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-rw-r--r--indra/newview/pipeline.cpp918
1 files changed, 667 insertions, 251 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 6c9c4751d7..7b8739c7df 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -29,6 +29,7 @@
#include "pipeline.h"
// library includes
+#include "llimagepng.h"
#include "llaudioengine.h" // For debugging.
#include "llerror.h"
#include "llviewercontrol.h"
@@ -117,6 +118,20 @@
#include "llenvironment.h"
#include "llsettingsvo.h"
+#include "SMAAAreaTex.h"
+#include "SMAASearchTex.h"
+
+#ifndef LL_WINDOWS
+#define A_GCC 1
+#pragma GCC diagnostic ignored "-Wunused-function"
+#pragma GCC diagnostic ignored "-Wunused-variable"
+#if LL_LINUX
+#pragma GCC diagnostic ignored "-Wrestrict"
+#endif
+#endif
+#define A_CPU 1
+#include "app_settings/shaders/class1/deferred/CASF.glsl" // This is also C++
+
extern bool gSnapshot;
bool gShiftFrame = false;
@@ -124,7 +139,7 @@ bool gShiftFrame = false;
bool LLPipeline::WindLightUseAtmosShaders;
bool LLPipeline::RenderDeferred;
F32 LLPipeline::RenderDeferredSunWash;
-U32 LLPipeline::RenderFSAASamples;
+U32 LLPipeline::RenderFSAAType;
U32 LLPipeline::RenderResolutionDivisor;
bool LLPipeline::RenderUIBuffer;
S32 LLPipeline::RenderShadowDetail;
@@ -269,6 +284,7 @@ static LLStaticHashedString sDelta("delta");
static LLStaticHashedString sDistFactor("dist_factor");
static LLStaticHashedString sKern("kern");
static LLStaticHashedString sKernScale("kern_scale");
+static LLStaticHashedString sSmaaRTMetrics("SMAA_RT_METRICS");
//----------------------------------------
@@ -487,7 +503,7 @@ void LLPipeline::init()
// DEPRECATED -- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders");
// DEPRECATED -- connectRefreshCachedSettingsSafe("RenderDeferred");
connectRefreshCachedSettingsSafe("RenderDeferredSunWash");
- connectRefreshCachedSettingsSafe("RenderFSAASamples");
+ connectRefreshCachedSettingsSafe("RenderFSAAType");
connectRefreshCachedSettingsSafe("RenderResolutionDivisor");
connectRefreshCachedSettingsSafe("RenderUIBuffer");
connectRefreshCachedSettingsSafe("RenderShadowDetail");
@@ -725,40 +741,26 @@ LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY)
// refresh cached settings here to protect against inconsistent event handling order
refreshCachedSettings();
- U32 samples = RenderFSAASamples;
-
eFBOStatus ret = FBO_SUCCESS_FULLRES;
- if (!allocateScreenBuffer(resX, resY, samples))
+ if (!allocateScreenBufferInternal(resX, resY))
{
//failed to allocate at requested specification, return false
ret = FBO_FAILURE;
releaseScreenBuffers();
- //reduce number of samples
- while (samples > 0)
- {
- samples /= 2;
- if (allocateScreenBuffer(resX, resY, samples))
- { //success
- return FBO_SUCCESS_LOWRES;
- }
- releaseScreenBuffers();
- }
-
- samples = 0;
//reduce resolution
while (resY > 0 && resX > 0)
{
resY /= 2;
- if (allocateScreenBuffer(resX, resY, samples))
+ if (allocateScreenBufferInternal(resX, resY))
{
return FBO_SUCCESS_LOWRES;
}
releaseScreenBuffers();
resX /= 2;
- if (allocateScreenBuffer(resX, resY, samples))
+ if (allocateScreenBufferInternal(resX, resY))
{
return FBO_SUCCESS_LOWRES;
}
@@ -771,27 +773,29 @@ LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY)
return ret;
}
-bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
+bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
if (mRT == &mMainRT)
{ // hacky -- allocate auxillary buffer
+
+ gCubeSnapshot = true;
+
if (sReflectionProbesEnabled)
{
- gCubeSnapshot = true;
mReflectionMapManager.initReflectionMaps();
}
mRT = &mAuxillaryRT;
U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled
- allocateScreenBuffer(res, res, samples);
+ allocateScreenBufferInternal(res, res);
if (RenderMirrors)
{
mHeroProbeManager.initReflectionMaps();
res = mHeroProbeManager.mProbeResolution; // We also scale the hero probe RT to the probe res since we don't super sample it.
