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-rw-r--r--indra/llrender/CMakeLists.txt2
-rw-r--r--indra/llrender/llfontfreetype.cpp10
-rw-r--r--indra/llrender/llfontfreetypesvg.cpp4
-rw-r--r--indra/llrender/llfontfreetypesvg.h6
-rw-r--r--indra/llrender/llfontgl.cpp65
-rw-r--r--indra/llrender/llfontgl.h4
-rw-r--r--indra/llrender/llgl.cpp20
-rw-r--r--indra/llrender/llgl.h1
-rw-r--r--indra/llrender/llglheaders.h35
-rw-r--r--indra/llrender/llglslshader.cpp108
-rw-r--r--indra/llrender/llglslshader.h10
-rw-r--r--indra/llrender/llpostprocess.cpp454
-rw-r--r--indra/llrender/llpostprocess.h267
-rw-r--r--indra/llrender/llrender.cpp569
-rw-r--r--indra/llrender/llrender.h22
-rw-r--r--indra/llrender/llrender2dutils.cpp546
-rw-r--r--indra/llrender/llrendertarget.cpp9
-rw-r--r--indra/llrender/llrendertarget.h9
-rw-r--r--indra/llrender/llvertexbuffer.cpp385
19 files changed, 1065 insertions, 1461 deletions
diff --git a/indra/llrender/CMakeLists.txt b/indra/llrender/CMakeLists.txt
index ccff7c7a8c..26a8ff070f 100644
--- a/indra/llrender/CMakeLists.txt
+++ b/indra/llrender/CMakeLists.txt
@@ -23,7 +23,6 @@ set(llrender_SOURCE_FILES
llglslshader.cpp
llgltexture.cpp
llimagegl.cpp
- llpostprocess.cpp
llrender.cpp
llrender2dutils.cpp
llrendernavprim.cpp
@@ -56,7 +55,6 @@ set(llrender_HEADER_FILES
llgltexture.h
llgltypes.h
llimagegl.h
- llpostprocess.h
llrender.h
llrender2dutils.h
llrendernavprim.h
diff --git a/indra/llrender/llfontfreetype.cpp b/indra/llrender/llfontfreetype.cpp
index 6128e03fa7..fa76669258 100644
--- a/indra/llrender/llfontfreetype.cpp
+++ b/indra/llrender/llfontfreetype.cpp
@@ -52,7 +52,9 @@
#include "llfontbitmapcache.h"
#include "llgl.h"
-#define ENABLE_OT_SVG_SUPPORT
+#if !defined(LL_NO_OTSVG)
+ #define ENABLE_OT_SVG_SUPPORT
+#endif
FT_Render_Mode gFontRenderMode = FT_RENDER_MODE_NORMAL;
@@ -87,7 +89,7 @@ LLFontManager::LLFontManager()
FT_Done_FreeType(gFTLibrary);
}
-#ifdef ENABLE_OT_SVG_SUPPORT
+#if defined(ENABLE_OT_SVG_SUPPORT)
SVG_RendererHooks hooks = {
LLFontFreeTypeSvgRenderer::OnInit,
LLFontFreeTypeSvgRenderer::OnFree,
@@ -483,8 +485,8 @@ LLFontGlyphInfo* LLFontFreetype::addGlyph(llwchar wch, EFontGlyphType glyph_type
continue;
}
glyph_index = FT_Get_Char_Index(pair.first->mFTFace, wch);
- if (glyph_index)
- {
+ if (glyph_index)
+ {
return addGlyphFromFont(pair.first, wch, glyph_index,
glyph_type);
}
diff --git a/indra/llrender/llfontfreetypesvg.cpp b/indra/llrender/llfontfreetypesvg.cpp
index 71f751329e..15251fe1b1 100644
--- a/indra/llrender/llfontfreetypesvg.cpp
+++ b/indra/llrender/llfontfreetypesvg.cpp
@@ -80,6 +80,7 @@ void LLFontFreeTypeSvgRenderer::OnDataFinalizer(void* objectp)
//static
FT_Error LLFontFreeTypeSvgRenderer::OnPresetGlypthSlot(FT_GlyphSlot glyph_slot, FT_Bool cache, FT_Pointer*)
{
+#ifndef LL_NO_OTSVG
FT_SVG_Document document = static_cast<FT_SVG_Document>(glyph_slot->other);
llassert(!glyph_slot->generic.data || !cache || glyph_slot->glyph_index == ((LLSvgRenderData*)glyph_slot->generic.data)->GlyphIndex);
@@ -166,6 +167,9 @@ FT_Error LLFontFreeTypeSvgRenderer::OnPresetGlypthSlot(FT_GlyphSlot glyph_slot,
}
return FT_Err_Ok;
+#else
+ return FT_Err_Unimplemented_Feature;
+#endif
}
// static
diff --git a/indra/llrender/llfontfreetypesvg.h b/indra/llrender/llfontfreetypesvg.h
index 4170cab273..94b83d5fff 100644
--- a/indra/llrender/llfontfreetypesvg.h
+++ b/indra/llrender/llfontfreetypesvg.h
@@ -29,7 +29,11 @@
#include <ft2build.h>
#include FT_TYPES_H
#include FT_MODULE_H
-#include FT_OTSVG_H
+#ifdef FT_OTSVG_H
+ #include FT_OTSVG_H
+#else
+ #define LL_NO_OTSVG
+#endif
// See https://freetype.org/freetype2/docs/reference/ft2-svg_fonts.html
class LLFontFreeTypeSvgRenderer
diff --git a/indra/llrender/llfontgl.cpp b/indra/llrender/llfontgl.cpp
index 9721b020c7..a012d57b5a 100644
--- a/indra/llrender/llfontgl.cpp
+++ b/indra/llrender/llfontgl.cpp
@@ -270,10 +270,10 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
const LLFontGlyphInfo* next_glyph = NULL;
- static constexpr S32 GLYPH_BATCH_SIZE = 30;
- static thread_local LLVector3 vertices[GLYPH_BATCH_SIZE * 4];
- static thread_local LLVector2 uvs[GLYPH_BATCH_SIZE * 4];
- static thread_local LLColor4U colors[GLYPH_BATCH_SIZE * 4];
+ static constexpr U32 GLYPH_BATCH_SIZE = 30;
+ static thread_local LLVector4a vertices[GLYPH_BATCH_SIZE * 6];
+ static thread_local LLVector2 uvs[GLYPH_BATCH_SIZE * 6];
+ static thread_local LLColor4U colors[GLYPH_BATCH_SIZE * 6];
LLColor4U text_color(color);
// Preserve the transparency to render fading emojis in fading text (e.g.
@@ -281,7 +281,7 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
LLColor4U emoji_color(255, 255, 255, text_color.mV[VALPHA]);
std::pair<EFontGlyphType, S32> bitmap_entry = std::make_pair(EFontGlyphType::Grayscale, -1);
- S32 glyph_count = 0;
+ U32 glyph_count = 0;
for (i = begin_offset; i < begin_offset + length; i++)
{
llwchar wch = wstr[i];
@@ -305,9 +305,9 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
// otherwise the queued glyphs will be taken from wrong textures.
if (glyph_count > 0)
{
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
{
- gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4);
+ gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 6);
}
gGL.end();
glyph_count = 0;
@@ -338,9 +338,9 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
if (glyph_count >= GLYPH_BATCH_SIZE)
{
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
{
- gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4);
+ gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 6);
}
gGL.end();
@@ -376,9 +376,9 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
cur_render_y = cur_y;
}
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
{
- gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4);
+ gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 6);
}
gGL.end();
@@ -1227,31 +1227,42 @@ LLFontGL &LLFontGL::operator=(const LLFontGL &source)
return *this;
}
-void LLFontGL::renderQuad(LLVector3* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, F32 slant_amt) const
+void LLFontGL::renderTriangle(LLVector4a* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, F32 slant_amt) const
{
S32 index = 0;
- vertex_out[index] = LLVector3(screen_rect.mRight, screen_rect.mTop, 0.f);
- uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
+ vertex_out[index].set(screen_rect.mRight, screen_rect.mTop, 0.f);
+ uv_out[index].set(uv_rect.mRight, uv_rect.mTop);
colors_out[index] = color;
index++;
- vertex_out[index] = LLVector3(screen_rect.mLeft, screen_rect.mTop, 0.f);
- uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop);
+ vertex_out[index].set(screen_rect.mLeft, screen_rect.mTop, 0.f);
+ uv_out[index].set(uv_rect.mLeft, uv_rect.mTop);
colors_out[index] = color;
index++;
- vertex_out[index] = LLVector3(screen_rect.mLeft, screen_rect.mBottom, 0.f);
- uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
+ vertex_out[index].set(screen_rect.mLeft, screen_rect.mBottom, 0.f);
+ uv_out[index].set(uv_rect.mLeft, uv_rect.mBottom);
colors_out[index] = color;
index++;
- vertex_out[index] = LLVector3(screen_rect.mRight, screen_rect.mBottom, 0.f);
- uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom);
+
+ vertex_out[index].set(screen_rect.mRight, screen_rect.mTop, 0.f);
+ uv_out[index].set(uv_rect.mRight, uv_rect.mTop);
+ colors_out[index] = color;
+ index++;
+
+ vertex_out[index].set(screen_rect.mLeft, screen_rect.mBottom, 0.f);
+ uv_out[index].set(uv_rect.mLeft, uv_rect.mBottom);
+ colors_out[index] = color;
+ index++;
+
+ vertex_out[index].set(screen_rect.mRight, screen_rect.mBottom, 0.f);
+ uv_out[index].set(uv_rect.mRight, uv_rect.mBottom);
colors_out[index] = color;
}
-void LLFontGL::drawGlyph(S32& glyph_count, LLVector3* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, U8 style, ShadowType shadow, F32 drop_shadow_strength) const
+void LLFontGL::drawGlyph(U32& glyph_count, LLVector4a* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, U8 style, ShadowType shadow, F32 drop_shadow_strength) const
{
F32 slant_offset;
slant_offset = ((style & ITALIC) ? ( -mFontFreetype->getAscenderHeight() * 0.2f) : 0.f);
@@ -1265,7 +1276,7 @@ void LLFontGL::drawGlyph(S32& glyph_count, LLVector3* vertex_out, LLVector2* uv_
LLRectf screen_rect_offset = screen_rect;
screen_rect_offset.translate((F32)(pass * BOLD_OFFSET), 0.f);
- renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect_offset, uv_rect, color, slant_offset);
+ renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect_offset, uv_rect, color, slant_offset);
glyph_count++;
}
}
@@ -1296,10 +1307,10 @@ void LLFontGL::drawGlyph(S32& glyph_count, LLVector3* vertex_out, LLVector2* uv_
break;
}
- renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect_offset, uv_rect, shadow_color, slant_offset);
+ renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect_offset, uv_rect, shadow_color, slant_offset);
glyph_count++;
}
- renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect, uv_rect, color, slant_offset);
+ renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect, uv_rect, color, slant_offset);
glyph_count++;
}
else if (shadow == DROP_SHADOW)
@@ -1308,14 +1319,14 @@ void LLFontGL::drawGlyph(S32& glyph_count, LLVector3* vertex_out, LLVector2* uv_
shadow_color.mV[VALPHA] = U8(color.mV[VALPHA] * drop_shadow_strength);
LLRectf screen_rect_shadow = screen_rect;
screen_rect_shadow.translate(1.f, -1.f);
- renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect_shadow, uv_rect, shadow_color, slant_offset);
+ renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect_shadow, uv_rect, shadow_color, slant_offset);
glyph_count++;
- renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect, uv_rect, color, slant_offset);
+ renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect, uv_rect, color, slant_offset);
glyph_count++;
}
else // normal rendering
{
- renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect, uv_rect, color, slant_offset);
+ renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect, uv_rect, color, slant_offset);
glyph_count++;
}
}
diff --git a/indra/llrender/llfontgl.h b/indra/llrender/llfontgl.h
index de7529a583..a257d94512 100644
--- a/indra/llrender/llfontgl.h
+++ b/indra/llrender/llfontgl.h
@@ -238,8 +238,8 @@ private:
LLFontDescriptor mFontDescriptor;
LLPointer<LLFontFreetype> mFontFreetype;
- void renderQuad(LLVector3* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, F32 slant_amt) const;
- void drawGlyph(S32& glyph_count, LLVector3* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, U8 style, ShadowType shadow, F32 drop_shadow_fade) const;
+ void renderTriangle(LLVector4a* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, F32 slant_amt) const;
+ void drawGlyph(U32& glyph_count, LLVector4a* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, U8 style, ShadowType shadow, F32 drop_shadow_fade) const;
// Registry holds all instantiated fonts.
