diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 98 |
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()); } |