mRT = &mHeroProbeRT;
- allocateScreenBuffer(res, res, samples);
+ allocateScreenBufferInternal(res, res);
}
mRT = &mMainRT;
@@ -810,17 +814,6 @@ 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;
@@ -834,17 +827,8 @@ 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 (shadow_detail > 0 || ssao || RenderDepthOfField)
+ { //only need mRT->deferredLight for shadows OR ssao OR dof
if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false;
}
else
@@ -854,15 +838,48 @@ 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 (RenderFSAAType > 0)
+ {
+ if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false;
+ if (RenderFSAAType == 2)
+ {
+ if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA, false)) return false;
+ }
+ }
+ else
+ {
+ mFXAAMap.release();
+ mSMAABlendBuffer.release();
+ }
+
+ //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_RGBA16F, true);
+ }
+ else
+ {
+ mSceneMap.release();
+ }
+
+ mPostMap.allocate(resX, resY, GL_RGBA16F);
+
+ // 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"))
{
@@ -884,7 +901,7 @@ 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);
@@ -992,7 +1009,7 @@ void LLPipeline::refreshCachedSettings()
WindLightUseAtmosShaders = true; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders");
RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred");
RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash");
- RenderFSAASamples = LLFeatureManager::getInstance()->isFeatureAvailable("RenderFSAASamples") ? gSavedSettings.getU32("RenderFSAASamples") : 0;
+ RenderFSAAType = gSavedSettings.getU32("RenderFSAAType");
RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor");
RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer");
RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail");
@@ -1066,12 +1083,7 @@ void LLPipeline::refreshCachedSettings()
RenderScreenSpaceReflectionAdaptiveStepMultiplier = gSavedSettings.getF32("RenderScreenSpaceReflectionAdaptiveStepMultiplier");
RenderScreenSpaceReflectionGlossySamples = gSavedSettings.getS32("RenderScreenSpaceReflectionGlossySamples");
RenderBufferVisualization = gSavedSettings.getS32("RenderBufferVisualization");
- if (gSavedSettings.getBOOL("RenderMirrors") != RenderMirrors)
- {
- RenderMirrors = gSavedSettings.getBOOL("RenderMirrors");
- LLViewerShaderMgr::instance()->clearShaderCache();
- LLViewerShaderMgr::instance()->setShaders();
- }
+ RenderMirrors = gSavedSettings.getBOOL("RenderMirrors");
RenderHeroProbeUpdateRate = gSavedSettings.getS32("RenderHeroProbeUpdateRate");
RenderHeroProbeConservativeUpdateMultiplier = gSavedSettings.getS32("RenderHeroProbeConservativeUpdateMultiplier");
@@ -1101,6 +1113,18 @@ void LLPipeline::releaseGLBuffers()
mTrueNoiseMap = 0;
}
+ if (mSMAAAreaMap)
+ {
+ LLImageGL::deleteTextures(1, &mSMAAAreaMap);
+ mSMAAAreaMap = 0;
+ }
+
+ if (mSMAASearchMap)
+ {
+ LLImageGL::deleteTextures(1, &mSMAASearchMap);
+ mSMAASearchMap = 0;
+ }
+
releaseLUTBuffers();
mWaterDis.release();
@@ -1109,11 +1133,19 @@ void LLPipeline::releaseGLBuffers()
mPostMap.release();
+ mFXAAMap.release();
+
+ mUIScreen.release();
+
+ mDownResMap.release();
+
for (U32 i = 0; i < 3; i++)
{
mGlow[i].release();
}
+ mHeroProbeManager.cleanup(); // release hero probes
+
releaseScreenBuffers();
gBumpImageList.destroyGL();
@@ -1144,15 +1176,15 @@ 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();
}
@@ -1233,7 +1265,7 @@ void LLPipeline::createGLBuffers()
F32 noise[noiseRes*noiseRes*3];
for (U32 i = 0; i < noiseRes*noiseRes*3; i++)
{
- noise[i] = ll_frand()*2.0-1.0;