static LLFontRegistry* sFontRegistry;
diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index c62cacdce6..15fb289de3 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -215,8 +215,6 @@ LLMatrix4 gGLObliqueProjectionInverse;
std::list<LLGLUpdate*> LLGLUpdate::sGLQ;
-#if (LL_WINDOWS || LL_LINUX) && !LL_MESA_HEADLESS
-
#if LL_WINDOWS
// WGL_ARB_create_context
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = nullptr;
@@ -236,8 +234,6 @@ PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC wglBlitContextFramebufferAMD = n
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = nullptr;
PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT = nullptr;
-#endif
-
// GL_VERSION_1_2
//PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements = nullptr;
//PFNGLTEXIMAGE3DPROC glTexImage3D = nullptr;
@@ -1170,6 +1166,11 @@ bool LLGLManager::initGL()
mGLVendorShort = "INTEL";
mIsIntel = true;
}
+ else if (mGLVendor.find("APPLE") != std::string::npos)
+ {
+ mGLVendorShort = "APPLE";
+ mIsApple = true;
+ }
else
{
mGLVendorShort = "MISC";
@@ -1402,6 +1403,9 @@ void LLGLManager::shutdownGL()
void LLGLManager::initExtensions()
{
+#if LL_LINUX
+ glh_init_extensions("");
+#endif
#if LL_DARWIN
GLint num_extensions = 0;
std::string all_extensions{""};
@@ -1432,10 +1436,9 @@ void LLGLManager::initExtensions()
mInited = true;
-#if (LL_WINDOWS || LL_LINUX) && !LL_MESA_HEADLESS
+#if LL_WINDOWS
LL_DEBUGS("RenderInit") << "GL Probe: Getting symbols" << LL_ENDL;
-#if LL_WINDOWS
// WGL_AMD_gpu_association
wglGetGPUIDsAMD = (PFNWGLGETGPUIDSAMDPROC)GLH_EXT_GET_PROC_ADDRESS("wglGetGPUIDsAMD");
wglGetGPUInfoAMD = (PFNWGLGETGPUINFOAMDPROC)GLH_EXT_GET_PROC_ADDRESS("wglGetGPUInfoAMD");
@@ -1453,8 +1456,6 @@ void LLGLManager::initExtensions()
// WGL_ARB_create_context
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)GLH_EXT_GET_PROC_ADDRESS("wglCreateContextAttribsARB");
-#endif
-
// Load entire OpenGL API through GetProcAddress, leaving sections beyond mGLVersion unloaded
@@ -2582,6 +2583,7 @@ void parse_gl_version( S32* major, S32* minor, S32* release, std::string* vendor
{
return;
}
+ LL_INFOS() << "GL: " << version << LL_ENDL;
version_string->assign(version);
@@ -2957,5 +2959,3 @@ extern "C"
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
#endif
-
-
diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h
index 17f825bd71..f5b1e8d786 100644
--- a/indra/llrender/llgl.h
+++ b/indra/llrender/llgl.h
@@ -102,6 +102,7 @@ public:
bool mIsAMD;
bool mIsNVIDIA;
bool mIsIntel;
+ bool mIsApple = false;
// hints to the render pipe
U32 mDownScaleMethod = 0; // see settings.xml RenderDownScaleMethod
diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h
index 3d4dc5e698..921adc0f8c 100644
--- a/indra/llrender/llglheaders.h
+++ b/indra/llrender/llglheaders.h
@@ -41,6 +41,22 @@
# include "GL/glh_extensions.h"
# undef __APPLE__
+#elif LL_LINUX
+#define GL_GLEXT_PROTOTYPES
+#define GLX_GLEXT_PROTOTYPES
+
+#include "GL/gl.h"
+#include "GL/glext.h"
+#include "GL/glu.h"
+
+// The __APPLE__ kludge is to make glh_extensions.h not symbol-clash horribly
+# define __APPLE__
+# include "GL/glh_extensions.h"
+# undef __APPLE__
+
+# include "GL/glx.h"
+# include "GL/glxext.h"
+
#elif LL_WINDOWS
//----------------------------------------------------------------------------
// LL_WINDOWS
@@ -1029,6 +1045,25 @@ extern void glGetBufferPointervARB (GLenum, GLenum, GLvoid* *);
#include <OpenGL/gl.h>
+#elif LL_LINUX
+
+#define GL_GLEXT_PROTOTYPES
+#define GLX_GLEXT_PROTOTYPES
+
+#include "GL/gl.h"
+#include "GL/glu.h"
+#include "GL/glext.h"
+#include "GL/glx.h"
+
+// The __APPLE__ kludge is to make glh_extensions.h not symbol-clash horribly
+# define __APPLE__
+# include "GL/glh_extensions.h"
+# undef __APPLE__
+
+// #include <X11/Xlib.h>
+// #include <X11/Xutil.h>
+#include "GL/glh_extensions.h"
+
#endif // LL_MESA / LL_WINDOWS / LL_DARWIN
// Even when GL_ARB_depth_clamp is available in the driver, the (correct)
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index a157bfee21..6ba5463acd 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -63,6 +63,7 @@ U64 LLGLSLShader::sTotalTimeElapsed = 0;
U32 LLGLSLShader::sTotalTrianglesDrawn = 0;
U64 LLGLSLShader::sTotalSamplesDrawn = 0;
U32 LLGLSLShader::sTotalBinds = 0;
+boost::json::value LLGLSLShader::sDefaultStats;
//UI shader -- declared here so llui_libtest will link properly
LLGLSLShader gUIProgram;
@@ -101,9 +102,9 @@ void LLGLSLShader::initProfile()
sTotalSamplesDrawn = 0;
sTotalBinds = 0;
- for (std::set<LLGLSLShader*>::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter)
+ for (auto ptr : sInstances)
{
- (*iter)->clearStats();
+ ptr->clearStats();
}
}
@@ -117,45 +118,57 @@ struct LLGLSLShaderCompareTimeElapsed
};
//static
-void LLGLSLShader::finishProfile(bool emit_report)
+void LLGLSLShader::finishProfile(boost::json::value& statsv)
{
sProfileEnabled = false;
- if (emit_report)
+ if (! statsv.is_null())
{
- std::vector<LLGLSLShader*> sorted;
-
- for (std::set<LLGLSLShader*>::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter)
- {
- sorted.push_back(*iter);
- }
-
+ std::vector<LLGLSLShader*> sorted(sInstances.begin(), sInstances.end());
std::sort(sorted.begin(), sorted.end(), LLGLSLShaderCompareTimeElapsed());
+ auto& stats = statsv.as_object();
+ auto shadersit = stats.emplace("shaders", boost::json::array_kind).first;
+ auto& shaders = shadersit->value().as_array();
bool unbound = false;
- for (std::vector<LLGLSLShader*>::iterator iter = sorted.begin(); iter != sorted.end(); ++iter)
+ for (auto ptr : sorted)
{
- (*iter)->dumpStats();
- if ((*iter)->mBinds == 0)
+ if (ptr->mBinds == 0)
{
unbound = true;
}
+ else
+ {
+ auto& shaderit = shaders.emplace_back(boost::json::object_kind);
+ ptr->dumpStats(shaderit.as_object());
+ }
}
+ constexpr float mega = 1'000'000.f;
+ float totalTimeMs = sTotalTimeElapsed / mega;
LL_INFOS() << "-----------------------------------" << LL_ENDL;
- LL_INFOS() << "Total rendering time: " << llformat("%.4f ms", sTotalTimeElapsed / 1000000.f) << LL_ENDL;
- LL_INFOS() << "Total samples drawn: " << llformat("%.4f million", sTotalSamplesDrawn / 1000000.f) << LL_ENDL;
- LL_INFOS() << "Total triangles drawn: " << llformat("%.3f million", sTotalTrianglesDrawn / 1000000.f) << LL_ENDL;
+ LL_INFOS() << "Total rendering time: " << llformat("%.4f ms", totalTimeMs) << LL_ENDL;
+ LL_INFOS() << "Total samples drawn: " << llformat("%.4f million", sTotalSamplesDrawn / mega) << LL_ENDL;
+ LL_INFOS() << "Total triangles drawn: " << llformat("%.3f million", sTotalTrianglesDrawn / mega) << LL_ENDL;
LL_INFOS() << "-----------------------------------" << LL_ENDL;
-
+ auto totalsit = stats.emplace("totals", boost::json::object_kind).first;
+ auto& totals = totalsit->value().as_object();
+ totals.emplace("time", totalTimeMs / 1000.0);
+ totals.emplace("binds", sTotalBinds);
+ totals.emplace("samples", sTotalSamplesDrawn);
+ totals.emplace("triangles", sTotalTrianglesDrawn);
+
+ auto unusedit = stats.emplace("unused", boost::json::array_kind).first;
+ auto& unused = unusedit->value().as_array();
if (unbound)
{
LL_INFOS() << "The following shaders were unused: " << LL_ENDL;
- for (std::vector<LLGLSLShader*>::iterator iter = sorted.begin(); iter != sorted.end(); ++iter)
+ for (auto ptr : sorted)
{
- if ((*iter)->mBinds == 0)
+ if (ptr->mBinds == 0)
{
- LL_INFOS() << (*iter)->mName << LL_ENDL;
+ LL_INFOS() << ptr->mName << LL_ENDL;
+ unused.emplace_back(ptr->mName);
}
}
}
@@ -170,36 +183,43 @@ void LLGLSLShader::clearStats()
mBinds = 0;
}
-void LLGLSLShader::dumpStats()
+void LLGLSLShader::dumpStats(boost::json::object& stats)
{
- if (mBinds > 0)
+ stats.emplace("name", mName);
+ auto filesit = stats.emplace("files", boost::json::array_kind).first;
+ auto& files = filesit->value().as_array();
+ LL_INFOS() << "=============================================" << LL_ENDL;
+ LL_INFOS() << mName << LL_ENDL;
+ for (U32 i = 0; i < mShaderFiles.size(); ++i)
{
- LL_INFOS() << "=============================================" << LL_ENDL;
- LL_INFOS() << mName << LL_ENDL;
- for (U32 i = 0; i < mShaderFiles.size(); ++i)
- {
- LL_INFOS() << mShaderFiles[i].first << LL_ENDL;
- }
- LL_INFOS() << "=============================================" << LL_ENDL;
+ LL_INFOS() << mShaderFiles[i].first << LL_ENDL;
+ files.emplace_back(mShaderFiles[i].first);
+ }
+ LL_INFOS() << "=============================================" << LL_ENDL;
- F32 ms = mTimeElapsed / 1000000.f;
- F32 seconds = ms / 1000.f;
+ constexpr float mega = 1'000'000.f;
+ constexpr double giga = 1'000'000'000.0;
+ F32 ms = mTimeElapsed / mega;
+ F32 seconds = ms / 1000.f;
- F32 pct_tris = (F32)mTrianglesDrawn / (F32)sTotalTrianglesDrawn * 100.f;
- F32 tris_sec = (F32)(mTrianglesDrawn / 1000000.0);
- tris_sec /= seconds;
+ F32 pct_tris = (F32)mTrianglesDrawn / (F32)sTotalTrianglesDrawn * 100.f;
+ F32 tris_sec = (F32)(mTrianglesDrawn / mega);
+ tris_sec /= seconds;
- F32 pct_samples = (F32)((F64)mSamplesDrawn / (F64)sTotalSamplesDrawn) * 100.f;
- F32 samples_sec = (F32)(mSamplesDrawn / 1000000000.0);
- samples_sec /= seconds;
+ F32 pct_samples = (F32)((F64)mSamplesDrawn / (F64)sTotalSamplesDrawn) * 100.f;
+ F32 samples_sec = (F32)(mSamplesDrawn / giga);
+ samples_sec /= seconds;
- F32 pct_binds = (F32)mBinds / (F32)sTotalBinds * 100.f;
+ F32 pct_binds = (F32)mBinds / (F32)sTotalBinds * 100.f;
- LL_INFOS() << "Triangles Drawn: " << mTrianglesDrawn << " " << llformat("(%.2f pct of total, %.3f million/sec)", pct_tris, tris_sec) << LL_ENDL;
- LL_INFOS() << "Binds: " << mBinds << " " << llformat("(%.2f pct of total)", pct_binds) << LL_ENDL;
- LL_INFOS() << "SamplesDrawn: " << mSamplesDrawn << " " << llformat("(%.2f pct of total, %.3f billion/sec)", pct_samples, samples_sec) << LL_ENDL;
- LL_INFOS() << "Time Elapsed: " << mTimeElapsed << " " << llformat("(%.2f pct of total, %.5f ms)\n", (F32)((F64)mTimeElapsed / (F64)sTotalTimeElapsed) * 100.f, ms) << LL_ENDL;
- }
+ LL_INFOS() << "Triangles Drawn: " << mTrianglesDrawn << " " << llformat("(%.2f pct of total, %.3f million/sec)", pct_tris, tris_sec) << LL_ENDL;
+ LL_INFOS() << "Binds: " << mBinds << " " << llformat("(%.2f pct of total)", pct_binds) << LL_ENDL;
+ LL_INFOS() << "SamplesDrawn: " << mSamplesDrawn << " " << llformat("(%.2f pct of total, %.3f billion/sec)", pct_samples, samples_sec) << LL_ENDL;
+ LL_INFOS() << "Time Elapsed: " << mTimeElapsed << " " << llformat("(%.2f pct of total, %.5f ms)\n", (F32)((F64)mTimeElapsed / (F64)sTotalTimeElapsed) * 100.f, ms) << LL_ENDL;
+ stats.emplace("time", seconds);
+ stats.emplace("binds", mBinds);
+ stats.emplace("samples", mSamplesDrawn);
+ stats.emplace("triangles", mTrianglesDrawn);
}
//static
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 27c8f0b7d0..2d669c70a9 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -30,6 +30,7 @@
#include "llgl.h"
#include "llrender.h"
#include "llstaticstringtable.h"
+#include <boost/json.hpp>
#include <unordered_map>
class LLShaderFeatures
@@ -169,14 +170,14 @@ public:
static U32 sMaxGLTFNodes;
static void initProfile();
- static void finishProfile(bool emit_report = true);
+ static void finishProfile(boost::json::value& stats=sDefaultStats);
static void startProfile();
static void stopProfile();
void unload();
void clearStats();
- void dumpStats();
+ void dumpStats(boost::json::object& stats);
// place query objects for profiling if profiling is enabled
// if for_runtime is true, will place timer query only whether or not profiling is enabled
@@ -363,6 +364,11 @@ public:
private:
void unloadInternal();
+ // This must be static because finishProfile() is called at least once
+ // within a __try block. If we default its stats parameter to a temporary
+ // json::value, that temporary must be destroyed when the stack is
+ // unwound, which __try forbids.
+ static boost::json::value sDefaultStats;
};
//UI shader (declared here so llui_libtest will link properly)
diff --git a/indra/llrender/llpostprocess.cpp b/indra/llrender/llpostprocess.cpp
deleted file mode 100644
index eef7193c92..0000000000
--- a/indra/llrender/llpostprocess.cpp
+++ /dev/null
@@ -1,454 +0,0 @@
-/**
- * @file llpostprocess.cpp
- * @brief LLPostProcess class implementation
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#include "linden_common.h"
-
-#include "llpostprocess.h"
-#include "llglslshader.h"
-#include "llsdserialize.h"
-#include "llrender.h"
-
-static LLStaticHashedString sRenderTexture("RenderTexture");
-static LLStaticHashedString sBrightness("brightness");
-static LLStaticHashedString sContrast("contrast");
-static LLStaticHashedString sContrastBase("contrastBase");
-static LLStaticHashedString sSaturation("saturation");
-static LLStaticHashedString sLumWeights("lumWeights");
-static LLStaticHashedString sNoiseTexture("NoiseTexture");
-static LLStaticHashedString sBrightMult("brightMult");
-static LLStaticHashedString sNoiseStrength("noiseStrength");
-static LLStaticHashedString sExtractLow("extractLow");
-static LLStaticHashedString sExtractHigh("extractHigh");
-static LLStaticHashedString sBloomStrength("bloomStrength");
-static LLStaticHashedString sTexelSize("texelSize");
-static LLStaticHashedString sBlurDirection("blurDirection");
-static LLStaticHashedString sBlurWidth("blurWidth");
-
-LLPostProcess * gPostProcess = NULL;
-
-static const unsigned int NOISE_SIZE = 512;
-
-LLPostProcess::LLPostProcess(void) :
- initialized(false),
- mAllEffects(LLSD::emptyMap()),
- screenW(1), screenH(1)
-{
- mSceneRenderTexture = NULL ;
- mNoiseTexture = NULL ;
- mTempBloomTexture = NULL ;
-
- noiseTextureScale = 1.0f;
-
- /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
- std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
- LL_DEBUGS("AppInit", "Shaders") << "Loading PostProcess Effects settings from " << pathName << LL_ENDL;
-
- llifstream effectsXML(pathName);
-
- if (effectsXML)
- {
- LLPointer<LLSDParser> parser = new LLSDXMLParser();
-
- parser->parse(effectsXML, mAllEffects, LLSDSerialize::SIZE_UNLIMITED);
- }
-
- if (!mAllEffects.has("default"))
- {
- LLSD & defaultEffect = (mAllEffects["default"] = LLSD::emptyMap());
-
- defaultEffect["enable_night_vision"] = LLSD::Boolean(false);
- defaultEffect["enable_bloom"] = LLSD::Boolean(false);
- defaultEffect["enable_color_filter"] = LLSD::Boolean(false);
-
- /// NVG Defaults
- defaultEffect["brightness_multiplier"] = 3.0;
- defaultEffect["noise_size"] = 25.0;
- defaultEffect["noise_strength"] = 0.4;
-
- // TODO BTest potentially add this to tweaks?
