT); -		glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); -		glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); +		//glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); +		//glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);  		gGL.setColorMask(false, false); @@ -4131,8 +4138,8 @@ void LLPipeline::renderHighlights()  		}  		gGL.setColorMask(true, false); -		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); -		glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); +		//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // deprecated +		//glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);  		//gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); @@ -4711,7 +4718,8 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)  			gGLLastMatrix = NULL;  			gGL.loadMatrix(gGLModelView);  			LLGLSLShader::bindNoShader(); -			doOcclusion(camera, mRT->screen, mRT->occlusionDepth, &mRT->deferredDepth); +			//doOcclusion(camera, mRT->screen, mRT->occlusionDepth, &mRT->deferredDepth); +            doOcclusion(camera, mRT->screen, mRT->occlusionDepth);  			gGL.setColorMask(true, false);  		} @@ -4990,7 +4998,7 @@ void LLPipeline::renderDebug()  						const LLColor4 clearColor = gSavedSettings.getColor4("PathfindingNavMeshClear");  						gGL.setColorMask(true, true);  						glClearColor(clearColor.mV[0],clearColor.mV[1],clearColor.mV[2],0); -						glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);					 +                        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // no stencil -- deprecated | GL_STENCIL_BUFFER_BIT);  						gGL.setColorMask(true, false);  						glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );	  					} @@ -8063,6 +8071,7 @@ void LLPipeline::renderFinalize()              shader->unbind();          }      } +#if 0 // DEPRECATED      else // not deferred      {          U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; @@ -8105,7 +8114,7 @@ void LLPipeline::renderFinalize()          gGlowCombineProgram.unbind();      } - +#endif      gGL.setSceneBlendType(LLRender::BT_ALPHA);      if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) @@ -8139,12 +8148,12 @@ void LLPipeline::renderFinalize()          gSplatTextureRectProgram.unbind();      } -    if (LLRenderTarget::sUseFBO && !gCubeSnapshot) +    /*if (LLRenderTarget::sUseFBO && !gCubeSnapshot)      { // copy depth buffer from mRT->screen to framebuffer          LLRenderTarget::copyContentsToFramebuffer(mRT->screen, 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), 0, 0,                                                    mRT->screen.getWidth(), mRT->screen.getHeight(),                                                    GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); -    } +    }*/      gGL.matrixMode(LLRender::MM_PROJECTION);      gGL.popMatrix(); @@ -8162,7 +8171,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_      LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;      LL_PROFILE_GPU_ZONE("bindDeferredShader");      LLRenderTarget* deferred_target       = &mRT->deferredScreen; -    LLRenderTarget* deferred_depth_target = &mRT->deferredDepth; +    //LLRenderTarget* deferred_depth_target = &mRT->deferredDepth;      LLRenderTarget* deferred_light_target = &mRT->deferredLight;  	shader.bind(); @@ -8198,12 +8207,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_      } +#if 0      channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage());  	if (channel > -1)  	{          gGL.getTexUnit(channel)->bind(deferred_depth_target, TRUE);  		stop_glerror();      } +#else +    channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); +    if (channel > -1) +    { +        gGL.getTexUnit(channel)->bind(deferred_target, TRUE); +        stop_glerror(); +    } +#endif      glh::matrix4f projection = get_current_projection();  		glh::matrix4f inv_proj = projection.inverse(); @@ -8452,13 +8470,15 @@ void LLPipeline::renderDeferredLighting()      }      LLRenderTarget *screen_target         = &mRT->screen; -    LLRenderTarget *deferred_target       = &mRT->deferredScreen; -    LLRenderTarget *deferred_depth_target = &mRT->deferredDepth; -    LLRenderTarget *deferred_light_target = &mRT->deferredLight; +    //LLRenderTarget *deferred_target       = &mRT->deferredScreen; +    //LLRenderTarget *deferred_depth_target = &mRT->deferredDepth; +    LLRenderTarget* deferred_light_target = &mRT->deferredLight;      {          LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("deferred"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);          LLViewerCamera *camera = LLViewerCamera::getInstance(); +         +#if 0          {              LLGLDepthTest depth(GL_TRUE);              deferred_depth_target->copyContents(*deferred_target, @@ -8473,6 +8493,7 @@ void LLPipeline::renderDeferredLighting()                                                  GL_DEPTH_BUFFER_BIT,                                                  GL_NEAREST);          } +#endif          LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE : 0); @@ -8482,7 +8503,7 @@ void LLPipeline::renderDeferredLighting()          }          // ati doesn't seem to love actually using the stencil buffer on FBO's -        LLGLDisable stencil(GL_STENCIL_TEST); +        //LLGLDisable stencil(GL_STENCIL_TEST);          // glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);          // glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); @@ -8707,7 +8728,7 @@ void LLPipeline::renderDeferredLighting()  #if 0          {  // render non-deferred geometry (fullbright, alpha, etc)              LLGLDisable blend(GL_BLEND); -            LLGLDisable stencil(GL_STENCIL_TEST); +            //LLGLDisable stencil(GL_STENCIL_TEST);              gGL.setSceneBlendType(LLRender::BT_ALPHA);              gPipeline.pushRenderTypeMask(); @@ -8986,7 +9007,7 @@ void LLPipeline::renderDeferredLighting()      {  // render non-deferred geometry (alpha, fullbright, glow)          LLGLDisable blend(GL_BLEND); -        LLGLDisable stencil(GL_STENCIL_TEST); +        //LLGLDisable stencil(GL_STENCIL_TEST);          pushRenderTypeMask();          andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, @@ -9234,7 +9255,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)  void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)  {      LLRenderTarget* deferred_target       = &mRT->deferredScreen; -    LLRenderTarget* deferred_depth_target = &mRT->deferredDepth; +    //LLRenderTarget* deferred_depth_target = &mRT->deferredDepth;      LLRenderTarget* deferred_light_target = &mRT->deferredLight;  	stop_glerror(); @@ -9243,7 +9264,8 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)      shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());      shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage());      shader.disableTexture(LLShaderMgr::DEFERRED_BRDF_LUT); -    shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); +    //shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); +    shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage());      shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage());  	shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);  	shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); diff --git a/indra/newview/skins/default/xui/en/floater_build_options.xml b/indra/newview/skins/default/xui/en/floater_build_options.xml index 38428b36fc..7278e55d57 100644 --- a/indra/newview/skins/default/xui/en/floater_build_options.xml +++ b/indra/newview/skins/default/xui/en/floater_build_options.xml @@ -46,14 +46,14 @@       name="GridSubUnit"       top_pad="0"       width="200" /> -    <check_box +    <!-- <check_box       control_name="GridCrossSections"       height="16"       label="View cross-sections"       layout="topleft"       name="GridCrossSection"       top_pad="5" -     width="200" /> +     width="200" />-->     <text           type="string"           length="1"  | 