+ noise[i] = ll_frand()*2.0f-1.0f;
}
LLImageGL::generateTextures(1, &mTrueNoiseMap);
@@ -1242,6 +1274,77 @@ void LLPipeline::createGLBuffers()
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
+ if (!mSMAAAreaMap)
+ {
+ std::vector<U8> tempBuffer(AREATEX_SIZE);
+ for (U32 y = 0; y < AREATEX_HEIGHT; y++)
+ {
+ U32 srcY = AREATEX_HEIGHT - 1 - y;
+ // unsigned int srcY = y;
+ memcpy(&tempBuffer[y * AREATEX_PITCH], areaTexBytes + srcY * AREATEX_PITCH, AREATEX_PITCH);
+ }
+
+ LLImageGL::generateTextures(1, &mSMAAAreaMap);
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAAAreaMap);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG,
+ GL_UNSIGNED_BYTE, tempBuffer.data(), false);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+
+ if (!mSMAASearchMap)
+ {
+ std::vector<U8> tempBuffer(SEARCHTEX_SIZE);
+ for (U32 y = 0; y < SEARCHTEX_HEIGHT; y++)
+ {
+ U32 srcY = SEARCHTEX_HEIGHT - 1 - y;
+ // unsigned int srcY = y;
+ memcpy(&tempBuffer[y * SEARCHTEX_PITCH], searchTexBytes + srcY * SEARCHTEX_PITCH, SEARCHTEX_PITCH);
+ }
+
+ LLImageGL::generateTextures(1, &mSMAASearchMap);
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASearchMap);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT,
+ GL_RED, GL_UNSIGNED_BYTE, tempBuffer.data(), false);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+
+ if (!mSMAASampleMap)
+ {
+ LLPointer<LLImageRaw> raw_image = new LLImageRaw;
+ LLPointer<LLImagePNG> png_image = new LLImagePNG;
+ static LLCachedControl<std::string> sample_path(gSavedSettings, "SamplePath", "");
+ if (gDirUtilp->fileExists(sample_path()) && png_image->load(sample_path()) && png_image->decode(raw_image, 0.0f))
+ {
+ U32 format = 0;
+ switch (raw_image->getComponents())
+ {
+ case 1:
+ format = GL_RED;
+ break;
+ case 2:
+ format = GL_RG;
+ break;
+ case 3:
+ format = GL_RGB;
+ break;
+ case 4:
+ format = GL_RGBA;
+ break;
+ default:
+ return;
+ };
+ LLImageGL::generateTextures(1, &mSMAASampleMap);
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB, raw_image->getWidth(),
+ raw_image->getHeight(), format, GL_UNSIGNED_BYTE, raw_image->getData(), false);
+ stop_glerror();
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+ }
+
createLUTBuffers();
gBumpImageList.restoreGL();
@@ -3577,9 +3680,12 @@ void LLPipeline::postSort(LLCamera &camera)
{
mSelectedFaces.clear();
+ bool tex_index_changed = false;
if (!gNonInteractive)
{
- LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit());
+ LLRender::eTexIndex tex_index = sRenderHighlightTextureChannel;
+ setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit());
+ tex_index_changed = sRenderHighlightTextureChannel != tex_index;
}
// Draw face highlights for selected faces.
@@ -3601,6 +3707,24 @@ void LLPipeline::postSort(LLCamera &camera)
}
} func;
LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func);
+
+ if (tex_index_changed)
+ {
+ // Rebuild geometry for all selected faces with PBR textures
+ for (const LLFace* face : gPipeline.mSelectedFaces)
+ {
+ if (const LLViewerObject* vobj = face->getViewerObject())
+ {
+ if (const LLTextureEntry* tep = vobj->getTE(face->getTEOffset()))
+ {
+ if (tep->getGLTFRenderMaterial())
+ {
+ gPipeline.markRebuild(face->getDrawable(), LLDrawable::REBUILD_VOLUME);
+ }
+ }
+ }
+ }
+ }
}
}
@@ -3653,28 +3777,31 @@ void render_hud_elements()
gUIProgram.unbind();
}
-void LLPipeline::renderHighlights()
+static inline void bindHighlightProgram(LLGLSLShader& program)
{
- assertInitialized();
-
- // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
- // Render highlighted faces.