- noiseTextureScale = 1.0f;
-
- /// Bloom Defaults
- defaultEffect["extract_low"] = 0.95;
- defaultEffect["extract_high"] = 1.0;
- defaultEffect["bloom_width"] = 2.25;
- defaultEffect["bloom_strength"] = 1.5;
-
- /// Color Filter Defaults
- defaultEffect["brightness"] = 1.0;
- defaultEffect["contrast"] = 1.0;
- defaultEffect["saturation"] = 1.0;
-
- LLSD& contrastBase = (defaultEffect["contrast_base"] = LLSD::emptyArray());
- contrastBase.append(1.0);
- contrastBase.append(1.0);
- contrastBase.append(1.0);
- contrastBase.append(0.5);
- }
-
- setSelectedEffect("default");
- */
-}
-
-LLPostProcess::~LLPostProcess(void)
-{
- invalidate() ;
-}
-
-// static
-void LLPostProcess::initClass(void)
-{
- //this will cause system to crash at second time login
- //if first time login fails due to network connection --- bao
- //***llassert_always(gPostProcess == NULL);
- //replaced by the following line:
- if(gPostProcess)
- return ;
-
-
- gPostProcess = new LLPostProcess();
-}
-
-// static
-void LLPostProcess::cleanupClass()
-{
- delete gPostProcess;
- gPostProcess = NULL;
-}
-
-void LLPostProcess::setSelectedEffect(std::string const & effectName)
-{
- mSelectedEffectName = effectName;
- static_cast<LLSD &>(tweaks) = mAllEffects[effectName];
-}
-
-void LLPostProcess::saveEffect(std::string const & effectName)
-{
- /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
- mAllEffects[effectName] = tweaks;
-
- std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
- //LL_INFOS() << "Saving PostProcess Effects settings to " << pathName << LL_ENDL;
-
- llofstream effectsXML(pathName);
-
- LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter();
-
- formatter->format(mAllEffects, effectsXML);
- */
-}
-void LLPostProcess::invalidate()
-{
- mSceneRenderTexture = NULL ;
- mNoiseTexture = NULL ;
- mTempBloomTexture = NULL ;
- initialized = false ;
-}
-
-void LLPostProcess::apply(unsigned int width, unsigned int height)
-{
- if (!initialized || width != screenW || height != screenH){
- initialize(width, height);
- }
- if (shadersEnabled()){
- doEffects();
- }
-}
-
-void LLPostProcess::initialize(unsigned int width, unsigned int height)
-{
- screenW = width;
- screenH = height;
- createTexture(mSceneRenderTexture, screenW, screenH);
- initialized = true;
-
- checkError();
- createNightVisionShader();
- createBloomShader();
- createColorFilterShader();
- checkError();
-}
-
-inline bool LLPostProcess::shadersEnabled(void)
-{
- return (tweaks.useColorFilter().asBoolean() ||
- tweaks.useNightVisionShader().asBoolean() ||
- tweaks.useBloomShader().asBoolean() );
-
-}
-
-void LLPostProcess::applyShaders(void)
-{
- if (tweaks.useColorFilter()){
- applyColorFilterShader();
- checkError();
- }
- if (tweaks.useNightVisionShader()){
- /// If any of the above shaders have been called update the frame buffer;
- if (tweaks.useColorFilter())
- {
- U32 tex = mSceneRenderTexture->getTexName() ;
- copyFrameBuffer(tex, screenW, screenH);
- }
- applyNightVisionShader();
- checkError();
- }
- if (tweaks.useBloomShader()){
- /// If any of the above shaders have been called update the frame buffer;
- if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean())
- {
- U32 tex = mSceneRenderTexture->getTexName() ;
- copyFrameBuffer(tex, screenW, screenH);
- }
- applyBloomShader();
- checkError();
- }
-}
-
-void LLPostProcess::applyColorFilterShader(void)
-{
-
-}
-
-void LLPostProcess::createColorFilterShader(void)
-{
- /// Define uniform names
- colorFilterUniforms[sRenderTexture] = 0;
- colorFilterUniforms[sBrightness] = 0;
- colorFilterUniforms[sContrast] = 0;
- colorFilterUniforms[sContrastBase] = 0;
- colorFilterUniforms[sSaturation] = 0;
- colorFilterUniforms[sLumWeights] = 0;
-}
-
-void LLPostProcess::applyNightVisionShader(void)
-{
-
-}
-
-void LLPostProcess::createNightVisionShader(void)
-{
- /// Define uniform names
- nightVisionUniforms[sRenderTexture] = 0;
- nightVisionUniforms[sNoiseTexture] = 0;
- nightVisionUniforms[sBrightMult] = 0;
- nightVisionUniforms[sNoiseStrength] = 0;
- nightVisionUniforms[sLumWeights] = 0;
-
- createNoiseTexture(mNoiseTexture);
-}
-
-void LLPostProcess::applyBloomShader(void)
-{
-
-}
-
-void LLPostProcess::createBloomShader(void)
-{
- createTexture(mTempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5));
-
- /// Create Bloom Extract Shader
- bloomExtractUniforms[sRenderTexture] = 0;
- bloomExtractUniforms[sExtractLow] = 0;
- bloomExtractUniforms[sExtractHigh] = 0;
- bloomExtractUniforms[sLumWeights] = 0;
-
- /// Create Bloom Blur Shader
- bloomBlurUniforms[sRenderTexture] = 0;
- bloomBlurUniforms[sBloomStrength] = 0;
- bloomBlurUniforms[sTexelSize] = 0;
- bloomBlurUniforms[sBlurDirection] = 0;
- bloomBlurUniforms[sBlurWidth] = 0;
-}
-
-void LLPostProcess::getShaderUniforms(glslUniforms & uniforms, GLuint & prog)
-{
- /// Find uniform locations and insert into map
- glslUniforms::iterator i;
- for (i = uniforms.begin(); i != uniforms.end(); ++i){
- i->second = glGetUniformLocation(prog, i->first.String().c_str());
- }
-}
-
-void LLPostProcess::doEffects(void)
-{
- /// Save GL State
- glPushAttrib(GL_ALL_ATTRIB_BITS);
- glPushClientAttrib(GL_ALL_ATTRIB_BITS);
-
- /// Copy the screen buffer to the render texture
- {
- U32 tex = mSceneRenderTexture->getTexName() ;
- copyFrameBuffer(tex, screenW, screenH);
- }
-
- /// Clear the frame buffer.
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- /// Change to an orthogonal view
- viewOrthogonal(screenW, screenH);
-
- checkError();
- applyShaders();
-
- LLGLSLShader::unbind();
- checkError();
-
- /// Change to a perspective view
- viewPerspective();
-
- /// Reset GL State
- glPopClientAttrib();
- glPopAttrib();
- checkError();
-}
-
-void LLPostProcess::copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height)
-{
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture);
- glCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, width, height, 0);
-}
-
-void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type)
-{
-
-}
-
-void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height)
-{
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.ortho( 0.f, (GLfloat) width , (GLfloat) height , 0.f, -1.f, 1.f );
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
-}
-
-void LLPostProcess::viewPerspective(void)
-{
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-}
-
-void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height)
-{
- viewPerspective();
- viewOrthogonal(width, height);
-}
-
-void LLPostProcess::createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height)
-{
- std::vector<GLubyte> data(width * height * 4, 0) ;
-
- texture = new LLImageGL(false) ;
- if(texture->createGLTexture())
- {
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture->getTexName());
- glTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, width, height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- }
-}
-
-void LLPostProcess::createNoiseTexture(LLPointer<LLImageGL>& texture)
-{
- std::vector<GLubyte> buffer(NOISE_SIZE * NOISE_SIZE);
- for (unsigned int i = 0; i < NOISE_SIZE; i++){
- for (unsigned int k = 0; k < NOISE_SIZE; k++){
- buffer[(i * NOISE_SIZE) + k] = (GLubyte)((double) rand() / ((double) RAND_MAX + 1.f) * 255.f);
- }
- }
-
- texture = new LLImageGL(false) ;
- if(texture->createGLTexture())
- {
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture->getTexName());
- LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
- }
-}
-
-bool LLPostProcess::checkError(void)
-{
- GLenum glErr;
- bool retCode = false;
-
- glErr = glGetError();
- while (glErr != GL_NO_ERROR)
- {
- // shaderErrorLog << (const char *) gluErrorString(glErr) << std::endl;
- char const * err_str_raw = (const char *) gluErrorString(glErr);
-
- if(err_str_raw == NULL)
- {
- std::ostringstream err_builder;
- err_builder << "unknown error number " << glErr;
- mShaderErrorString = err_builder.str();
- }
- else
- {
- mShaderErrorString = err_str_raw;
- }
-
- retCode = true;
- glErr = glGetError();
- }
- return retCode;
-}
-
-void LLPostProcess::checkShaderError(GLuint shader)
-{
- GLint infologLength = 0;
- GLint charsWritten = 0;
- GLchar *infoLog;
-
- checkError(); // Check for OpenGL errors
-
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLength);
-
- checkError(); // Check for OpenGL errors
-
- if (infologLength > 0)
- {
- infoLog = (GLchar *)malloc(infologLength);
- if (infoLog == NULL)
- {
- /// Could not allocate infolog buffer
- return;
- }
- glGetProgramInfoLog(shader, infologLength, &charsWritten, infoLog);
- // shaderErrorLog << (char *) infoLog << std::endl;
- mShaderErrorString = (char *) infoLog;
- free(infoLog);
- }
- checkError(); // Check for OpenGL errors
-}
diff --git a/indra/llrender/llpostprocess.h b/indra/llrender/llpostprocess.h
deleted file mode 100644
index b5b7549efb..0000000000
--- a/indra/llrender/llpostprocess.h
+++ /dev/null
@@ -1,267 +0,0 @@
-/**
- * @file llpostprocess.h
- * @brief LLPostProcess class definition
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#ifndef LL_POSTPROCESS_H
-#define LL_POSTPROCESS_H
-
-#include <map>
-#include <fstream>
-#include "llgl.h"
-#include "llglheaders.h"
-#include "llstaticstringtable.h"
-
-class LLPostProcess
-{
-public:
-
- typedef enum _QuadType {
- QUAD_NORMAL,
- QUAD_NOISE,
- QUAD_BLOOM_EXTRACT,
- QUAD_BLOOM_COMBINE
- } QuadType;
-
- /// GLSL Shader Encapsulation Struct
- typedef LLStaticStringTable<GLuint> glslUniforms;
-
- struct PostProcessTweaks : public LLSD {
- inline PostProcessTweaks() : LLSD(LLSD::emptyMap())
- {
- }
-
- inline LLSD & brightMult() {
- return (*this)["brightness_multiplier"];
- }
-
- inline LLSD & noiseStrength() {
- return (*this)["noise_strength"];
- }
-
- inline LLSD & noiseSize() {
- return (*this)["noise_size"];
- }
-
- inline LLSD & extractLow() {
- return (*this)["extract_low"];
- }
-
- inline LLSD & extractHigh() {
- return (*this)["extract_high"];
- }
-
- inline LLSD & bloomWidth() {
- return (*this)["bloom_width"];
- }
-
- inline LLSD & bloomStrength() {
- return (*this)["bloom_strength"];
- }
-
- inline LLSD & brightness() {
- return (*this)["brightness"];
- }
-
- inline LLSD & contrast() {
- return (*this)["contrast"];
- }
-
- inline LLSD & contrastBaseR() {
- return (*this)["contrast_base"][0];
- }
-
- inline LLSD & contrastBaseG() {
- return (*this)["contrast_base"][1];
- }
-
- inline LLSD & contrastBaseB() {
- return (*this)["contrast_base"][2];
- }
-
- inline LLSD & contrastBaseIntensity() {
- return (*this)["contrast_base"][3];
- }
-
- inline LLSD & saturation() {
- return (*this)["saturation"];
- }
-
- inline LLSD & useNightVisionShader() {
- return (*this)["enable_night_vision"];
- }
-
- inline LLSD & useBloomShader() {
- return (*this)["enable_bloom"];
- }
-
- inline LLSD & useColorFilter() {
- return (*this)["enable_color_filter"];
- }
-
-
- inline F32 getBrightMult() const {
- return F32((*this)["brightness_multiplier"].asReal());
- }
-
- inline F32 getNoiseStrength() const {
- return F32((*this)["noise_strength"].asReal());
- }
-
- inline F32 getNoiseSize() const {
- return F32((*this)["noise_size"].asReal());
- }
-
- inline F32 getExtractLow() const {
- return F32((*this)["extract_low"].asReal());
- }
-
- inline F32 getExtractHigh() const {
- return F32((*this)["extract_high"].asReal());
- }
-
- inline F32 getBloomWidth() const {
- return F32((*this)["bloom_width"].asReal());
- }
-
- inline F32 getBloomStrength() const {
- return F32((*this)["bloom_strength"].asReal());
- }
-
- inline F32 getBrightness() const {
- return F32((*this)["brightness"].asReal());
- }
-
- inline F32 getContrast() const {
- return F32((*this)["contrast"].asReal());
- }
-
- inline F32 getContrastBaseR() const {
- return F32((*this)["contrast_base"][0].asReal());
- }
-
- inline F32 getContrastBaseG() const {
- return F32((*this)["contrast_base"][1].asReal());
- }
-
- inline F32 getContrastBaseB() const {
- return F32((*this)["contrast_base"][2].asReal());
- }
-
- inline F32 getContrastBaseIntensity() const {
- return F32((*this)["contrast_base"][3].asReal());
- }
-
- inline F32 getSaturation() const {
- return F32((*this)["saturation"].asReal());
- }
-
- };
-
- bool initialized;
- PostProcessTweaks tweaks;
-
- // the map of all availible effects
- LLSD mAllEffects;
-
-private:
- LLPointer<LLImageGL> mSceneRenderTexture ;
- LLPointer<LLImageGL> mNoiseTexture ;
- LLPointer<LLImageGL> mTempBloomTexture ;
-
-public:
- LLPostProcess(void);
-
- ~LLPostProcess(void);
-
- void apply(unsigned int width, unsigned int height);
- void invalidate() ;
-
- /// Perform global initialization for this class.
- static void initClass(void);
-
- // Cleanup of global data that's only inited once per class.
