diff options
17 files changed, 151 insertions, 140 deletions
diff --git a/indra/llrender/llcubemaparray.cpp b/indra/llrender/llcubemaparray.cpp index bb4bd58121..0e452b3d0a 100644 --- a/indra/llrender/llcubemaparray.cpp +++ b/indra/llrender/llcubemaparray.cpp @@ -122,7 +122,7 @@ void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count, BOOL us bind(0); - glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGB, resolution, resolution, count*6, 0, + glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGB10_A2, resolution, resolution, count*6, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); mImage->setAddressMode(LLTexUnit::TAM_CLAMP); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index fc1cee1f59..69a0a41034 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -292,19 +292,6 @@ void main() #if !defined(LOCAL_LIGHT_KILL) color.rgb += light.rgb; #endif // !defined(LOCAL_LIGHT_KILL) - // back to sRGB as we're going directly to the final RT post-deferred gamma correction - color.rgb = linear_to_srgb(color.rgb); - -//color.rgb = amblit; -//color.rgb = vec3(ambient); -//color.rgb = sunlit; -//color.rgb = vec3(final_da); -//color.rgb = post_ambient; -//color.rgb = post_sunlight; -//color.rgb = sun_contrib; -//color.rgb = diffuse_srgb.rgb; -//color.rgb = post_diffuse; -//color.rgb = post_atmo; #ifdef WATER_FOG color = applyWaterFogView(pos.xyz, color); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 57420158ca..33b97aefcb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -82,7 +82,7 @@ void main() color.a = final_alpha; #endif - frag_color.rgb = color.rgb; + frag_color.rgb = srgb_to_linear(color.rgb); frag_color.a = color.a; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index e87d90aa9e..44bf61be84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -402,9 +402,6 @@ void main() glare = min(glare, 1.0); float al = max(diffcol.a, glare)*vertex_color.a; - //convert to srgb as this color is being written post gamma correction - color = linear_to_srgb(color); - #ifdef WATER_FOG vec4 temp = applyWaterFogView(pos, vec4(color, al)); color = temp.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 1caf2b2b1a..04be496292 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -250,5 +250,5 @@ void main() color += 2.0*additive; color = scaleSoftClipFrag(color); - frag_color = vec4(color,albedo.a * vertex_color.a); + frag_color = vec4(srgb_to_linear(color.rgb),albedo.a * vertex_color.a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index ea28cca0cb..7376e9eb47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -98,8 +98,8 @@ void main() //emissive = vNt * 0.5 + 0.5; //emissive = tnorm*0.5+0.5; // See: C++: addDeferredAttachments(), GLSL: softenLightF - frag_data[0] = vec4(linear_to_srgb(col), 0.0); // Diffuse - frag_data[1] = vec4(linear_to_srgb(emissive), vertex_color.a); // PBR sRGB Emissive + frag_data[0] = vec4(col, 0.0); // Diffuse + frag_data[1] = vec4(spec.rgb,vertex_color.a); // PBR linear packed Occlusion, Roughness, Metal. frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags - frag_data[3] = vec4(spec.rgb,0); // PBR linear packed Occlusion, Roughness, Metal. + frag_data[3] = vec4(emissive,0); // PBR sRGB Emissive } diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index 7c175eab5f..bb4a79247d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -37,6 +37,10 @@ uniform int sourceIdx; VARYING vec3 vary_dir; +//uniform float roughness; + +uniform float mipLevel; + // ============================================================================================================= // Parts of this file are (c) 2018 Sascha Willems // SNIPPED FROM https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/data/shaders/prefilterenvmap.frag @@ -65,11 +69,6 @@ SOFTWARE. */ // ============================================================================================================= - -//uniform float roughness; - -uniform float mipLevel; - const float PI = 3.1415926536; // Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ @@ -130,11 +129,13 @@ vec3 prefilterEnvMap(vec3 R) vec3 color = vec3(0.0); float totalWeight = 0.0; float envMapDim = 256.0; - int numSamples = 8; + int numSamples = 4; float numMips = 7.0; - float roughness = (mipLevel+1)/numMips; + float roughness = mipLevel/numMips; + + numSamples = max(int(numSamples*roughness), 1); for(uint i = 0u; i < numSamples; i++) { vec2 Xi = hammersley2d(i, numSamples); @@ -154,8 +155,8 @@ vec3 prefilterEnvMap(vec3 R) // Solid angle of 1 pixel across all cube faces float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim); // Biased (+1.0) mip level for better result - //float mip = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f); - float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f); + 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; totalWeight += dotNL; @@ -170,4 +171,3 @@ void main() frag_color = vec4(prefilterEnvMap(N), 1.0); } // ============================================================================================================= - diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index a04f611440..67f1fc4c18 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -115,8 +115,8 @@ void main() */ color.a = 1.0; - //color.rgb = linear_to_srgb(color.rgb); + color.rgb = srgb_to_linear(color.rgb); frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 7f8536cdab..fcda50c4de 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -433,9 +433,6 @@ void main() glare = min(glare, 1.0); float al = max(diffcol.a, glare)*vertex_color.a; - //convert to srgb as this color is being written post gamma correction - color = linear_to_srgb(color); - #ifdef WATER_FOG vec4 temp = applyWaterFogView(pos, vec4(color, al)); color = temp.rgb; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 2ee439f61a..6dd446d9f7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -95,8 +95,8 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl - vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space + vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; vec3 f0 = vec3(0.04); @@ -134,6 +134,9 @@ void main() float noise = texture2D(noiseMap, tc/128.0).b; + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop for (int i = 0; i < LIGHT_COUNT; ++i) { diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 6424e18079..cb8877ebe5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -147,8 +147,8 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl - vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space + vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; vec3 f0 = vec3(0.04); @@ -182,6 +182,10 @@ void main() } else { + + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + float noise = texture2D(noiseMap, tc/128.0).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 27fca64ab3..cdffcf103d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -99,8 +99,8 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl - vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space + vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; vec3 f0 = vec3(0.04); @@ -121,6 +121,9 @@ void main() discard; } + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + float noise = texture2D(noiseMap, tc/128.0).b; float lit = nl * dist_atten * noise; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index a8a3b5d33f..5c049b6bd6 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -145,12 +145,12 @@ void main() if (hasPBR) { norm.xyz = getNorm(tc); - vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space + vec3 orm = texture2DRect(specularRect, tc).rgb; float perceptualRoughness = orm.g; float metallic = orm.b; float ao = orm.r * ambocc; - vec3 colorEmissive = texture2DRect(specularRect, tc).rgb; //specularRect is sRGB sampler, result is in linear space + vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; // PBR IBL float gloss = 1.0 - perceptualRoughness; @@ -165,7 +165,6 @@ void main() //baseColor.rgb = vec3(0,0,0); //colorEmissive = srgb_to_linear(norm.xyz*0.5+0.5); - vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); diffuseColor *= 1.0 - metallic; @@ -195,7 +194,7 @@ void main() float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); da = pow(da, light_gamma); - diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 + //diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); ambenv.rgb = linear_to_srgb(ambenv.rgb); diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index c8d45eb429..3274153a46 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -154,8 +154,8 @@ void main() vec3 amb_rgb = vec3(0); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl - vec3 orm = texture2DRect(emissiveRect, tc).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space + vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; vec3 f0 = vec3(0.04); @@ -189,6 +189,9 @@ void main() } else { + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + float noise = texture2D(noiseMap, tc/128.0).b; if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp index 9c6d7ea26f..2aa1f06eaf 100644 --- a/indra/newview/llreflectionmapmanager.cpp +++ b/indra/newview/llreflectionmapmanager.cpp @@ -80,7 +80,7 @@ void LLReflectionMapManager::update() if (!mRenderTarget.isComplete()) { - U32 color_fmt = GL_SRGB8_ALPHA8; + U32 color_fmt = GL_RGB10_A2; const bool use_depth_buffer = true; const bool use_stencil_buffer = true; U32 