diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 122 |
1 files changed, 88 insertions, 34 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3e35e0e41a..99f8a87b16 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -336,10 +336,10 @@ static const U32 gl_cube_face[] = void validate_framebuffer_object(); -void addDeferredAttachments(LLRenderTarget& target) +bool addDeferredAttachments(LLRenderTarget& target) { - target.addColorAttachment(GL_RGBA); //specular - target.addColorAttachment(GL_RGBA); //normal+z + return target.addColorAttachment(GL_RGBA) && //specular + target.addColorAttachment(GL_RGBA); //normal+z } LLPipeline::LLPipeline() : @@ -586,18 +586,61 @@ void LLPipeline::allocatePhysicsBuffer() void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { - // remember these dimensions - mScreenWidth = resX; - mScreenHeight = resY; - - //cap samples at 4 for render targets to avoid out of memory errors U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); if (gGLManager.mIsATI) - { //disable multisampling of render targets where ATI is involved + { //ATI doesn't like the way we use multisample texture samples = 0; } + //try to allocate screen buffers at requested resolution and samples + // - on failure, shrink number of samples and try again + // - if not multisampled, shrink resolution and try again (favor X resolution over Y) + // Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state + + if (!allocateScreenBuffer(resX, resY, samples)) + { + releaseScreenBuffers(); + //reduce number of samples + while (samples > 0) + { + samples /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { //success + return; + } + releaseScreenBuffers(); + } + + //reduce resolution + while (resY > 0 && resX > 0) + { + resY /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { + return; + } + releaseScreenBuffers(); + + resX /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { + return; + } + releaseScreenBuffers(); + } + + llwarns << "Unable to allocate screen buffer at any resolution!" << llendl; + } +} + + +bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) +{ + // remember these dimensions + mScreenWidth = resX; + mScreenHeight = resY; + U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); if (res_mod > 1 && res_mod < resX && res_mod < resY) @@ -608,7 +651,10 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (gSavedSettings.getBOOL("RenderUIBuffer")) { - mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) + { + return false; + } } if (LLPipeline::sRenderDeferred) @@ -618,22 +664,22 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED); //allocate deferred rendering color buffers - mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); - mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); - addDeferredAttachments(mDeferredScreen); + if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!addDeferredAttachments(mDeferredScreen)) return false; - mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); + if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; #if LL_DARWIN // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO - mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #else - mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #endif if (shadow_detail > 0 || ssao) { //only need mDeferredLight[0] for shadows OR ssao - mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } else { @@ -642,7 +688,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (ssao) { //only need mDeferredLight[1] for ssao - mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false); + if (!mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false; } else { @@ -651,14 +697,14 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (gi) { //only need mDeferredLight[2] and mGIMapPost for gi - mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false); + if (!mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false; for (U32 i = 0; i < 2; i++) { #if LL_DARWIN // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO - mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; #else - mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; #endif } } @@ -685,7 +731,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { //allocate 4 sun shadow maps for (U32 i = 0; i < 4; i++) { - mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; } } else @@ -703,7 +749,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { //allocate two spot shadow maps for (U32 i = 4; i < 6; i++) { - mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE); + if (!mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE)) return false; } } else @@ -716,7 +762,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) width = nhpo2(resX)/2; height = nhpo2(resY)/2; - mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE); + if (!mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE)) return false; } else { @@ -738,7 +784,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mEdgeMap.release(); mLuminanceMap.release(); - mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } if (LLPipeline::sRenderDeferred) @@ -750,6 +796,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) stop_glerror(); + return true; } //static @@ -800,9 +847,23 @@ void LLPipeline::releaseGLBuffers() mWaterRef.release(); mWaterDis.release(); + + for (U32 i = 0; i < 3; i++) + { + mGlow[i].release(); + } + + releaseScreenBuffers(); + + gBumpImageList.destroyGL(); + LLVOAvatar::resetImpostors(); +} + +void LLPipeline::releaseScreenBuffers() +{ + mUIScreen.release(); mScreen.release(); mPhysicsDisplay.release(); - mUIScreen.release(); mDeferredScreen.release(); mDeferredDepth.release(); for (U32 i = 0; i < 3; i++) @@ -821,16 +882,9 @@ void LLPipeline::releaseGLBuffers() { mShadow[i].release(); } - - for (U32 i = 0; i < 3; i++) - { - mGlow[i].release(); - } - - gBumpImageList.destroyGL(); - LLVOAvatar::resetImpostors(); } + void LLPipeline::createGLBuffers() { LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS); |