- static void cleanupClass();
-
- void setSelectedEffect(std::string const & effectName);
-
- inline std::string const & getSelectedEffect(void) const {
- return mSelectedEffectName;
- }
-
- void saveEffect(std::string const & effectName);
-
-private:
- /// read in from file
- std::string mShaderErrorString;
- unsigned int screenW;
- unsigned int screenH;
-
- float noiseTextureScale;
-
- /// Shader Uniforms
- glslUniforms nightVisionUniforms;
- glslUniforms bloomExtractUniforms;
- glslUniforms bloomBlurUniforms;
- glslUniforms colorFilterUniforms;
-
- // the name of currently selected effect in mAllEffects
- // invariant: tweaks == mAllEffects[mSelectedEffectName]
- std::string mSelectedEffectName;
-
- /// General functions
- void initialize(unsigned int width, unsigned int height);
- void doEffects(void);
- void applyShaders(void);
- bool shadersEnabled(void);
-
- /// Night Vision Functions
- void createNightVisionShader(void);
- void applyNightVisionShader(void);
-
- /// Bloom Functions
- void createBloomShader(void);
- void applyBloomShader(void);
-
- /// Color Filter Functions
- void createColorFilterShader(void);
- void applyColorFilterShader(void);
-
- /// OpenGL Helper Functions
- void getShaderUniforms(glslUniforms & uniforms, GLuint & prog);
- void createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height);
- void copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height);
- void createNoiseTexture(LLPointer<LLImageGL>& texture);
- bool checkError(void);
- void checkShaderError(GLuint shader);
- void drawOrthoQuad(unsigned int width, unsigned int height, QuadType type);
- void viewOrthogonal(unsigned int width, unsigned int height);
- void changeOrthogonal(unsigned int width, unsigned int height);
- void viewPerspective(void);
-};
-
-extern LLPostProcess * gPostProcess;
-
-
-#endif // LL_POSTPROCESS_H
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 16a8309a9a..565071ff0d 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -151,7 +151,8 @@ void LLTexUnit::refreshState(void)
void LLTexUnit::activate(void)
{
- if (mIndex < 0) return;
+ if (mIndex < 0)
+ return;
if ((S32)gGL.mCurrTextureUnitIndex != mIndex || gGL.mDirty)
{
@@ -163,7 +164,8 @@ void LLTexUnit::activate(void)
void LLTexUnit::enable(eTextureType type)
{
- if (mIndex < 0) return;
+ if (mIndex < 0)
+ return;
if ( (mCurrTexType != type || gGL.mDirty) && (type != TT_NONE) )
{
@@ -180,7 +182,8 @@ void LLTexUnit::enable(eTextureType type)
void LLTexUnit::disable(void)
{
- if (mIndex < 0) return;
+ if (mIndex < 0)
+ return;
if (mCurrTexType != TT_NONE)
{
@@ -216,7 +219,7 @@ bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind)
{
gGL.flush();
- LLImageGL* gl_tex = NULL ;
+ LLImageGL* gl_tex = NULL;
if (texture != NULL && (gl_tex = texture->getGLTexture()))
{
@@ -231,8 +234,8 @@ bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind)
glBindTexture(sGLTextureType[gl_tex->getTarget()], mCurrTexture);
if(gl_tex->updateBindStats())
{
- texture->setActive() ;
- texture->updateBindStatsForTester() ;
+ texture->setActive();
+ texture->updateBindStatsForTester();
}
mHasMipMaps = gl_tex->mHasMipMaps;
if (gl_tex->mTexOptionsDirty)
@@ -246,9 +249,9 @@ bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind)
else
{
//if deleted, will re-generate it immediately
- texture->forceImmediateUpdate() ;
+ texture->forceImmediateUpdate();
- gl_tex->forceUpdateBindStats() ;
+ gl_tex->forceUpdateBindStats();
return texture->bindDefaultImage(mIndex);
}
}
@@ -276,24 +279,27 @@ bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind)
bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind, S32 usename)
{
stop_glerror();
- if (mIndex < 0) return false;
+ if (mIndex < 0)
+ {
+ return false;
+ }
U32 texname = usename ? usename : texture->getTexName();
- if(!texture)
+ if (!texture)
{
LL_DEBUGS() << "NULL LLTexUnit::bind texture" << LL_ENDL;
return false;
}
- if(!texname)
+ if (!texname)
{
if(LLImageGL::sDefaultGLTexture && LLImageGL::sDefaultGLTexture->getTexName())
{
- return bind(LLImageGL::sDefaultGLTexture) ;
+ return bind(LLImageGL::sDefaultGLTexture);
}
stop_glerror();
- return false ;
+ return false;
}
if ((mCurrTexture != texname) || forceBind)
@@ -326,7 +332,10 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind, S32
bool LLTexUnit::bind(LLCubeMap* cubeMap)
{
- if (mIndex < 0) return false;
+ if (mIndex < 0)
+ {
+ return false;
+ }
gGL.flush();
@@ -366,7 +375,10 @@ bool LLTexUnit::bind(LLCubeMap* cubeMap)
// LLRenderTarget is unavailible on the mapserver since it uses FBOs.
bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth)
{
- if (mIndex < 0) return false;
+ if (mIndex < 0)
+ {
+ return false;
+ }
gGL.flush();
@@ -391,7 +403,7 @@ bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips)
return false;
}
- if(mCurrTexture != texture)
+ if (mCurrTexture != texture)
{
gGL.flush();
@@ -401,6 +413,7 @@ bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips)
glBindTexture(sGLTextureType[type], texture);
mHasMipMaps = hasMips;
}
+
return true;
}
@@ -408,7 +421,8 @@ void LLTexUnit::unbind(eTextureType type)
{
stop_glerror();
- if (mIndex < 0) return;
+ if (mIndex < 0)
+ return;
//always flush and activate for consistency
// some code paths assume unbind always flushes and sets the active texture
@@ -454,7 +468,8 @@ void LLTexUnit::unbindFast(eTextureType type)
void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode)
{
- if (mIndex < 0 || mCurrTexture == 0) return;
+ if (mIndex < 0 || mCurrTexture == 0)
+ return;
gGL.flush();
@@ -470,7 +485,8 @@ void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode)
void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option)
{
- if (mIndex < 0 || mCurrTexture == 0 || mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE) return;
+ if (mIndex < 0 || mCurrTexture == 0 || mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE)
+ return;
gGL.flush();
@@ -525,7 +541,7 @@ void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions optio
GLint LLTexUnit::getTextureSource(eTextureBlendSrc src)
{
- switch(src)
+ switch (src)
{
// All four cases should return the same value.
case TBS_PREV_COLOR:
@@ -563,14 +579,14 @@ GLint LLTexUnit::getTextureSource(eTextureBlendSrc src)
GLint LLTexUnit::getTextureSourceType(eTextureBlendSrc src, bool isAlpha)
{
- switch(src)
+ switch (src)
{
// All four cases should return the same value.
case TBS_PREV_COLOR:
case TBS_TEX_COLOR:
case TBS_VERT_COLOR:
case TBS_CONST_COLOR:
- return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR;
+ return isAlpha ? GL_SRC_ALPHA : GL_SRC_COLOR;
// All four cases should return the same value.
case TBS_PREV_ALPHA:
@@ -584,7 +600,7 @@ GLint LLTexUnit::getTextureSourceType(eTextureBlendSrc src, bool isAlpha)
case TBS_ONE_MINUS_TEX_COLOR:
case TBS_ONE_MINUS_VERT_COLOR:
case TBS_ONE_MINUS_CONST_COLOR:
- return (isAlpha) ? GL_ONE_MINUS_SRC_ALPHA : GL_ONE_MINUS_SRC_COLOR;
+ return isAlpha ? GL_ONE_MINUS_SRC_ALPHA : GL_ONE_MINUS_SRC_COLOR;
// All four cases should return the same value.
case TBS_ONE_MINUS_PREV_ALPHA:
@@ -595,7 +611,7 @@ GLint LLTexUnit::getTextureSourceType(eTextureBlendSrc src, bool isAlpha)
default:
LL_WARNS() << "Unknown eTextureBlendSrc: " << src << ". Using Source Color or Alpha instead." << LL_ENDL;
- return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR;
+ return isAlpha ? GL_SRC_ALPHA : GL_SRC_COLOR;
}
}
@@ -605,7 +621,7 @@ void LLTexUnit::setColorScale(S32 scale)
{
mCurrColorScale = scale;
gGL.flush();
- glTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE, scale );
+ glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, scale);
}
}
@@ -615,7 +631,7 @@ void LLTexUnit::setAlphaScale(S32 scale)
{
mCurrAlphaScale = scale;
gGL.flush();
- glTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale );
+ glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale);
}
}
@@ -623,7 +639,8 @@ void LLTexUnit::setAlphaScale(S32 scale)
// texture unit based on the currently set active texture in opengl.
void LLTexUnit::debugTextureUnit(void)
{
- if (mIndex < 0) return;
+ if (mIndex < 0)
+ return;
GLint activeTexture;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture);
@@ -645,16 +662,16 @@ LLLightState::LLLightState(S32 index)
{
if (mIndex == 0)
{
- mDiffuse.set(1,1,1,1);
- mDiffuseB.set(0,0,0,0);
- mSpecular.set(1,1,1,1);
+ mDiffuse.set(1, 1, 1, 1);
+ mDiffuseB.set(0, 0, 0, 0);
+ mSpecular.set(1, 1, 1, 1);
}
mSunIsPrimary = true;
- mAmbient.set(0,0,0,1);
- mPosition.set(0,0,1,0);
- mSpotDirection.set(0,0,-1);
+ mAmbient.set(0, 0, 0, 1);
+ mPosition.set(0, 0, 1, 0);
+ mSpotDirection.set(0, 0, -1);
}
void LLLightState::enable()
@@ -803,7 +820,6 @@ void LLLightState::setSpotDirection(const LLVector3& direction)
LLRender::LLRender()
: mDirty(false),
mCount(0),
- mQuadCycle(0),
mMode(LLRender::TRIANGLES),
mCurrTextureUnitIndex(0)
{
@@ -887,6 +903,7 @@ bool LLRender::init(bool needs_vertex_buffer)
{
initVertexBuffer();
}
+
return true;
}
@@ -1120,7 +1137,6 @@ void LLRender::syncMatrices()
}
}
-
if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting || shader->mFeatures.calculatesAtmospherics)
{ //also sync light state
syncLightState();
@@ -1133,91 +1149,78 @@ void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
flush();
- {
- mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::translate(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]], glm::vec3(x, y, z));
- mMatHash[mMatrixMode]++;
- }
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::translate(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]], glm::vec3(x, y, z));
+ mMatHash[mMatrixMode]++;
}
void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
flush();
- {
- mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::scale(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]], glm::vec3(x, y, z));
- mMatHash[mMatrixMode]++;
- }
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::scale(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]], glm::vec3(x, y, z));
+ mMatHash[mMatrixMode]++;
}
void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar)
{
flush();
- {
- mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] *= glm::ortho(left, right, bottom, top, zNear, zFar);
- mMatHash[mMatrixMode]++;
- }
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] *= glm::ortho(left, right, bottom, top, zNear, zFar);
+ mMatHash[mMatrixMode]++;
}
void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
flush();
- {
- mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::rotate(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]], glm::radians(a), glm::vec3(x,y,z));
- mMatHash[mMatrixMode]++;
- }
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::rotate(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]], glm::radians(a), glm::vec3(x,y,z));
+ mMatHash[mMatrixMode]++;
}
void LLRender::pushMatrix()
{
flush();
+ if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1)
{
- if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1)
- {
- mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]];
- ++mMatIdx[mMatrixMode];
- }
- else
- {
- LL_WARNS() << "Matrix stack overflow." << LL_ENDL;
- }
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]];
+ ++mMatIdx[mMatrixMode];
+ }
+ else
+ {
+ LL_WARNS() << "Matrix stack overflow." << LL_ENDL;
}
}
void LLRender::popMatrix()
{
flush();
+
+ if (mMatIdx[mMatrixMode] > 0)
{
- if (mMatIdx[mMatrixMode] > 0)
- {
- --mMatIdx[mMatrixMode];
- mMatHash[mMatrixMode]++;
- }
- else
- {
- LL_WARNS() << "Matrix stack underflow." << LL_ENDL;
- }
+ --mMatIdx[mMatrixMode];
+ mMatHash[mMatrixMode]++;
+ }
+ else
+ {
+ LL_WARNS() << "Matrix stack underflow." << LL_ENDL;
}
}
void LLRender::loadMatrix(const GLfloat* m)
{
flush();
- {
- mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::make_mat4((GLfloat*) m);
- mMatHash[mMatrixMode]++;
- }
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::make_mat4((GLfloat*) m);
+ mMatHash[mMatrixMode]++;
}
void LLRender::multMatrix(const GLfloat* m)
{
flush();
- {
- mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] *= glm::make_mat4(m);
- mMatHash[mMatrixMode]++;
- }
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] *= glm::make_mat4(m);
+ mMatHash[mMatrixMode]++;
}
void LLRender::matrixMode(eMatrixMode mode)
@@ -1255,12 +1258,10 @@ void LLRender::loadIdentity()
{
flush();
- {
- llassert_always(mMatrixMode < NUM_MATRIX_MODES) ;
+ llassert_always(mMatrixMode < NUM_MATRIX_MODES);
- mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::identity<glm::mat4>();
- mMatHash[mMatrixMode]++;
- }
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::identity<glm::mat4>();
+ mMatHash[mMatrixMode]++;
}
const glm::mat4& LLRender::getModelviewMatrix()
@@ -1280,9 +1281,7 @@ void LLRender::translateUI(F32 x, F32 y, F32 z)
LL_ERRS() << "Need to push a UI translation frame before offsetting" << LL_ENDL;
}
- mUIOffset.back().mV[0] += x;
- mUIOffset.back().mV[1] += y;
- mUIOffset.back().mV[2] += z;
+ mUIOffset.back().add(LLVector4a(x, y, z));
}
void LLRender::scaleUI(F32 x, F32 y, F32 z)
@@ -1292,14 +1291,14 @@ void LLRender::scaleUI(F32 x, F32 y, F32 z)
LL_ERRS() << "Need to push a UI transformation frame before scaling." << LL_ENDL;
}
- mUIScale.back().scaleVec(LLVector3(x,y,z));
+ mUIScale.back().mul(LLVector4a(x, y, z));
}
void LLRender::pushUIMatrix()
{
if (mUIOffset.empty())
{
- mUIOffset.push_back(LLVector3(0,0,0));
+ mUIOffset.emplace_back(0.f);
}
else
{
@@ -1308,7 +1307,7 @@ void LLRender::pushUIMatrix()
if (mUIScale.empty())
{
- mUIScale.push_back(LLVector3(1,1,1));
+ mUIScale.emplace_back(1.f);
}
else
{
@@ -1330,18 +1329,20 @@ LLVector3 LLRender::getUITranslation()
{
if (mUIOffset.empty())
{
- return LLVector3(0,0,0);
+ return LLVector3::zero;