targetRes = LL_REFLECTION_PROBE_RESOLUTION * 2; // super sample @@ -95,7 +95,7 @@ void LLReflectionMapManager::update() mMipChain.resize(count); for (int i = 0; i < count; ++i) { - mMipChain[i].allocate(res, res, GL_RGB, false, false, LLTexUnit::TT_RECT_TEXTURE); + mMipChain[i].allocate(res, res, GL_RGB10_A2, false, false, LLTexUnit::TT_RECT_TEXTURE); res /= 2; } } @@ -450,10 +450,10 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) mTexture->bind(0); //glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res); glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, targetIdx * 6 + face, 0, 0, res, res); - if (i == 0) - { - glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res); - } + //if (i == 0) + //{ + //glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, probe->mCubeIndex * 6 + face, 0, 0, res, res); + //} mTexture->unbind(); } mMipChain[i].flush(); @@ -470,19 +470,27 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) { //generate radiance map gRadianceGenProgram.bind(); + mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX); + S32 channel = gRadianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); mTexture->bind(channel); static LLStaticHashedString sSourceIdx("sourceIdx"); gRadianceGenProgram.uniform1i(sSourceIdx, targetIdx); - static LLStaticHashedString sMipLevel("mipLevel"); + mMipChain[0].bindTarget(); + U32 res = mMipChain[0].getWidth(); - mMipChain[1].bindTarget(); - U32 res = mMipChain[1].getWidth(); - - for (int i = 1; i < mMipChain.size(); ++i) + for (int i = 0; i < mMipChain.size(); ++i) { LL_PROFILE_GPU_ZONE("probe radiance gen"); + static LLStaticHashedString sMipLevel("mipLevel"); + static LLStaticHashedString sRoughness("roughness"); + static LLStaticHashedString sWidth("u_width"); + + gRadianceGenProgram.uniform1f(sRoughness, (F32)i / (F32)(mMipChain.size() - 1)); + gRadianceGenProgram.uniform1f(sMipLevel, i); + gRadianceGenProgram.uniform1i(sWidth, mMipChain[i].getWidth()); + for (int cf = 0; cf < 6; ++cf) { // for each cube face LLCoordFrame frame; @@ -492,18 +500,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) frame.getOpenGLRotation(mat); gGL.loadMatrix(mat); - static LLStaticHashedString sRoughness("roughness"); - - gRadianceGenProgram.uniform1f(sRoughness, (F32)i / (F32)(mMipChain.size() - 1)); - gRadianceGenProgram.uniform1f(sMipLevel, llmax((F32)(i - 1), 0.f)); - - gGL.begin(gGL.QUADS); - gGL.vertex3f(-1, -1, -1); - gGL.vertex3f(1, -1, -1); - gGL.vertex3f(1, 1, -1); - gGL.vertex3f(-1, 1, -1); - gGL.end(); - gGL.flush(); + mVertexBuffer->drawArrays(gGL.TRIANGLE_STRIP, 0, 4); glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i, 0, 0, probe->mCubeIndex * 6 + cf, 0, 0, res, res); } @@ -523,7 +520,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) mTexture->bind(channel); gIrradianceGenProgram.uniform1i(sSourceIdx, targetIdx); - + mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX); int start_mip = 0; // find the mip target to start with based on irradiance map resolution for (start_mip = 0; start_mip < mMipChain.size(); ++start_mip) @@ -548,13 +545,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) frame.getOpenGLRotation(mat); gGL.loadMatrix(mat); - gGL.begin(gGL.QUADS); - gGL.vertex3f(-1, -1, -1); - gGL.vertex3f(1, -1, -1); - gGL.vertex3f(1, 1, -1); - gGL.vertex3f(-1, 1, -1); - gGL.end(); - gGL.flush(); + mVertexBuffer->drawArrays(gGL.TRIANGLE_STRIP, 0, 4); S32 res = mMipChain[i].getWidth(); mIrradianceMaps->bind(channel); @@ -563,7 +554,7 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) } } - mMipChain[1].flush(); + mMipChain[0].flush(); gIrradianceGenProgram.unbind(); } @@ -848,4 +839,25 @@ void LLReflectionMapManager::initReflectionMaps() mIrradianceMaps = new LLCubeMapArray(); mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, mReflectionProbeCount, FALSE); } + + if (mVertexBuffer.isNull()) + { + U32 mask = LLVertexBuffer::MAP_VERTEX; + LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, GL_STATIC_DRAW); + buff->allocateBuffer(4, 0, TRUE); + + LLStrider<LLVector3> v; + + buff->getVertexStrider(v); + + v[0] = LLVector3(-1, -1, -1); + v[1] = LLVector3(1, -1, -1); + v[2] = LLVector3(-1, 1, -1); + v[3] = LLVector3(1, 1, -1); + + buff->flush(); + + mVertexBuffer = buff; + + } } diff --git a/indra/newview/llreflectionmapmanager.h b/indra/newview/llreflectionmapmanager.h index 29a9ece2f8..493f53efb8 100644 --- a/indra/newview/llreflectionmapmanager.h +++ b/indra/newview/llreflectionmapmanager.h @@ -119,6 +119,9 @@ private: // storage for reflection probe radiance maps (plus two scratch space cubemaps) LLPointer<LLCubeMapArray> mTexture; + // vertex buffer for pushing verts to filter shaders + LLPointer<LLVertexBuffer> mVertexBuffer; + // storage for reflection probe irradiance maps LLPointer<LLCubeMapArray> mIrradianceMaps; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index dd15b63fab..177d712f4b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -369,14 +369,13 @@ void validate_framebuffer_object(); // Add color attachments for deferred rendering // target -- RenderTarget to add attachments to -// for_impostor -- whether or not these render targets are for an impostor (if true, avoids implicit sRGB conversions) bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) { bool pbr = gSavedSettings.getBOOL("RenderPBR"); bool valid = true - && target.addColorAttachment(for_impostor ? GL_RGBA : GL_SRGB8_ALPHA8) // frag-data[1] specular or PBR sRGB Emissive + && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM && target.addColorAttachment(GL_RGB10_A2) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight - && (pbr ? target.addColorAttachment(GL_RGBA) : true); // frag_data[3] PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl + && (pbr ? target.addColorAttachment(GL_RGBA) : true); // frag_data[3] PBR emissive return valid; } @@ -887,7 +886,7 @@ 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_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + 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->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; @@ -8162,7 +8161,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT); // frag_data[0] } - // NOTE: PBR sRGB Emissive -- See: C++: addDeferredAttachments(), GLSL: pbropaqueF.glsl channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); if (channel > -1) { @@ -8175,7 +8173,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2] } - // NOTE: PBR linear packed Occlusion, Roughness, Metal -- See: C++: addDeferredAttachments(), GLSL: pbropaqueF.glsl channel = shader.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); if (channel > -1) { @@ -8974,60 +8971,6 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target) screen_target->flush(); - // gamma correct lighting - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); - - { - LL_PROFILE_GPU_ZONE("gamma correct"); - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - - LLVector2 tc1(0, 0); - LLVector2 tc2((F32) screen_target->getWidth() * 2, (F32) screen_target->getHeight() * 2); - - screen_target->bindTarget(); - // Apply gamma correction to the frame here. - gDeferredPostGammaCorrectProgram.bind(); - // mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - S32 channel = 0; - channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); - if (channel > -1) - { - screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); - } - - gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight()); - - F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); - - gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f)); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1, -1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1, 3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3, -1); - - gGL.end(); - - gGL.getTexUnit(channel)->unbind(screen_target->getUsage()); - gDeferredPostGammaCorrectProgram.unbind(); - screen_target->flush(); - } - - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - screen_target->bindTarget(); { // render non-deferred geometry (alpha, fullbright, glow) @@ -9063,6 +9006,66 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target) popRenderTypeMask(); } + screen_target->flush(); + + if (!gCubeSnapshot) + { + // gamma correct lighting + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); + + { + LL_PROFILE_GPU_ZONE("gamma correct"); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + LLVector2 tc1(0, 0); + LLVector2 tc2((F32)screen_target->getWidth() * 2, (F32)screen_target->getHeight() * 2); + + screen_target->bindTarget(); + // Apply gamma correction to the frame here. + gDeferredPostGammaCorrectProgram.bind(); + // mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + S32 channel = 0; + channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); + if (channel > -1) + { + screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); + } + + gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight()); + + F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); + + gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f)); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); + + gGL.end(); + + gGL.getTexUnit(channel)->unbind(screen_target->getUsage()); + gDeferredPostGammaCorrectProgram.unbind(); + screen_target->flush(); + } + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } + if (!gCubeSnapshot) { // render highlights, etc. |