diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 29 |
1 files changed, 18 insertions, 11 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index d1a4575880..4007d9d8f3 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -693,8 +693,9 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) } - if (LLRenderTarget::sUseFBO && gGLManager.mHasFramebufferMultisample && samples > 1) - { + if (LLRenderTarget::sUseFBO && !sRenderDeferred && gGLManager.mHasFramebufferMultisample && samples > 1) + { // DON'T use multisample buffers when rendering deferred -- multisampling doesn't play nice with deferred rendering + //so a post-effect smooths edges in screen space mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); if (LLPipeline::sRenderDeferred) { @@ -6245,12 +6246,18 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) LLVertexBuffer::unbind(); - if (LLPipeline::sRenderDeferred && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) + if (LLPipeline::sRenderDeferred) { + LLGLSLShader* shader = &gDeferredPostProgram; + if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) + { + shader = &gDeferredGIFinalProgram; + } + LLGLDisable blend(GL_BLEND); - bindDeferredShader(gDeferredGIFinalProgram); + bindDeferredShader(*shader); - S32 channel = gDeferredGIFinalProgram.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); + S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) { mScreen.bindTexture(0, channel); @@ -6268,7 +6275,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.end(); - unbindDeferredShader(gDeferredGIFinalProgram); + unbindDeferredShader(*shader); } else { @@ -6329,12 +6336,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } - if (LLRenderTarget::sUseFBO) - { //copy depth buffer from mScreen to framebuffer - LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), - 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); - } + if (LLRenderTarget::sUseFBO) + { //copy depth buffer from mScreen to framebuffer + LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), + 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); } gGL.setSceneBlendType(LLRender::BT_ALPHA); |