}
- return mUIOffset.back();
+
+ return LLVector3(mUIOffset.back().getF32ptr());
}
LLVector3 LLRender::getUIScale()
{
if (mUIScale.empty())
{
- return LLVector3(1,1,1);
+ return LLVector3::all_one;
}
- return mUIScale.back();
+
+ return LLVector3(mUIScale.back().getF32ptr());
}
@@ -1351,8 +1352,9 @@ void LLRender::loadUIIdentity()
{
LL_ERRS() << "Need to push UI translation frame before clearing offset." << LL_ENDL;
}
- mUIOffset.back().setVec(0,0,0);
- mUIScale.back().setVec(1,1,1);
+
+ mUIOffset.back().clear();
+ mUIScale.back().splat(1);
}
void LLRender::setColorMask(bool writeColor, bool writeAlpha)
@@ -1446,7 +1448,7 @@ void LLRender::blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor,
flush();
glBlendFuncSeparate(sGLBlendFactor[color_sfactor], sGLBlendFactor[color_dfactor],
- sGLBlendFactor[alpha_sfactor], sGLBlendFactor[alpha_dfactor]);
+ sGLBlendFactor[alpha_sfactor], sGLBlendFactor[alpha_dfactor]);
}
}
@@ -1456,11 +1458,9 @@ LLTexUnit* LLRender::getTexUnit(U32 index)
{
return &mTexUnits[index];
}
- else
- {
- LL_DEBUGS() << "Non-existing texture unit layer requested: " << index << LL_ENDL;
- return &mDummyTexUnit;
- }
+
+ LL_DEBUGS() << "Non-existing texture unit layer requested: " << index << LL_ENDL;
+ return &mDummyTexUnit;
}
LLLightState* LLRender::getLight(U32 index)
@@ -1489,11 +1489,9 @@ bool LLRender::verifyTexUnitActive(U32 unitToVerify)
{
return true;
}
- else
- {
- LL_WARNS() << "TexUnit currently active: " << mCurrTextureUnitIndex << " (expecting " << unitToVerify << ")" << LL_ENDL;
- return false;
- }
+
+ LL_WARNS() << "TexUnit currently active: " << mCurrTextureUnitIndex << " (expecting " << unitToVerify << ")" << LL_ENDL;
+ return false;
}
void LLRender::clearErrors()
@@ -1510,6 +1508,7 @@ void LLRender::beginList(std::list<LLVertexBufferData> *list)
{
LL_ERRS() << "beginList called while another list is open." << LL_ENDL;
}
+
llassert(LLGLSLShader::sCurBoundShaderPtr == &gUIProgram);
flush();
sBufferDataList = list;
@@ -1532,13 +1531,7 @@ void LLRender::begin(const GLuint& mode)
{
if (mode != mMode)
{
- if (mode == LLRender::QUADS)
- {
- mQuadCycle = 1;
- }
-
- if (mMode == LLRender::QUADS ||
- mMode == LLRender::LINES ||
+ if (mMode == LLRender::LINES ||
mMode == LLRender::TRIANGLES ||
mMode == LLRender::POINTS)
{
@@ -1561,8 +1554,7 @@ void LLRender::end()
//IMM_ERRS << "GL begin and end called with no vertices specified." << LL_ENDL;
}
- if ((mMode != LLRender::QUADS &&
- mMode != LLRender::LINES &&
+ if ((mMode != LLRender::LINES &&
mMode != LLRender::TRIANGLES &&
mMode != LLRender::POINTS) ||
mCount > 2048)
@@ -1587,28 +1579,19 @@ void LLRender::flush()
//store mCount in a local variable to avoid re-entrance (drawArrays may call flush)
U32 count = mCount;
- if (mMode == LLRender::QUADS && !sGLCoreProfile)
- {
- if (mCount%4 != 0)
- {
- count -= (mCount % 4);
- LL_WARNS() << "Incomplete quad requested." << LL_ENDL;
- }
- }
-
- if (mMode == LLRender::TRIANGLES)
+ if (mMode == LLRender::TRIANGLES)
+ {
+ if (mCount % 3 != 0)
{
- if (mCount%3 != 0)
- {
- count -= (mCount % 3);
- LL_WARNS() << "Incomplete triangle requested." << LL_ENDL;
- }
+ count -= (mCount % 3);
+ LL_WARNS() << "Incomplete triangle requested." << LL_ENDL;
}
+ }
- if (mMode == LLRender::LINES)
+ if (mMode == LLRender::LINES)
+ {
+ if (mCount % 2 != 0)
{
- if (mCount%2 != 0)
- {
count -= (mCount % 2);
LL_WARNS() << "Incomplete line requested." << LL_ENDL;
}
@@ -1618,7 +1601,6 @@ void LLRender::flush()
if (mBuffer)
{
-
LLVertexBuffer *vb;
U32 attribute_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask;
@@ -1725,6 +1707,7 @@ LLVertexBuffer* LLRender::bufferfromCache(U32 attribute_mask, U32 count)
}
}
}
+
return vb;
}
@@ -1735,7 +1718,7 @@ LLVertexBuffer* LLRender::genBuffer(U32 attribute_mask, S32 count)
vb->setBuffer();
- vb->setPositionData((LLVector4a*)mVerticesp.get());
+ vb->setPositionData(mVerticesp.get());
if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0)
{
@@ -1758,16 +1741,7 @@ LLVertexBuffer* LLRender::genBuffer(U32 attribute_mask, S32 count)
void LLRender::drawBuffer(LLVertexBuffer* vb, U32 mode, S32 count)
{
vb->setBuffer();
-
- if (mode == LLRender::QUADS && sGLCoreProfile)
- {
- vb->drawArrays(LLRender::TRIANGLES, 0, count);
- mQuadCycle = 1;
- }
- else
- {
- vb->drawArrays(mode, 0, count);
- }
+ vb->drawArrays(mode, 0, count);
}
void LLRender::resetStriders(S32 count)
@@ -1781,15 +1755,26 @@ void LLRender::resetStriders(S32 count)
void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
- //the range of mVerticesp, mColorsp and mTexcoordsp is [0, 4095]
+ // the range of mVerticesp, mColorsp and mTexcoordsp is [0, 4095]
if (mCount > 2048)
- { //break when buffer gets reasonably full to keep GL command buffers happy and avoid overflow below
+ { // break when buffer gets reasonably full to keep GL command buffers happy and avoid overflow below
switch (mMode)
{
- case LLRender::POINTS: flush(); break;
- case LLRender::TRIANGLES: if (mCount%3==0) flush(); break;
- case LLRender::QUADS: if(mCount%4 == 0) flush(); break;
- case LLRender::LINES: if (mCount%2 == 0) flush(); break;
+ case LLRender::POINTS:
+ flush();
+ break;
+ case LLRender::TRIANGLES:
+ if (mCount % 3 == 0)
+ {
+ flush();
+ }
+ break;
+ case LLRender::LINES:
+ if (mCount % 2 == 0)
+ {
+ flush();
+ }
+ break;
}
}
@@ -1799,42 +1784,64 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z)
return;
}
- if (mUIOffset.empty())
+ LLVector4a vert(x, y, z);
+ transform(vert);
+ mVerticesp[mCount] = vert;
+
+ mCount++;
+ mVerticesp[mCount] = vert;
+ mColorsp[mCount] = mColorsp[mCount-1];
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
+}
+
+void LLRender::transform(LLVector3& vert)
+{
+ if (!mUIOffset.empty())
{
- mVerticesp[mCount] = LLVector3(x,y,z);
+ vert += LLVector3(mUIOffset.back().getF32ptr());
+ vert *= LLVector3(mUIScale.back().getF32ptr());
}
- else
+}
+
+void LLRender::transform(LLVector4a& vert)
+{
+ if (!mUIOffset.empty())
{
- LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back());
- mVerticesp[mCount] = vert;
+ vert.add(mUIOffset.back());
+ vert.mul(mUIScale.back());
}
+}
- if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile)
+void LLRender::untransform(LLVector3& vert)
+{
+ if (!mUIOffset.empty())
{
- mQuadCycle++;
- if (mQuadCycle == 4)
- { //copy two vertices so fourth quad element will add a triangle
- mQuadCycle = 0;
+ vert /= LLVector3(mUIScale.back().getF32ptr());
+ vert -= LLVector3(mUIOffset.back().getF32ptr());
+ }
+}
- mCount++;
- mVerticesp[mCount] = mVerticesp[mCount-3];
- mColorsp[mCount] = mColorsp[mCount-3];
- mTexcoordsp[mCount] = mTexcoordsp[mCount-3];
+void LLRender::batchTransform(LLVector4a* verts, U32 vert_count)
+{
+ if (!mUIOffset.empty())
+ {
+ const LLVector4a& offset = mUIOffset.back();
+ const LLVector4a& scale = mUIScale.back();
- mCount++;
- mVerticesp[mCount] = mVerticesp[mCount-2];
- mColorsp[mCount] = mColorsp[mCount-2];
- mTexcoordsp[mCount] = mTexcoordsp[mCount-2];
+ for (U32 i = 0; i < vert_count; ++i)
+ {
+ verts[i].add(offset);
+ verts[i].mul(scale);
}
}
+}
- mCount++;
- mVerticesp[mCount] = mVerticesp[mCount-1];
- mColorsp[mCount] = mColorsp[mCount-1];
- mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
+void LLRender::vertexBatchPreTransformed(const std::vector<LLVector4a>& verts)
+{
+ vertexBatchPreTransformed(verts.data(), verts.size());
}
-void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count)
+void LLRender::vertexBatchPreTransformed(const LLVector4a* verts, std::size_t vert_count)
{
if (mCount + vert_count > 4094)
{
@@ -1842,57 +1849,22 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count)
return;
}
- if (sGLCoreProfile && mMode == LLRender::QUADS)
- { //quads are deprecated, convert to triangle list
- S32 i = 0;
-
- while (i < vert_count)
- {
- //read first three
- mVerticesp[mCount++] = verts[i++];
- mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
- mColorsp[mCount] = mColorsp[mCount-1];
-
- mVerticesp[mCount++] = verts[i++];
- mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
- mColorsp[mCount] = mColorsp[mCount-1];
-
- mVerticesp[mCount++] = verts[i++];
- mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
- mColorsp[mCount] = mColorsp[mCount-1];
-
- //copy two
- mVerticesp[mCount++] = verts[i-3];
- mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
- mColorsp[mCount] = mColorsp[mCount-1];
-
- mVerticesp[mCount++] = verts[i-1];
- mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
- mColorsp[mCount] = mColorsp[mCount-1];
-
- //copy last one
- mVerticesp[mCount++] = verts[i++];
- mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
- mColorsp[mCount] = mColorsp[mCount-1];
- }
- }
- else
+ for (S32 i = 0; i < vert_count; i++)
{
- for (S32 i = 0; i < vert_count; i++)
- {
- mVerticesp[mCount] = verts[i];
+ mVerticesp[mCount] = verts[i];
- mCount++;
- mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
- mColorsp[mCount] = mColorsp[mCount-1];
- }
+ mCount++;
+ mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
+ mColorsp[mCount] = mColorsp[mCount - 1];
}
- if( mCount > 0 ) // ND: Guard against crashes if mCount is zero, yes it can happen
- mVerticesp[mCount] = mVerticesp[mCount-1];
+ if (mCount > 0) // ND: Guard against crashes if mCount is zero, yes it can happen
+ {
+ mVerticesp[mCount] = mVerticesp[mCount - 1];
+ }
}
-void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count)
+void LLRender::vertexBatchPreTransformed(const LLVector4a* verts, const LLVector2* uvs, std::size_t vert_count)
{
if (mCount + vert_count > 4094)
{
@@ -1900,50 +1872,13 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 v
return;
}
- if (sGLCoreProfile && mMode == LLRender::QUADS)
- { //quads are deprecated, convert to triangle list
- S32 i = 0;
-
- while (i < vert_count)
- {
- //read first three
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount++] = uvs[i++];
- mColorsp[mCount] = mColorsp[mCount-1];
-
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount++] = uvs[i++];
- mColorsp[mCount] = mColorsp[mCount-1];
-
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount++] = uvs[i++];
- mColorsp[mCount] = mColorsp[mCount-1];
-
- //copy last two
- mVerticesp[mCount] = verts[i-3];
- mTexcoordsp[mCount++] = uvs[i-3];
- mColorsp[mCount] = mColorsp[mCount-1];
-
- mVerticesp[mCount] = verts[i-1];
- mTexcoordsp[mCount++] = uvs[i-1];
- mColorsp[mCount] = mColorsp[mCount-1];
-
- //copy last one
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount++] = uvs[i++];
- mColorsp[mCount] = mColorsp[mCount-1];
- }
- }
- else
+ for (S32 i = 0; i < vert_count; i++)
{
- for (S32 i = 0; i < vert_count; i++)
- {
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount] = uvs[i];
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount] = uvs[i];
- mCount++;
- mColorsp[mCount] = mColorsp[mCount-1];
- }
+ mCount++;
+ mColorsp[mCount] = mColorsp[mCount-1];
}
if (mCount > 0)
@@ -1953,7 +1888,7 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 v
}
}
-void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count)
+void LLRender::vertexBatchPreTransformed(const LLVector4a* verts, const LLVector2* uvs, const LLColor4U* colors, std::size_t vert_count)
{
if (mCount + vert_count > 4094)
{
@@ -1961,51 +1896,13 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLCol
return;
}
-
- if (sGLCoreProfile && mMode == LLRender::QUADS)
- { //quads are deprecated, convert to triangle list
- S32 i = 0;
-
- while (i < vert_count)
- {
- //read first three
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount] = uvs[i];
- mColorsp[mCount++] = colors[i++];
-
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount] = uvs[i];
- mColorsp[mCount++] = colors[i++];
-
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount] = uvs[i];
- mColorsp[mCount++] = colors[i++];
-
- //copy last two
- mVerticesp[mCount] = verts[i-3];
- mTexcoordsp[mCount] = uvs[i-3];
- mColorsp[mCount++] = colors[i-3];
-
- mVerticesp[mCount] = verts[i-1];
- mTexcoordsp[mCount] = uvs[i-1];
- mColorsp[mCount++] = colors[i-1];
-
- //copy last one
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount] = uvs[i];
- mColorsp[mCount++] = colors[i++];
- }
- }
- else
+ for (S32 i = 0; i < vert_count; i++)
{
- for (S32 i = 0; i < vert_count; i++)
- {
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount] = uvs[i];
- mColorsp[mCount] = colors[i];
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount] = uvs[i];
+ mColorsp[mCount] = colors[i];
- mCount++;
- }
+ mCount++;
}
if (mCount > 0)
@@ -2018,27 +1915,27 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLCol
void LLRender::vertex2i(const GLint& x, const GLint& y)
{
- vertex3f((GLfloat) x, (GLfloat) y, 0);
+ vertex3f((GLfloat)x, (GLfloat)y, 0);
}
void LLRender::vertex2f(const GLfloat& x, const GLfloat& y)
{
- vertex3f(x,y,0);
+ vertex3f(x, y, 0);
}
void LLRender::vertex2fv(const GLfloat* v)
{
- vertex3f(v[0], v[1], 0);
+ vertex3f(v[VX], v[VY], 0);
}
void LLRender::vertex3fv(const GLfloat* v)
{
- vertex3f(v[0], v[1], v[2]);
+ vertex3f(v[VX], v[VY], v[VZ]);
}
void LLRender::texCoord2f(const GLfloat& x, const GLfloat& y)
{
- mTexcoordsp[mCount] = LLVector2(x,y);
+ mTexcoordsp[mCount].set(x,y);
}
void LLRender::texCoord2i(const GLint& x, const GLint& y)
@@ -2048,46 +1945,47 @@ void LLRender::texCoord2i(const GLint& x, const GLint& y)
void LLRender::texCoord2fv(const GLfloat* tc)
{
- texCoord2f(tc[0], tc[1]);
+ texCoord2f(tc[VX], tc[VY]);
}
void LLRender::color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a)
{
- if (!LLGLSLShader::sCurBoundShaderPtr || LLGLSLShader::sCurBoundShaderPtr->mAttributeMask & LLVertexBuffer::MAP_COLOR)
+ if (!LLGLSLShader::sCurBoundShaderPtr ||
+ LLGLSLShader::sCurBoundShaderPtr->mAttributeMask & LLVertexBuffer::MAP_COLOR)