- LLGLSPipelineAlpha gls_pipeline_alpha;
- LLColor4 color(1.f, 1.f, 1.f, 0.5f);
- disableLights();
-
if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
- gHighlightProgram.bind();
- gGL.diffuseColor4f(1,1,1,0.5f);
+ program.bind();
+ gGL.diffuseColor4f(1, 1, 1, 0.5f);
}
+}
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep)
- {
- mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
- }
+static inline void unbindHighlightProgram(LLGLSLShader& program)
+{
+ if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
+ {
+ program.unbind();
+ }
+}
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP))
+void LLPipeline::renderSelectedFaces(const LLColor4& color)
+{
+ if (!mFaceSelectImagep)
+ {
+ mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
+ }
+
+ if (mFaceSelectImagep)
{
// Make sure the selection image gets downloaded and decoded
mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
@@ -3690,81 +3817,61 @@ void LLPipeline::renderHighlights()
facep->renderSelected(mFaceSelectImagep, color);
}
}
+}
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
- {
- // Paint 'em red!
- color.setVec(1.f, 0.f, 0.f, 0.5f);
-
- for (auto facep : mHighlightFaces)
- {
- facep->renderSelected(LLViewerTexture::sNullImagep, color);
- }
- }
+void LLPipeline::renderHighlights()
+{
+ assertInitialized();
- // Contains a list of the faces of objects that are physical or
- // have touch-handlers.
- mHighlightFaces.clear();
+ // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
+ // Render highlighted faces.
+ LLGLSPipelineAlpha gls_pipeline_alpha;
+ disableLights();
- if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
{
- gHighlightProgram.unbind();
- }
-
+ bindHighlightProgram(gHighlightProgram);
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP))
- {
- color.setVec(1.0f, 0.5f, 0.5f, 0.5f);
- if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP ||
+ sRenderHighlightTextureChannel == LLRender::BASECOLOR_MAP ||
+ sRenderHighlightTextureChannel == LLRender::METALLIC_ROUGHNESS_MAP ||
+ sRenderHighlightTextureChannel == LLRender::GLTF_NORMAL_MAP ||
+ sRenderHighlightTextureChannel == LLRender::EMISSIVE_MAP ||
+ sRenderHighlightTextureChannel == LLRender::NUM_TEXTURE_CHANNELS)
{
- gHighlightNormalProgram.bind();
- gGL.diffuseColor4f(1,1,1,0.5f);
+ static const LLColor4 highlight_selected_color(1.f, 1.f, 1.f, 0.5f);
+ renderSelectedFaces(highlight_selected_color);
}
- mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
-
- for (auto facep : mSelectedFaces)
+ // Paint 'em red!
+ static const LLColor4 highlight_face_color(1.f, 0.f, 0.f, 0.5f);
+ for (auto facep : mHighlightFaces)
{
- if (!facep || facep->getDrawable()->isDead())
- {
- LL_ERRS() << "Bad face on selection" << LL_ENDL;
- return;
- }
-
- facep->renderSelected(mFaceSelectImagep, color);
+ facep->renderSelected(LLViewerTexture::sNullImagep, highlight_face_color);
}
- if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightNormalProgram.unbind();
- }
+ unbindHighlightProgram(gHighlightProgram);
}
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP))
- {
- color.setVec(0.0f, 0.3f, 1.0f, 0.8f);
- if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightSpecularProgram.bind();
- gGL.diffuseColor4f(1,1,1,0.5f);
- }
-
- mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
+ // Contains a list of the faces of objects that are physical or
+ // have touch-handlers.
