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Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp98
1 files changed, 55 insertions, 43 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index a5c7350fd8..98fdb68222 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -777,7 +777,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (mRT == &mMainRT)
{ // hacky -- allocate auxillary buffer
- gCubeSnapshot = TRUE;
+ gCubeSnapshot = true;
if (sReflectionProbesEnabled)
{
@@ -812,17 +812,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
resY /= res_mod;
}
- //water reflection texture (always needed as scratch space whether or not transparent water is enabled)
- mWaterDis.allocate(resX, resY, GL_RGBA16F, true);
-
- if (RenderUIBuffer)
- {
- if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA))
- {
- return false;
- }
- }
-
S32 shadow_detail = RenderShadowDetail;
bool ssao = RenderDeferredSSAO;
@@ -836,15 +825,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
mRT->deferredScreen.shareDepthBuffer(mRT->screen);
- if (samples > 0)
- {
- if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA)) return false;
- }
- else
- {
- mRT->fxaaBuffer.release();
- }
-
if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
{ //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa
if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false;
@@ -856,19 +836,45 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
allocateShadowBuffer(resX, resY);
- if (!gCubeSnapshot && RenderScreenSpaceReflections) // hack to not allocate mSceneMap for cube snapshots
+ if (!gCubeSnapshot) // hack to not re-allocate various targets for cube snapshots
{
- mSceneMap.allocate(resX, resY, GL_RGB, true);
- }
+ if (RenderUIBuffer)
+ {
+ if (!mUIScreen.allocate(resX, resY, GL_RGBA))
+ {
+ return false;
+ }
+ }
- const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR");
- const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA;
- mPostMap.allocate(resX, resY, post_color_fmt);
+ if (samples > 0)
+ {
+ if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false;
+ }
+ else
+ {
+ mFXAAMap.release();
+ }
- // used to scale down textures
- // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown
- mDownResMap.allocate(4, 4, GL_RGBA);
+ //water reflection texture (always needed as scratch space whether or not transparent water is enabled)
+ mWaterDis.allocate(resX, resY, GL_RGBA16F, true);
+ if(RenderScreenSpaceReflections)
+ {
+ mSceneMap.allocate(resX, resY, GL_RGB, true);
+ }
+ else
+ {
+ mSceneMap.release();
+ }
+
+ const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR");
+ const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA;
+ mPostMap.allocate(resX, resY, post_color_fmt);
+
+ // used to scale down textures
+ // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown
+ mDownResMap.allocate(4, 4, GL_RGBA);
+ }
//HACK make screenbuffer allocations start failing after 30 seconds
if (gSavedSettings.getBOOL("SimulateFBOFailure"))
{
@@ -890,7 +896,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
S32 shadow_detail = RenderShadowDetail;
- F32 scale = llmax(0.f, RenderShadowResolutionScale);
+ F32 scale = gCubeSnapshot ? 1.0f : llmax(0.f, RenderShadowResolutionScale); // Don't scale probe shadow maps
U32 sun_shadow_map_width = BlurHappySize(resX, scale);
U32 sun_shadow_map_height = BlurHappySize(resY, scale);
@@ -1110,6 +1116,10 @@ void LLPipeline::releaseGLBuffers()
mPostMap.release();
+ mFXAAMap.release();
+
+ mUIScreen.release();
+
mDownResMap.release();
for (U32 i = 0; i < 3; i++)
@@ -1117,6 +1127,8 @@ void LLPipeline::releaseGLBuffers()
mGlow[i].release();
}
+ mHeroProbeManager.cleanup(); // release hero probes
+
releaseScreenBuffers();
gBumpImageList.destroyGL();
@@ -1147,15 +1159,15 @@ void LLPipeline::releaseShadowBuffers()
void LLPipeline::releaseScreenBuffers()
{
- mRT->uiScreen.release();
mRT->screen.release();
- mRT->fxaaBuffer.release();
mRT->deferredScreen.release();
mRT->deferredLight.release();
- mHeroProbeRT.uiScreen.release();
+ mAuxillaryRT.screen.release();
+ mAuxillaryRT.deferredScreen.release();
+ mAuxillaryRT.deferredLight.release();
+
mHeroProbeRT.screen.release();
- mHeroProbeRT.fxaaBuffer.release();
mHeroProbeRT.deferredScreen.release();
mHeroProbeRT.deferredLight.release();
}
@@ -7123,7 +7135,7 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
{
{
llassert(!gCubeSnapshot);
- bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete();
+ bool multisample = RenderFSAASamples > 1 && mFXAAMap.isComplete();
LLGLSLShader* shader = &gGlowCombineProgram;
S32 width = dst->getWidth();
@@ -7134,7 +7146,7 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
{
LL_PROFILE_GPU_ZONE("aa");
// bake out texture2D with RGBL for FXAA shader
- mRT->fxaaBuffer.bindTarget();
+ mFXAAMap.bindTarget();
shader = &gGlowCombineFXAAProgram;
shader->bind();
@@ -7154,16 +7166,16 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage());
shader->unbind();
- mRT->fxaaBuffer.flush();
+ mFXAAMap.flush();
dst->bindTarget();
shader = &gFXAAProgram;
shader->bind();
- channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage());
+ channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAAMap.getUsage());
if (channel > -1)
{
- mRT->fxaaBuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
+ mFXAAMap.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
}
gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
@@ -7173,8 +7185,8 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
- F32 scale_x = (F32)width / mRT->fxaaBuffer.getWidth();
- F32 scale_y = (F32)height / mRT->fxaaBuffer.getHeight();
+ F32 scale_x = (F32)width / mFXAAMap.getWidth();
+ F32 scale_y = (F32)height / mFXAAMap.getHeight();
shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y);
shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y,
@@ -7408,7 +7420,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
{ // combine result based on alpha
dst->bindTarget();
- if (RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete())
+ if (RenderFSAASamples > 1 && mFXAAMap.isComplete())
{
glViewport(0, 0, dst->getWidth(), dst->getHeight());
}