{
- mColorsp[mCount] = LLColor4U(r,g,b,a);
+ mColorsp[mCount].set(r, g, b, a);
}
else
{ //not using shaders or shader reads color from a uniform
- diffuseColor4ub(r,g,b,a);
+ diffuseColor4ub(r, g, b, a);
}
}
void LLRender::color4ubv(const GLubyte* c)
{
- color4ub(c[0], c[1], c[2], c[3]);
+ color4ub(c[VX], c[VY], c[VZ], c[VW]);
}
void LLRender::color4f(const GLfloat& r, const GLfloat& g, const GLfloat& b, const GLfloat& a)
{
- color4ub((GLubyte) (llclamp(r, 0.f, 1.f)*255),
- (GLubyte) (llclamp(g, 0.f, 1.f)*255),
- (GLubyte) (llclamp(b, 0.f, 1.f)*255),
- (GLubyte) (llclamp(a, 0.f, 1.f)*255));
+ color4ub((GLubyte) (llclamp(r, 0.f, 1.f) * 255),
+ (GLubyte) (llclamp(g, 0.f, 1.f) * 255),
+ (GLubyte) (llclamp(b, 0.f, 1.f) * 255),
+ (GLubyte) (llclamp(a, 0.f, 1.f) * 255));
}
void LLRender::color4fv(const GLfloat* c)
{
- color4f(c[0],c[1],c[2],c[3]);
+ color4f(c[VX], c[VY], c[VZ], c[VW]);
}
void LLRender::color3f(const GLfloat& r, const GLfloat& g, const GLfloat& b)
{
- color4f(r,g,b,1);
+ color4f(r, g, b, 1);
}
void LLRender::color3fv(const GLfloat* c)
{
- color4f(c[0],c[1],c[2],1);
+ color4f(c[VX], c[VY], c[VZ], 1);
}
void LLRender::diffuseColor3f(F32 r, F32 g, F32 b)
@@ -2097,7 +1995,7 @@ void LLRender::diffuseColor3f(F32 r, F32 g, F32 b)
if (shader)
{
- shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,1.f);
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r, g, b, 1.f);
}
}
@@ -2108,7 +2006,7 @@ void LLRender::diffuseColor3fv(const F32* c)
if (shader)
{
- shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0], c[1], c[2], 1.f);
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[VX], c[VY], c[VZ], 1.f);
}
}
@@ -2119,7 +2017,7 @@ void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a)
if (shader)
{
- shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,a);
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r, g, b, a);
}
}
@@ -2141,7 +2039,7 @@ void LLRender::diffuseColor4ubv(const U8* c)
if (shader)
{
- shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f);
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0] / 255.f, c[1] / 255.f, c[2] / 255.f, c[3] / 255.f);
}
}
@@ -2152,11 +2050,10 @@ void LLRender::diffuseColor4ub(U8 r, U8 g, U8 b, U8 a)
if (shader)
{
- shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r/255.f, g/255.f, b/255.f, a/255.f);
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r / 255.f, g / 255.f, b / 255.f, a / 255.f);
}
}
-
void LLRender::debugTexUnits(void)
{
LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL;
@@ -2167,7 +2064,7 @@ void LLRender::debugTexUnits(void)
{
if (i == mCurrTextureUnitIndex) active_enabled = "true";
LL_INFOS("TextureUnit") << "TexUnit: " << i << " Enabled" << LL_ENDL;
- LL_INFOS("TextureUnit") << "Enabled As: " ;
+ LL_INFOS("TextureUnit") << "Enabled As: ";
switch (getTexUnit(i)->mCurrTexType)
{
case LLTexUnit::TT_TEXTURE:
@@ -2252,10 +2149,10 @@ glm::vec3 mul_mat4_vec3(const glm::mat4& mat, const glm::vec3& vec)
y.splat(vec.y);
z.splat(vec.z);
- s.splat<3>(mat[0].data);
- t.splat<3>(mat[1].data);
- p.splat<3>(mat[2].data);
- q.splat<3>(mat[3].data);
+ s.splat<3>(mat[VX].data);
+ t.splat<3>(mat[VY].data);
+ p.splat<3>(mat[VZ].data);
+ q.splat<3>(mat[VW].data);
s.mul(x);
t.mul(y);
@@ -2264,12 +2161,12 @@ glm::vec3 mul_mat4_vec3(const glm::mat4& mat, const glm::vec3& vec)
t.add(p);
q.add(t);
- x.mul(mat[0].data);
- y.mul(mat[1].data);
- z.mul(mat[2].data);
+ x.mul(mat[VX].data);
+ y.mul(mat[VY].data);
+ z.mul(mat[VZ].data);
x.add(y);
- z.add(mat[3].data);
+ z.add(mat[VW].data);
LLVector4a res;
res.load3(glm::value_ptr(vec));
res.setAdd(x, z);
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index 2645597b1a..8c7126420e 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -46,6 +46,7 @@
#include <array>
#include <list>
+#include <vector>
class LLVertexBuffer;
class LLCubeMap;
@@ -319,7 +320,6 @@ public:
POINTS,
LINES,
LINE_STRIP,
- QUADS,
LINE_LOOP,
NUM_MODES
};
@@ -450,9 +450,16 @@ public:
void diffuseColor4ubv(const U8* c);
void diffuseColor4ub(U8 r, U8 g, U8 b, U8 a);
- void vertexBatchPreTransformed(LLVector3* verts, S32 vert_count);
- void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count);
- void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U*, S32 vert_count);
+ void transform(LLVector3& vert);
+ void transform(LLVector4a& vert);
+ void untransform(LLVector3& vert);
+
+ void batchTransform(LLVector4a* verts, U32 vert_count);
+
+ void vertexBatchPreTransformed(const std::vector<LLVector4a>& verts);
+ void vertexBatchPreTransformed(const LLVector4a* verts, std::size_t vert_count);
+ void vertexBatchPreTransformed(const LLVector4a* verts, const LLVector2* uvs, std::size_t vert_count);
+ void vertexBatchPreTransformed(const LLVector4a* verts, const LLVector2* uvs, const LLColor4U*, std::size_t vert_count);
void setColorMask(bool writeColor, bool writeAlpha);
void setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha);
@@ -508,14 +515,13 @@ private:
LLColor4 mAmbientLightColor;
bool mDirty;
- U32 mQuadCycle;
U32 mCount;
U32 mMode;
U32 mCurrTextureUnitIndex;
bool mCurrColorMask[4];
LLPointer<LLVertexBuffer> mBuffer;
- LLStrider<LLVector3> mVerticesp;
+ LLStrider<LLVector4a> mVerticesp;
LLStrider<LLVector2> mTexcoordsp;
LLStrider<LLColor4U> mColorsp;
std::array<LLTexUnit, LL_NUM_TEXTURE_LAYERS> mTexUnits;
@@ -527,8 +533,8 @@ private:
eBlendFactor mCurrBlendAlphaSFactor;
eBlendFactor mCurrBlendAlphaDFactor;
- std::vector<LLVector3> mUIOffset;
- std::vector<LLVector3> mUIScale;
+ std::vector<LLVector4a> mUIOffset;
+ std::vector<LLVector4a> mUIScale;
};
extern F32 gGLModelView[16];
diff --git a/indra/llrender/llrender2dutils.cpp b/indra/llrender/llrender2dutils.cpp
index 428370057e..0cd0c5fe6e 100644
--- a/indra/llrender/llrender2dutils.cpp
+++ b/indra/llrender/llrender2dutils.cpp
@@ -122,10 +122,13 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, bool filled )
// Counterclockwise quad will face the viewer
if( filled )
{
- gGL.begin( LLRender::QUADS );
+ gGL.begin( LLRender::TRIANGLES );
gGL.vertex2i(left, top);
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
+
+ gGL.vertex2i(left, top);
+ gGL.vertex2i(right, bottom);
gGL.vertex2i(right, top);
gGL.end();
}
@@ -172,50 +175,70 @@ void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &st
LLColor4 end_color = start_color;
end_color.mV[VALPHA] = 0.f;
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
// Right edge, CCW faces screen
gGL.color4fv(start_color.mV);
- gGL.vertex2i(right, top-lines);
- gGL.vertex2i(right, bottom);
+ gGL.vertex2i(right, top - lines);
+ gGL.vertex2i(right, bottom);
+ gGL.color4fv(end_color.mV);
+ gGL.vertex2i(right + lines, bottom);
+ gGL.color4fv(start_color.mV);
+ gGL.vertex2i(right, top - lines);
gGL.color4fv(end_color.mV);
- gGL.vertex2i(right+lines, bottom);
- gGL.vertex2i(right+lines, top-lines);
+ gGL.vertex2i(right + lines, bottom);
+ gGL.vertex2i(right + lines, top - lines);
// Bottom edge, CCW faces screen
gGL.color4fv(start_color.mV);
- gGL.vertex2i(right, bottom);
- gGL.vertex2i(left+lines, bottom);
+ gGL.vertex2i(right, bottom);
+ gGL.vertex2i(left + lines, bottom);
+ gGL.color4fv(end_color.mV);
+ gGL.vertex2i(left + lines, bottom - lines);
+ gGL.color4fv(start_color.mV);
+ gGL.vertex2i(right, bottom);
gGL.color4fv(end_color.mV);
- gGL.vertex2i(left+lines, bottom-lines);
- gGL.vertex2i(right, bottom-lines);
+ gGL.vertex2i(left + lines, bottom - lines);
+ gGL.vertex2i(right, bottom - lines);
// bottom left Corner
gGL.color4fv(start_color.mV);
- gGL.vertex2i(left+lines, bottom);
+ gGL.vertex2i(left + lines, bottom);
gGL.color4fv(end_color.mV);
- gGL.vertex2i(left, bottom);
+ gGL.vertex2i(left, bottom);
// make the bottom left corner not sharp
- gGL.vertex2i(left+1, bottom-lines+1);
- gGL.vertex2i(left+lines, bottom-lines);
+ gGL.vertex2i(left + 1, bottom - lines + 1);
+ gGL.color4fv(start_color.mV);
+ gGL.vertex2i(left + lines, bottom);
+ gGL.color4fv(end_color.mV);
+ gGL.vertex2i(left + 1, bottom - lines + 1);
+ gGL.vertex2i(left + lines, bottom - lines);
// bottom right corner
gGL.color4fv(start_color.mV);
- gGL.vertex2i(right, bottom);
+ gGL.vertex2i(right, bottom);
gGL.color4fv(end_color.mV);
- gGL.vertex2i(right, bottom-lines);
+ gGL.vertex2i(right, bottom - lines);
// make the rightmost corner not sharp
- gGL.vertex2i(right+lines-1, bottom-lines+1);
- gGL.vertex2i(right+lines, bottom);
+ gGL.vertex2i(right + lines - 1, bottom - lines + 1);
+ gGL.color4fv(start_color.mV);
+ gGL.vertex2i(right, bottom);
+ gGL.color4fv(end_color.mV);
+ gGL.vertex2i(right + lines - 1, bottom - lines + 1);
+ gGL.vertex2i(right + lines, bottom);
// top right corner
gGL.color4fv(start_color.mV);
- gGL.vertex2i( right, top-lines );
+ gGL.vertex2i(right, top - lines);
gGL.color4fv(end_color.mV);
- gGL.vertex2i( right+lines, top-lines );
+ gGL.vertex2i(right + lines, top - lines);
// make the corner not sharp
- gGL.vertex2i( right+lines-1, top-1 );
- gGL.vertex2i( right, top );
+ gGL.vertex2i(right + lines - 1, top - 1);
+ gGL.color4fv(start_color.mV);
+ gGL.vertex2i(right, top - lines);
+ gGL.color4fv(end_color.mV);
+ gGL.vertex2i(right + lines - 1, top - 1);
+ gGL.vertex2i(right, top);
gGL.end();
stop_glerror();
@@ -423,171 +446,251 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
ui_translation.mV[VX] + width * ui_scale.mV[VX],
ui_translation.mV[VY]);
- LLGLSUIDefault gls_ui;
-
gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
- const S32 NUM_VERTICES = 9 * 4; // 9 quads
- LLVector2 uv[NUM_VERTICES];
- LLVector3 pos[NUM_VERTICES];
+ constexpr U32 NUM_VERTICES = 9 * 2 * 3; // 9 quads, 2 triangles per quad, 3 vertices per triangle
+ static thread_local LLVector2 uv[NUM_VERTICES];
+ static thread_local LLVector4a pos[NUM_VERTICES];
S32 index = 0;
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
{
- // draw bottom left
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
- pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ // draw bottom left triangles
+ // 1
+ uv[index].set(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index].set(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ // 2
+ uv[index].set(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index].set(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
- // draw bottom middle
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ // draw bottom middle triangles
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
- // draw bottom right
- uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mBottom);
- pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mBottom, 0.f);
+ // 2
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- // draw left
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ // draw bottom right triangles
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_outer_rect.mBottom);
+ pos[index].set(draw_outer_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
+ // 2
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
- // draw middle
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ // draw left triangles
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- // draw right
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
+ // 2
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- // draw top left
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
+ // draw middle triangles
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mTop);
- pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ // 2
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- // draw top middle
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
+ // draw right triangles
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- // draw top right
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
+ // 2
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mTop);
- pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
- pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ // draw top left triangles
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ // 2
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_outer_rect.mLeft, uv_outer_rect.mTop);
+ pos[index].set(draw_outer_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ // draw top middle triangles
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ // 2
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ // draw top right triangles
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_outer_rect.mRight, uv_outer_rect.mTop);
+ pos[index].set(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ // 2
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_outer_rect.mRight, uv_outer_rect.mTop);
+ pos[index].set(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
@@ -614,8 +717,6 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
return;
}
- LLGLSUIDefault gls_ui;
-
if(image != NULL)
{
gGL.getTexUnit(0)->bind(image, true);
@@ -629,11 +730,11 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
if (degrees == 0.f)
{
- const S32 NUM_VERTICES = 4; // 9 quads
- LLVector2 uv[NUM_VERTICES];
- LLVector3 pos[NUM_VERTICES];
+ constexpr S32 NUM_VERTICES = 2 * 3;
+ static thread_local LLVector2 uv[NUM_VERTICES +1];
+ static thread_local LLVector4a pos[NUM_VERTICES +1];
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
{
LLVector3 ui_scale = gGL.getUIScale();
LLVector3 ui_translation = gGL.getUITranslation();
@@ -644,20 +745,28 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
S32 scaled_width = ll_round(width * ui_scale.mV[VX]);
S32 scaled_height = ll_round(height * ui_scale.mV[VY]);
- uv[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
- pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
+ uv[index].set(uv_rect.mRight, uv_rect.mTop);