+ mHighlightFaces.clear();
- for (auto facep : mSelectedFaces)
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
+ {
+ if (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP)
{
- if (!facep || facep->getDrawable()->isDead())
- {
- LL_ERRS() << "Bad face on selection" << LL_ENDL;
- return;
- }
-
- facep->renderSelected(mFaceSelectImagep, color);
+ static const LLColor4 highlight_normal_color(1.0f, 0.5f, 0.5f, 0.5f);
+ bindHighlightProgram(gHighlightNormalProgram);
+ renderSelectedFaces(highlight_normal_color);
+ unbindHighlightProgram(gHighlightNormalProgram);
}
-
- if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ else if (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP)
{
- gHighlightSpecularProgram.unbind();
+ static const LLColor4 highlight_specular_color(0.0f, 0.3f, 1.0f, 0.8f);
+ bindHighlightProgram(gHighlightSpecularProgram);
+ renderSelectedFaces(highlight_specular_color);
+ unbindHighlightProgram(gHighlightSpecularProgram);
}
}
}
@@ -4502,33 +4609,51 @@ void LLPipeline::renderDebug()
}
// Debug stuff.
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCTREE |
+ LLPipeline::RENDER_DEBUG_OCCLUSION |
+ LLPipeline::RENDER_DEBUG_LIGHTS |
+ LLPipeline::RENDER_DEBUG_BATCH_SIZE |
+ LLPipeline::RENDER_DEBUG_UPDATE_TYPE |
+ LLPipeline::RENDER_DEBUG_BBOXES |
+ LLPipeline::RENDER_DEBUG_NORMALS |
+ LLPipeline::RENDER_DEBUG_POINTS |
+ LLPipeline::RENDER_DEBUG_TEXTURE_AREA |
+ LLPipeline::RENDER_DEBUG_TEXTURE_ANIM |
+ LLPipeline::RENDER_DEBUG_RAYCAST |
+ LLPipeline::RENDER_DEBUG_AVATAR_VOLUME |
+ LLPipeline::RENDER_DEBUG_AVATAR_JOINTS |
+ LLPipeline::RENDER_DEBUG_AGENT_TARGET |
+ LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA |
+ LLPipeline::RENDER_DEBUG_TEXEL_DENSITY))
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("render debug bridges");
+
+ for (LLViewerRegion* region : LLWorld::getInstance()->getRegionList())
{
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
- if ( (hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) ||
- (!hud_only && hasRenderType(part->mDrawableType)) )
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
{
- part->renderDebug();
+ if ((hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) ||
+ (!hud_only && hasRenderType(part->mDrawableType)))
+ {
+ part->renderDebug();
+ }
}
}
}
- }
- for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
- {
- LLSpatialBridge* bridge = *i;
- if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
+ for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
{
- gGL.pushMatrix();
- gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
- bridge->renderDebug();
- gGL.popMatrix();
+ LLSpatialBridge* bridge = *i;
+ if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
+ {
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ bridge->renderDebug();
+ gGL.popMatrix();
+ }
}
}
@@ -4562,7 +4687,8 @@ void LLPipeline::renderDebug()
mReflectionMapManager.renderDebug();
}
- if (gSavedSettings.getBOOL("RenderReflectionProbeVolumes") && !hud_only)
+ static LLCachedControl<bool> render_ref_probe_volumes(gSavedSettings, "RenderReflectionProbeVolumes");
+ if (render_ref_probe_volumes && !hud_only)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display");
@@ -5284,7 +5410,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
assertInitialized();
- if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs)
+ if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs || LLApp::isExiting())
{
return;
}
@@ -6252,7 +6378,10 @@ bool LLPipeline::getRenderHighlights()
// static
void LLPipeline::setRenderHighlightTextureChannel(LLRender::eTexIndex channel)
{
- sRenderHighlightTextureChannel = channel;
+ if (channel != sRenderHighlightTextureChannel)
+ {
+ sRenderHighlightTextureChannel = channel;
+ }
}
LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
@@ -6434,16 +6563,14 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start,
}
}
- //check all avatar nametags (silly, isn't it?)
- for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin();
- iter != LLCharacter::sInstances.end();
- ++iter)
+ // check all avatar nametags (silly, isn't it?)
