diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 42 |
1 files changed, 30 insertions, 12 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 493fcd5d45..6b3a5b1892 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -144,6 +144,7 @@ U32 LLPipeline::RenderFSAAType; U32 LLPipeline::RenderResolutionDivisor; bool LLPipeline::RenderUIBuffer; S32 LLPipeline::RenderShadowDetail; +S32 LLPipeline::MPRenderShadowOpti; S32 LLPipeline::RenderShadowSplits; bool LLPipeline::RenderDeferredSSAO; F32 LLPipeline::RenderShadowResolutionScale; @@ -526,6 +527,7 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); connectRefreshCachedSettingsSafe("RenderUIBuffer"); connectRefreshCachedSettingsSafe("RenderShadowDetail"); + connectRefreshCachedSettingsSafe("MPRenderShadowOpti"); connectRefreshCachedSettingsSafe("RenderShadowSplits"); connectRefreshCachedSettingsSafe("RenderDeferredSSAO"); connectRefreshCachedSettingsSafe("RenderShadowResolutionScale"); @@ -728,7 +730,9 @@ void LLPipeline::resizeShadowTexture() { releaseSunShadowTargets(); releaseSpotShadowTargets(); - allocateShadowBuffer(mRT->width, mRT->height); + GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + allocateShadowBuffer(resX, resY); gResizeShadowTexture = false; } @@ -945,7 +949,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; S32 shadow_detail = RenderShadowDetail; - F32 scale = gCubeSnapshot ? 1.0f : llmax(0.f, RenderShadowResolutionScale); // Don't scale probe shadow maps + F32 scale = gCubeSnapshot ? 1.0f : llmax(0.5f, RenderShadowResolutionScale); // Don't scale probe shadow maps U32 sun_shadow_map_width = BlurHappySize(resX, scale); U32 sun_shadow_map_height = BlurHappySize(resY, scale); @@ -1003,7 +1007,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); } } @@ -1020,7 +1024,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); } } @@ -1057,6 +1061,7 @@ void LLPipeline::refreshCachedSettings() RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); + MPRenderShadowOpti = gSavedSettings.getS32("MPRenderShadowOpti"); RenderShadowSplits = gSavedSettings.getS32("RenderShadowSplits"); RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); @@ -1452,7 +1457,7 @@ void LLPipeline::createLUTBuffers() } U32 pix_format = GL_R16F; -#if LL_DARWIN +#if 0 && LL_DARWIN // Need to work around limited precision with 10.6.8 and older drivers // pix_format = GL_R32F; @@ -1499,7 +1504,7 @@ void LLPipeline::createLUTBuffers() glClearColor(0, 0, 0, 0); mExposureMap.flush(); - mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_AUTO); + mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE); mLastExposure.allocate(1, 1, GL_R16F); } @@ -4542,6 +4547,7 @@ void LLPipeline::renderDebug() LLGLDisable cull(i >= 2 ? GL_CULL_FACE : 0); gGL.flush(); + glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); //get rid of some z-fighting @@ -6982,7 +6988,7 @@ void apply_cube_face_rotation(U32 face) void validate_framebuffer_object() { GLenum status; - status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); switch(status) { case GL_FRAMEBUFFER_COMPLETE: @@ -7544,7 +7550,8 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) void LLPipeline::generateSMAABuffers(LLRenderTarget* src) { llassert(!gCubeSnapshot); - bool multisample = RenderFSAAType == 2 && gSMAAEdgeDetectProgram[0].isComplete() && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); + if(RenderFSAAType < 2) return; + bool multisample = gSMAAEdgeDetectProgram[0].isComplete() && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); // Present everything. if (multisample) @@ -7662,7 +7669,13 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) { llassert(!gCubeSnapshot); - bool multisample = RenderFSAAType == 2 && gSMAAEdgeDetectProgram[0].isComplete() && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); + + bool multisample = false; + + if(RenderFSAAType > 1) + { + multisample = gSMAAEdgeDetectProgram[0].isComplete() && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); + } // Present everything. if (multisample) @@ -9287,6 +9300,7 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) S32 channel = shader.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); bool bound = false; + if (channel > -1 && mReflectionMapManager.mTexture.notNull()) { mReflectionMapManager.mTexture->bind(channel); @@ -9482,7 +9496,6 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa } }; - LLVertexBuffer::unbind(); for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged { @@ -9524,6 +9537,7 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa renderGeomShadow(shadow_cam); } + if(MPRenderShadowOpti < 3) { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); LL_PROFILE_GPU_ZONE("shadow alpha"); @@ -9854,7 +9868,7 @@ public: void LLPipeline::generateSunShadow(LLCamera& camera) { - if (!sRenderDeferred || RenderShadowDetail <= 0) + if (!sRenderDeferred || RenderShadowDetail <= 0 || (MPRenderShadowOpti > 0 && gCubeSnapshot)) { return; } @@ -10136,8 +10150,12 @@ void LLPipeline::generateSunShadow(LLCamera& camera) std::vector<LLVector3> fp; + U32 splits = 3; + if(MPRenderShadowOpti == 1) splits = 2; + else if(MPRenderShadowOpti >= 2) splits = 1; + if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir) - || j > RenderShadowSplits) + || j > splits) { //no possible shadow receivers if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) |