+ pos[index].set(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
+ index++;
+
+ uv[index].set(uv_rect.mLeft, uv_rect.mTop);
+ pos[index].set(ui_translation.mV[VX], ui_translation.mV[VY] + scaled_height, 0.f);
+ index++;
+
+ uv[index].set(uv_rect.mLeft, uv_rect.mBottom);
+ pos[index].set(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
index++;
- uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop);
- pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY] + scaled_height, 0.f);
+ uv[index].set(uv_rect.mRight, uv_rect.mTop);
+ pos[index].set(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
index++;
- uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
- pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
+ uv[index].set(uv_rect.mLeft, uv_rect.mBottom);
+ pos[index].set(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
index++;
- uv[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom);
- pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY], 0.f);
+ uv[index].set(uv_rect.mRight, uv_rect.mBottom);
+ pos[index].set(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY], 0.f);
index++;
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
@@ -687,7 +796,7 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
gGL.color4fv(color.mV);
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
{
LLVector3 v;
@@ -703,6 +812,14 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
gGL.vertex2f(v.mV[0], v.mV[1] );
+ v = LLVector3(offset_x, offset_y, 0.f) * quat;
+ gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
+ gGL.vertex2f(v.mV[0], v.mV[1]);
+
+ v = LLVector3(-offset_x, -offset_y, 0.f) * quat;
+ gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
+ gGL.vertex2f(v.mV[0], v.mV[1]);
+
v = LLVector3(offset_x, -offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
gGL.vertex2f(v.mV[0], v.mV[1] );
@@ -948,7 +1065,7 @@ void gl_washer_segment_2d(F32 outer_radius, F32 inner_radius, F32 start_radians,
void gl_rect_2d_simple_tex( S32 width, S32 height )
{
- gGL.begin( LLRender::QUADS );
+ gGL.begin( LLRender::TRIANGLES );
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2i(width, height);
@@ -959,6 +1076,12 @@ void gl_rect_2d_simple_tex( S32 width, S32 height )
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2i(0, 0);
+ gGL.texCoord2f(1.f, 1.f);
+ gGL.vertex2i(width, height);
+
+ gGL.texCoord2f(0.f, 0.f);
+ gGL.vertex2i(0, 0);
+
gGL.texCoord2f(1.f, 0.f);
gGL.vertex2i(width, 0);
@@ -967,10 +1090,13 @@ void gl_rect_2d_simple_tex( S32 width, S32 height )
void gl_rect_2d_simple( S32 width, S32 height )
{
- gGL.begin( LLRender::QUADS );
+ gGL.begin( LLRender::TRIANGLES );
gGL.vertex2i(width, height);
gGL.vertex2i(0, height);
gGL.vertex2i(0, 0);
+
+ gGL.vertex2i(width, height);
+ gGL.vertex2i(0, 0);
gGL.vertex2i(width, 0);
gGL.end();
}
@@ -1011,7 +1137,7 @@ void gl_segmented_rect_2d_tex(const S32 left,
LLVector2 width_vec((F32)width, 0.f);
LLVector2 height_vec(0.f, (F32)height);
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
{
// draw bottom left
gGL.texCoord2f(0.f, 0.f);
@@ -1023,6 +1149,12 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + border_height_bottom).mV);
+ gGL.texCoord2f(0.f, 0.f);
+ gGL.vertex2f(0.f, 0.f);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + border_height_bottom).mV);
+
gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
gGL.vertex2fv(border_height_bottom.mV);
@@ -1036,6 +1168,12 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
+ gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
+ gGL.vertex2fv(border_width_left.mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
+
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + border_height_bottom).mV);
@@ -1049,6 +1187,12 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + border_height_bottom).mV);
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
+ gGL.vertex2fv((width_vec - border_width_right).mV);
+
+ gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec + border_height_bottom).mV);
+
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
@@ -1062,6 +1206,12 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
+ gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
+ gGL.vertex2fv(border_height_bottom.mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
+
gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((height_vec - border_height_top).mV);
@@ -1075,6 +1225,12 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
+ gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + border_height_bottom).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
+
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
@@ -1088,6 +1244,12 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
+
+ gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
+
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
@@ -1101,6 +1263,12 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((border_width_left + height_vec).mV);
+ gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
+ gGL.vertex2fv((border_width_left + height_vec).mV);
+
gGL.texCoord2f(0.f, 1.f);
gGL.vertex2fv((height_vec).mV);
@@ -1114,6 +1282,12 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
+ gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
+
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((border_width_left + height_vec).mV);
@@ -1127,6 +1301,12 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2fv((width_vec + height_vec).mV);
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(1.f, 1.f);
+ gGL.vertex2fv((width_vec + height_vec).mV);
+
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
}
@@ -1181,7 +1361,7 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
LLVector2 x_min;
LLVector2 x_max;
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
{
if (start_fragment < middle_start)
{
@@ -1200,6 +1380,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
+ gGL.texCoord2f(u_min, 0.f);
+ gGL.vertex2fv(x_min.mV);
+
+ gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + border_height_bottom).mV);
+
gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
@@ -1213,6 +1399,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+ gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + border_height_bottom).mV);
+
+ gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+
gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
@@ -1226,6 +1418,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
+ gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(u_max, 1.f);
+ gGL.vertex2fv((x_max + height_vec).mV);
+
gGL.texCoord2f(u_min, 1.f);
gGL.vertex2fv((x_min + height_vec).mV);
}
@@ -1245,6 +1443,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
+ gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
+ gGL.vertex2fv(x_min.mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + border_height_bottom).mV);
+
gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
@@ -1258,6 +1462,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+ gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + border_height_bottom).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
@@ -1271,6 +1481,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
+ gGL.vertex2fv((x_max + height_vec).mV);
+
gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((x_min + height_vec).mV);
}
@@ -1292,6 +1508,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + border_height_bottom).mV);
+ gGL.texCoord2f(u_min, 0.f);
+ gGL.vertex2fv((x_min).mV);
+
+ gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + border_height_bottom).mV);
+
gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + border_height_bottom).mV);
@@ -1305,6 +1527,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+ gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + border_height_bottom).mV);
+
+ gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+
gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
@@ -1318,6 +1546,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
+ gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(u_max, 1.f);
+ gGL.vertex2fv((x_max + height_vec).mV);
+
gGL.texCoord2f(u_min, 1.f);
gGL.vertex2fv((x_min + height_vec).mV);
}
@@ -1332,7 +1566,7 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
{
// draw bottom left
gGL.texCoord2f(clip_rect.mLeft, clip_rect.mBottom);
@@ -1344,6 +1578,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
+ gGL.texCoord2f(clip_rect.mLeft, clip_rect.mBottom);
+ gGL.vertex3f(0.f, 0.f, 0.f);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
@@ -1357,6 +1597,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
+ gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
@@ -1370,6 +1616,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
+ gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
+
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
@@ -1383,6 +1635,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
+ gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
+
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
@@ -1396,6 +1654,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
+
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
@@ -1409,6 +1673,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight* width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
+
gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
@@ -1422,6 +1692,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV);
+ gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mTop* height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mLeft* width_vec + center_draw_rect.mTop * height_vec).mV);
+
gGL.texCoord2f(clip_rect.mLeft, clip_rect.mTop);
gGL.vertex3fv((height_vec).mV);
@@ -1435,6 +1711,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV);
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mLeft* width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mRight* width_vec + center_draw_rect.mTop * height_vec).mV);
+
gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV);
@@ -1448,6 +1730,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(clip_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((width_vec + height_vec).mV);
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mRight* width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mRight, clip_rect.mTop);
+ gGL.vertex3fv((width_vec + height_vec).mV);
+
gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV);
}
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index 38bc5ff331..c72f8fa2ba 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -51,6 +51,7 @@ void check_framebuffer_status()
}
bool LLRenderTarget::sUseFBO = false;
+bool LLRenderTarget::sClearOnInvalidate = false;
U32 LLRenderTarget::sCurFBO = 0;
@@ -473,6 +474,13 @@ void LLRenderTarget::clear(U32 mask_in)
}
}
+void LLRenderTarget::invalidate(U32 mask_in)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
+ if (!sClearOnInvalidate) { return; }
+ clear(mask_in);
+}
+
U32 LLRenderTarget::getTexture(U32 attachment) const
{
if (attachment >= mTex.size())
@@ -584,7 +592,6 @@ void LLRenderTarget::swapFBORefs(LLRenderTarget& other)
llassert(!other.isBoundInStack());
// Must be same type
- llassert(sUseFBO == other.sUseFBO);
llassert(mResX == other.mResX);
llassert(mResY == other.mResY);
llassert(mInternalFormat == other.mInternalFormat);
diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h
index cd3290cf66..f066534cf4 100644
--- a/indra/llrender/llrendertarget.h
+++ b/indra/llrender/llrendertarget.h
@@ -63,6 +63,7 @@ class LLRenderTarget
public:
// Whether or not to use FBO implementation
static bool sUseFBO;
+ static bool sClearOnInvalidate;
static U32 sBytesAllocated;
static U32 sCurFBO;
static U32 sCurResX;
@@ -128,11 +129,17 @@ public:
// Asserts that this target is not currently bound in the stack
void bindTarget();
- //clear render targer, clears depth buffer if present,
+ //clear render target, clears depth buffer if present,
//uses scissor rect if in copy-to-texture mode
// asserts that this target is currently bound
void clear(U32 mask = 0xFFFFFFFF);
+ //same as clear, except may be a no-op depending on configuration
+ //useful to indicate the buffer is about to be overwritten and we
+ //don't care about its previous contents
+ //depending on the GPU, one may be more expensive than the other
+ void invalidate(U32 mask = 0xFFFFFFFF);
+
//get applied viewport
void getViewport(S32* viewport);
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index e9fa369b0c..6f4828397a 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -289,22 +289,58 @@ static GLuint gen_buffer()
return ret;
}
-#define ANALYZE_VBO_POOL 0
+static void delete_buffers(S32 count, GLuint* buffers)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_VERTEX;
+ // wait a few frames before actually deleting the buffers to avoid
+ // synchronization issues with the GPU
+ static std::vector<GLuint> sFreeList[4];
+
+ if (gGLManager.mInited)
+ {
+ U32 idx = LLImageGL::sFrameCount % 4;
-#if LL_DARWIN
+ for (S32 i = 0; i < count; ++i)
+ {
+ sFreeList[idx].push_back(buffers[i]);
+ }
+
+ idx = (LLImageGL::sFrameCount + 3) % 4;
-// experimental -- disable VBO pooling on OS X and use glMapBuffer
+ if (!sFreeList[idx].empty())
+ {
+ glDeleteBuffers((GLsizei)sFreeList[idx].size(), sFreeList[idx].data());
+ sFreeList[idx].resize(0);
+ }
+ }
+}
+
+
+#define ANALYZE_VBO_POOL 0
+
+// VBO Pool interface
class LLVBOPool
{
+ public:
+ virtual ~LLVBOPool() = default;
+ virtual void allocate(GLenum type, U32 size, GLuint& name, U8*& data) = 0;
+ virtual void free(GLenum type, U32 size, GLuint name, U8* data) = 0;
+ virtual U64 getVramBytesUsed() = 0;
+};
+
+// VBO Pool for Apple GPUs (as in M1/M2 etc, not Intel macs)