+ for (LLCharacter* character : LLCharacter::sInstances)
{
- LLVOAvatar* av = (LLVOAvatar*) *iter;
- if (av->mNameText.notNull()
- && av->mNameText->lineSegmentIntersect(start, local_end, position))
+ LLVOAvatar* avatar = (LLVOAvatar*)character;
+ if (avatar->mNameText.notNull() &&
+ avatar->mNameText->lineSegmentIntersect(start, local_end, position))
{
- drawable = av->mDrawable;
+ drawable = avatar->mDrawable;
local_end = position;
}
}
@@ -6603,8 +6730,14 @@ void LLPipeline::renderAlphaObjects(bool rigged)
S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0;
U32 target_width = LLRenderTarget::sCurResX;
U32 type = LLRenderPass::PASS_ALPHA;
- LLVOAvatar* lastAvatar = nullptr;
+ // for gDeferredShadowAlphaMaskProgram
+ const LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
+ bool skipLastSkin;
+ // for gDeferredShadowGLTFAlphaBlendProgram
+ const LLVOAvatar* lastAvatarGLTF = nullptr;
+ U64 lastMeshIdGLTF = 0;
+ bool skipLastSkinGLTF;
auto* begin = gPipeline.beginRenderMap(type);
auto* end = gPipeline.endRenderMap(type);
@@ -6628,7 +6761,7 @@ void LLPipeline::renderAlphaObjects(bool rigged)
LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF);
- LLRenderPass::pushRiggedGLTFBatch(*pparams, lastAvatar, lastMeshId);
+ LLRenderPass::pushRiggedGLTFBatch(*pparams, lastAvatarGLTF, lastMeshIdGLTF, skipLastSkinGLTF);
}
else
{
@@ -6636,14 +6769,10 @@ void LLPipeline::renderAlphaObjects(bool rigged)
LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF);
- if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash)
+ if (mSimplePool->uploadMatrixPalette(pparams->mAvatar, pparams->mSkinInfo, lastAvatar, lastMeshId, skipLastSkin))
{
- mSimplePool->uploadMatrixPalette(*pparams);
- lastAvatar = pparams->mAvatar;
- lastMeshId = pparams->mSkinInfo->mHash;
+ mSimplePool->pushBatch(*pparams, true, true);
}
-
- mSimplePool->pushBatch(*pparams, true, true);
}
}
else
@@ -6906,7 +7035,7 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool
}
}
shader->uniform1f(dt, gFrameIntervalSeconds);
- shader->uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0);
+ shader->uniform2f(noiseVec, ll_frand() * 2.0f - 1.0f, ll_frand() * 2.0f - 1.0f);
shader->uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max);
mScreenTriangleVB->setBuffer();
@@ -6923,11 +7052,12 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool
extern LLPointer<LLImageGL> gEXRImage;
-void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) {
+void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst)
+{
dst->bindTarget();
// gamma correct lighting
{
- LL_PROFILE_GPU_ZONE("gamma correct");
+ LL_PROFILE_GPU_ZONE("tonemap");
static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false);
@@ -6940,9 +7070,7 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) {
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
bool no_post = gSnapshotNoPost || (buildNoPost && gFloaterTools->isAvailable());
- LLGLSLShader& shader = no_post ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping)
- psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram :
- gDeferredPostGammaCorrectProgram;
+ LLGLSLShader& shader = no_post ? gNoPostTonemapProgram : gDeferredPostTonemapProgram;
shader.bind();
@@ -6952,17 +7080,23 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) {
shader.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap);
- shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, src->getWidth(), src->getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight());
static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f);
F32 e = llclamp(exposure(), 0.5f, 4.f);
static LLStaticHashedString s_exposure("exposure");
- static LLStaticHashedString aces_mix("aces_mix");
+ static LLStaticHashedString tonemap_mix("tonemap_mix");
+ static LLStaticHashedString tonemap_type("tonemap_type");
shader.uniform1f(s_exposure, e);
- shader.uniform1f(aces_mix, gEXRImage.notNull() ? 0.f : 0.3f);
+
+ static LLCachedControl<U32> tonemap_type_setting(gSavedSettings, "RenderTonemapType", 0U);
+ shader.uniform1i(tonemap_type, tonemap_type_setting);
+
+ static LLCachedControl<F32> tonemap_mix_setting(gSavedSettings, "RenderTonemapMix", 1.f);
+ shader.uniform1f(tonemap_mix, tonemap_mix_setting);
