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-rw-r--r--indra/newview/lldrawpool.h25
1 files changed, 14 insertions, 11 deletions
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h
index 2b7ace7ae5..620438bb1b 100644
--- a/indra/newview/lldrawpool.h
+++ b/indra/newview/lldrawpool.h
@@ -49,29 +49,32 @@ public:
{
// Correspond to LLPipeline render type
// Also controls render order, so passes that don't use alpha masking/blending should come before
- // other passes and occlusion culling should happen just before rendering alpha masked passes
- // in order to take advantage of hierarchical Z
- // NOTE: Keep in sync with gPoolNames
+ // other passes to preserve hierarchical Z for occlusion queries. Occlusion queries happen just
+ // before grass, so grass should be the first alpha masked pool. Other ordering should be done
+ // based on fill rate and likelihood to occlude future passes (faster, large occluders first).
+ //
POOL_SIMPLE = 1,
POOL_GROUND,
POOL_FULLBRIGHT,
POOL_BUMP,
- POOL_MATERIALS,
- POOL_TERRAIN,
- POOL_SKY,
- POOL_WL_SKY,
+ POOL_TERRAIN,
+ POOL_MATERIALS,
+ POOL_GRASS,
POOL_TREE,
POOL_ALPHA_MASK,
POOL_FULLBRIGHT_ALPHA_MASK,
- POOL_GRASS,
+ POOL_SKY,
+ POOL_WL_SKY,
POOL_INVISIBLE, // see below *
POOL_AVATAR,
POOL_CONTROL_AV, // Animesh
- POOL_VOIDWATER,
- POOL_WATER,
POOL_GLOW,
- POOL_ALPHA,
+ POOL_ALPHA_PRE_WATER,
+ POOL_VOIDWATER,
+ POOL_WATER,
+ POOL_ALPHA_POST_WATER,
POOL_PBR_OPAQUE,
+ POOL_ALPHA, // note there is no actual "POOL_ALPHA" but pre-water and post-water pools consume POOL_ALPHA faces
NUM_POOL_TYPES,
// * invisiprims work by rendering to the depth buffer but not the color buffer, occluding anything rendered after them
// - and the LLDrawPool types enum controls what order things are rendered in