+// Effectively disables VBO pooling
+class LLAppleVBOPool final: public LLVBOPool
+{
public:
U64 mAllocated = 0;
- U64 getVramBytesUsed()
+ U64 getVramBytesUsed() override
{
return mAllocated;
}
- void allocate(GLenum type, U32 size, GLuint& name, U8*& data)
+ void allocate(GLenum type, U32 size, GLuint& name, U8*& data) override
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_VERTEX;
STOP_GLERROR;
@@ -324,7 +360,7 @@ public:
}
}
- void free(GLenum type, U32 size, GLuint name, U8* data)
+ void free(GLenum type, U32 size, GLuint name, U8* data) override
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_VERTEX;
llassert(type == GL_ARRAY_BUFFER || type == GL_ELEMENT_ARRAY_BUFFER);
@@ -339,19 +375,17 @@ public:
STOP_GLERROR;
if (name)
{
- glDeleteBuffers(1, &name);
+ delete_buffers(1, &name);
}
STOP_GLERROR;
}
};
-#else
-
-class LLVBOPool
+// VBO Pool for GPUs that benefit from VBO pooling
+class LLDefaultVBOPool final : public LLVBOPool
{
public:
typedef std::chrono::steady_clock::time_point Time;
-
struct Entry
{
U8* mData;
@@ -359,7 +393,7 @@ public:
Time mAge;
};
- ~LLVBOPool()
+ ~LLDefaultVBOPool() override
{
clear();
}
@@ -377,7 +411,7 @@ public:
U32 mMisses = 0;
U32 mHits = 0;
- U64 getVramBytesUsed()
+ U64 getVramBytesUsed() override
{
return mAllocated + mReserved;
}
@@ -393,7 +427,7 @@ public:
size += block_size - (size % block_size);
}
- void allocate(GLenum type, U32 size, GLuint& name, U8*& data)
+ void allocate(GLenum type, U32 size, GLuint& name, U8*& data) override
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_VERTEX;
llassert(type == GL_ARRAY_BUFFER || type == GL_ELEMENT_ARRAY_BUFFER);
@@ -449,7 +483,7 @@ public:
clean();
}
- void free(GLenum type, U32 size, GLuint name, U8* data)
+ void free(GLenum type, U32 size, GLuint name, U8* data) override
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_VERTEX;
llassert(type == GL_ARRAY_BUFFER || type == GL_ELEMENT_ARRAY_BUFFER);
@@ -512,7 +546,7 @@ public:
LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vbo cache timeout");
auto& entry = entries.back();
ll_aligned_free_16(entry.mData);
- glDeleteBuffers(1, &entry.mGLName);
+ delete_buffers(1, &entry.mGLName);
llassert(mReserved >= iter->first);
mReserved -= iter->first;
entries.pop_back();
@@ -548,7 +582,7 @@ public:
for (auto& entry : entries.second)
{
ll_aligned_free_16(entry.mData);
- glDeleteBuffers(1, &entry.mGLName);
+ delete_buffers(1, &entry.mGLName);
}
}
@@ -557,7 +591,7 @@ public:
for (auto& entry : entries.second)
{
ll_aligned_free_16(entry.mData);
- glDeleteBuffers(1, &entry.mGLName);
+ delete_buffers(1, &entry.mGLName);
}
}
@@ -567,7 +601,6 @@ public:
mVBOPool.clear();
}
};
-#endif
static LLVBOPool* sVBOPool = nullptr;
@@ -600,15 +633,7 @@ void LLVertexBufferData::draw()
gGL.loadMatrix(glm::value_ptr(mTexture0));
mVB->setBuffer();
-
- if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile)
- {
- mVB->drawArrays(LLRender::TRIANGLES, 0, mCount);
- }
- else
- {
- mVB->drawArrays(mMode, 0, mCount);
- }
+ mVB->drawArrays(mMode, 0, mCount);
gGL.popMatrix();
gGL.matrixMode(LLRender::MM_PROJECTION);
@@ -681,7 +706,6 @@ const U32 LLVertexBuffer::sGLMode[LLRender::NUM_MODES] =
GL_POINTS,
GL_LINES,
GL_LINE_STRIP,
- GL_QUADS,
GL_LINE_LOOP,
};
@@ -896,7 +920,16 @@ void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const
void LLVertexBuffer::initClass(LLWindow* window)
{
llassert(sVBOPool == nullptr);
- sVBOPool = new LLVBOPool();
+ if (gGLManager.mIsApple)
+ {
+ LL_INFOS() << "VBO Pooling Disabled" << LL_ENDL;
+ sVBOPool = new LLAppleVBOPool();
+ }
+ else
+ {
+ LL_INFOS() << "VBO Pooling Enabled" << LL_ENDL;
+ sVBOPool = new LLDefaultVBOPool();
+ }
#if ENABLE_GL_WORK_QUEUE
sQueue = new GLWorkQueue();
@@ -964,7 +997,6 @@ void LLVertexBuffer::flushBuffers()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_VERTEX;
// must only be called from main thread
- llassert(LLCoros::on_main_thread_main_coro());
for (auto& buffer : sMappedBuffers)
{
buffer->_unmapBuffer();
@@ -1231,28 +1263,29 @@ U8* LLVertexBuffer::mapVertexBuffer(LLVertexBuffer::AttributeType type, U32 inde
count = mNumVerts - index;
}
-#if !LL_DARWIN
- U32 start = mOffsets[type] + sTypeSize[type] * index;
- U32 end = start + sTypeSize[type] * count-1;
-
- bool flagged = false;
- // flag region as mapped
- for (U32 i = 0; i < mMappedVertexRegions.size(); ++i)
+ if (!gGLManager.mIsApple)
{
- MappedRegion& region = mMappedVertexRegions[i];
- if (expand_region(region, start, end))
+ U32 start = mOffsets[type] + sTypeSize[type] * index;
+ U32 end = start + sTypeSize[type] * count-1;
+
+ bool flagged = false;
+ // flag region as mapped
+ for (U32 i = 0; i < mMappedVertexRegions.size(); ++i)
{
- flagged = true;
- break;
+ MappedRegion& region = mMappedVertexRegions[i];
+ if (expand_region(region, start, end))
+ {
+ flagged = true;
+ break;
+ }
}
- }
- if (!flagged)
- {
- //didn't expand an existing region, make a new one
- mMappedVertexRegions.push_back({ start, end });
+ if (!flagged)
+ {
+ //didn't expand an existing region, make a new one
+ mMappedVertexRegions.push_back({ start, end });
+ }
}
-#endif
return mMappedData+mOffsets[type]+sTypeSize[type]*index;
}
@@ -1267,28 +1300,29 @@ U8* LLVertexBuffer::mapIndexBuffer(U32 index, S32 count)
count = mNumIndices-index;
}
-#if !LL_DARWIN
- U32 start = sizeof(U16) * index;
- U32 end = start + sizeof(U16) * count-1;
-
- bool flagged = false;
- // flag region as mapped
- for (U32 i = 0; i < mMappedIndexRegions.size(); ++i)
+ if (!gGLManager.mIsApple)
{
- MappedRegion& region = mMappedIndexRegions[i];
- if (expand_region(region, start, end))
+ U32 start = sizeof(U16) * index;
+ U32 end = start + sizeof(U16) * count-1;
+
+ bool flagged = false;
+ // flag region as mapped
+ for (U32 i = 0; i < mMappedIndexRegions.size(); ++i)
{
- flagged = true;
- break;
+ MappedRegion& region = mMappedIndexRegions[i];
+ if (expand_region(region, start, end))
+ {
+ flagged = true;
+ break;
+ }
}
- }
- if (!flagged)
- {
- //didn't expand an existing region, make a new one
- mMappedIndexRegions.push_back({ start, end });
+ if (!flagged)
+ {
+ //didn't expand an existing region, make a new one
+ mMappedIndexRegions.push_back({ start, end });
+ }
}
-#endif
return mMappedIndexData + sizeof(U16)*index;
}
@@ -1301,37 +1335,40 @@ U8* LLVertexBuffer::mapIndexBuffer(U32 index, S32 count)
// dst -- mMappedData or mMappedIndexData
void LLVertexBuffer::flush_vbo(GLenum target, U32 start, U32 end, void* data, U8* dst)
{
-#if LL_DARWIN
- // on OS X, flush_vbo doesn't actually write to the GL buffer, so be sure to call
- // _mapBuffer to tag the buffer for flushing to GL
- _mapBuffer();
- LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb memcpy");
- STOP_GLERROR;
- // copy into mapped buffer
- memcpy(dst+start, data, end-start+1);
-#else
- llassert(target == GL_ARRAY_BUFFER ? sGLRenderBuffer == mGLBuffer : sGLRenderIndices == mGLIndices);
-
- // skip mapped data and stream to GPU via glBufferSubData
- if (end != 0)
+ if (gGLManager.mIsApple)
{
- LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("glBufferSubData");
- LL_PROFILE_ZONE_NUM(start);
- LL_PROFILE_ZONE_NUM(end);
- LL_PROFILE_ZONE_NUM(end-start);
-
- constexpr U32 block_size = 65536;
+ // on OS X, flush_vbo doesn't actually write to the GL buffer, so be sure to call
+ // _mapBuffer to tag the buffer for flushing to GL
+ _mapBuffer();
+ LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb memcpy");
+ STOP_GLERROR;
+ // copy into mapped buffer
+ memcpy(dst+start, data, end-start+1);
+ }
+ else
+ {
+ llassert(target == GL_ARRAY_BUFFER ? sGLRenderBuffer == mGLBuffer : sGLRenderIndices == mGLIndices);
- for (U32 i = start; i <= end; i += block_size)
+ // skip mapped data and stream to GPU via glBufferSubData
+ if (end != 0)
{
- //LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("glBufferSubData block");
- //LL_PROFILE_GPU_ZONE("glBufferSubData");
- U32 tend = llmin(i + block_size, end);
- U32 size = tend - i + 1;
- glBufferSubData(target, i, size, (U8*) data + (i-start));
+ LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("glBufferSubData");
+ LL_PROFILE_ZONE_NUM(start);
+ LL_PROFILE_ZONE_NUM(end);
+ LL_PROFILE_ZONE_NUM(end-start);
+
+ constexpr U32 block_size = 65536;
+
+ for (U32 i = start; i <= end; i += block_size)
+ {
+ //LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("glBufferSubData block");
+ //LL_PROFILE_GPU_ZONE("glBufferSubData");
+ U32 tend = llmin(i + block_size, end);
+ U32 size = tend - i + 1;
+ glBufferSubData(target, i, size, (U8*) data + (i-start));
+ }
}
}
-#endif
}
void LLVertexBuffer::unmapBuffer()
@@ -1364,114 +1401,116 @@ void LLVertexBuffer::_unmapBuffer()
}
};
-#if LL_DARWIN
- STOP_GLERROR;
- if (mMappedData)
- {
- if (mGLBuffer)
- {
- glDeleteBuffers(1, &mGLBuffer);
- }
- mGLBuffer = gen_buffer();
- glBindBuffer(GL_ARRAY_BUFFER, mGLBuffer);
- sGLRenderBuffer = mGLBuffer;
- glBufferData(GL_ARRAY_BUFFER, mSize, mMappedData, GL_STATIC_DRAW);
- }
- else if (mGLBuffer != sGLRenderBuffer)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mGLBuffer);
- sGLRenderBuffer = mGLBuffer;
- }
- STOP_GLERROR;
-
- if (mMappedIndexData)
+ if (gGLManager.mIsApple)
{
- if (mGLIndices)
+ STOP_GLERROR;
+ if (mMappedData)
{
- glDeleteBuffers(1, &mGLIndices);
+ if (mGLBuffer)
+ {
+ delete_buffers(1, &mGLBuffer);
+ }
+ mGLBuffer = gen_buffer();
+ glBindBuffer(GL_ARRAY_BUFFER, mGLBuffer);
+ sGLRenderBuffer = mGLBuffer;
+ glBufferData(GL_ARRAY_BUFFER, mSize, mMappedData, GL_STATIC_DRAW);
}
-
- mGLIndices = gen_buffer();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mGLIndices);
- sGLRenderIndices = mGLIndices;
-
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndicesSize, mMappedIndexData, GL_STATIC_DRAW);
- }
- else if (mGLIndices != sGLRenderIndices)
- {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mGLIndices);
- sGLRenderIndices = mGLIndices;
- }
- STOP_GLERROR;
-#else
-
- if (!mMappedVertexRegions.empty())
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("unmapBuffer - vertex");
-
- if (sGLRenderBuffer != mGLBuffer)
+ else if (mGLBuffer != sGLRenderBuffer)
{
glBindBuffer(GL_ARRAY_BUFFER, mGLBuffer);
sGLRenderBuffer = mGLBuffer;
}
+ STOP_GLERROR;
- U32 start = 0;
- U32 end = 0;
-
- std::sort(mMappedVertexRegions.begin(), mMappedVertexRegions.end(), SortMappedRegion());
-
- for (U32 i = 0; i < mMappedVertexRegions.size(); ++i)
+ if (mMappedIndexData)
{
- const MappedRegion& region = mMappedVertexRegions[i];
- if (region.mStart == end + 1)
+ if (mGLIndices)
{
- end = region.mEnd;
+ delete_buffers(1, &mGLIndices);
}
- else
- {
- flush_vbo(GL_ARRAY_BUFFER, start, end, (U8*)mMappedData + start, mMappedData);
- start = region.mStart;
- end = region.mEnd;
- }
- }
-
- flush_vbo(GL_ARRAY_BUFFER, start, end, (U8*)mMappedData + start, mMappedData);
- mMappedVertexRegions.clear();
- }
- if (!mMappedIndexRegions.empty())
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("unmapBuffer - index");
+ mGLIndices = gen_buffer();
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mGLIndices);
+ sGLRenderIndices = mGLIndices;
- if (mGLIndices != sGLRenderIndices)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndicesSize, mMappedIndexData, GL_STATIC_DRAW);
+ }
+ else if (mGLIndices != sGLRenderIndices)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mGLIndices);
sGLRenderIndices = mGLIndices;
}
- U32 start = 0;
- U32 end = 0;
+ STOP_GLERROR;
+ }
+ else
+ {
+ if (!mMappedVertexRegions.empty())
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("unmapBuffer - vertex");
- std::sort(mMappedIndexRegions.begin(), mMappedIndexRegions.end(), SortMappedRegion());
+ if (sGLRenderBuffer != mGLBuffer)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mGLBuffer);
+ sGLRenderBuffer = mGLBuffer;
+ }
- for (U32 i = 0; i < mMappedIndexRegions.size(); ++i)
+ U32 start = 0;
+ U32 end = 0;
+
+ std::sort(mMappedVertexRegions.begin(), mMappedVertexRegions.end(), SortMappedRegion());
+
+ for (U32 i = 0; i < mMappedVertexRegions.size(); ++i)
+ {
+ const MappedRegion& region = mMappedVertexRegions[i];
+ if (region.mStart == end + 1)
+ {
+ end = region.mEnd;
+ }
+ else
+ {
+ flush_vbo(GL_ARRAY_BUFFER, start, end, (U8*)mMappedData + start, mMappedData);
+ start = region.mStart;
+ end = region.mEnd;
+ }
+ }
+
+ flush_vbo(GL_ARRAY_BUFFER, start, end, (U8*)mMappedData + start, mMappedData);
+ mMappedVertexRegions.clear();
+ }
+
+ if (!mMappedIndexRegions.empty())
{
- const MappedRegion& region = mMappedIndexRegions[i];
- if (region.mStart == end + 1)
+ LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("unmapBuffer - index");
+
+ if (mGLIndices != sGLRenderIndices)
{
- end = region.mEnd;
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mGLIndices);
+ sGLRenderIndices = mGLIndices;
}
- else
+ U32 start = 0;
+ U32 end = 0;
+
+ std::sort(mMappedIndexRegions.begin(), mMappedIndexRegions.end(), SortMappedRegion());
+
+ for (U32 i = 0; i < mMappedIndexRegions.size(); ++i)
{
- flush_vbo(GL_ELEMENT_ARRAY_BUFFER, start, end, (U8*)mMappedIndexData + start, mMappedIndexData);
- start = region.mStart;
- end = region.mEnd;
+ const MappedRegion& region = mMappedIndexRegions[i];
+ if (region.mStart == end + 1)
+ {
+ end = region.mEnd;
+ }
+ else
+ {
+ flush_vbo(GL_ELEMENT_ARRAY_BUFFER, start, end, (U8*)mMappedIndexData + start, mMappedIndexData);
+ start = region.mStart;
+ end = region.mEnd;
+ }
}
- }
- flush_vbo(GL_ELEMENT_ARRAY_BUFFER, start, end, (U8*)mMappedIndexData + start, mMappedIndexData);
- mMappedIndexRegions.clear();
+ flush_vbo(GL_ELEMENT_ARRAY_BUFFER, start, end, (U8*)mMappedIndexData + start, mMappedIndexData);
+ mMappedIndexRegions.clear();
+ }
}
-#endif
}
//----------------------------------------------------------------------------