mScreenTriangleVB->setBuffer();
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
@@ -6973,6 +7107,34 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) {
dst->flush();
}
+void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst)
+{
+ dst->bindTarget();
+ // gamma correct lighting
+ {
+ LL_PROFILE_GPU_ZONE("gamma correct");
+
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+
+ static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false);
+ static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true);
+
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+ LLGLSLShader& shader = psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram :
+ gDeferredPostGammaCorrectProgram;
+
+ shader.bind();
+ shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT);
+ shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight());
+
+ mScreenTriangleVB->setBuffer();
+ mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ shader.unbind();
+ }
+ dst->flush();
+}
+
void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst)
{
@@ -7031,8 +7193,8 @@ void LLPipeline::generateGlow(LLRenderTarget* src)
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
gGlowExtractProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES,
- mGlow[2].getWidth(),
- mGlow[2].getHeight());
+ (GLfloat)mGlow[2].getWidth(),
+ (GLfloat)mGlow[2].getHeight());
}
{
@@ -7110,22 +7272,68 @@ void LLPipeline::generateGlow(LLRenderTarget* src)
}
}
+void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst)
+{
+ static LLCachedControl<F32> cas_sharpness(gSavedSettings, "RenderCASSharpness", 0.4f);
+ if (cas_sharpness == 0.0f)
+ {
+ gPipeline.copyRenderTarget(src, dst);
+ return;
+ }
+
+ LLGLSLShader* sharpen_shader = &gCASProgram;
+
+ // Bind setup:
+ dst->bindTarget();
+
+ sharpen_shader->bind();
+
+ {
+ static LLStaticHashedString cas_param_0("cas_param_0");
+ static LLStaticHashedString cas_param_1("cas_param_1");
+ static LLStaticHashedString out_screen_res("out_screen_res");
+
+ varAU4(const0);
+ varAU4(const1);
+ CasSetup(const0, const1,
+ cas_sharpness(), // Sharpness tuning knob (0.0 to 1.0).
+ (AF1)src->getWidth(), (AF1)src->getHeight(), // Input size.
+ (AF1)dst->getWidth(), (AF1)dst->getHeight()); // Output size.
+
+ sharpen_shader->uniform4uiv(cas_param_0, 1, const0);
+ sharpen_shader->uniform4uiv(cas_param_1, 1, const1);
+
+ sharpen_shader->uniform2f(out_screen_res, (AF1)dst->getWidth(), (AF1)dst->getHeight());
+ }
+
+ sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT);
+
+ // Draw
+ gPipeline.mScreenTriangleVB->setBuffer();
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ sharpen_shader->unbind();
+
+ dst->flush();
+}
+
void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
{
{
llassert(!gCubeSnapshot);
- bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete();
+ bool multisample = RenderFSAAType == 1 && mFXAAMap.isComplete();
LLGLSLShader* shader = &gGlowCombineProgram;
- S32 width = dst->getWidth();
- S32 height = dst->getHeight();
-
// Present everything.
if (multisample)
{
LL_PROFILE_GPU_ZONE("aa");
+ S32 width = dst->getWidth();
+ S32 height = dst->getHeight();
+
// bake out texture2D with RGBL for FXAA shader
- mRT->fxaaBuffer.bindTarget();
+ mFXAAMap.bindTarget();
+ mFXAAMap.clear(GL_COLOR_BUFFER_BIT);
shader = &gGlowCombineFXAAProgram;
shader->bind();
@@ -7145,16 +7353,20 @@ 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;
+
+ static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U);
+ U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U);
+
+ shader = &gFXAAProgram[fsaa_quality];
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;
@@ -7164,8 +7376,8 @@ 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,
@@ -7191,6 +7403,187 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
}
}
+void LLPipeline::generateSMAABuffers(LLRenderTarget* src)
+{
+ llassert(!gCubeSnapshot);
+ bool multisample = RenderFSAAType == 2 && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete();
+
+ // Present everything.
+ if (multisample)
+ {
+ LL_PROFILE_GPU_ZONE("aa");
+ static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U);
+ U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U);
+
+ S32 width = src->getWidth();
+ S32 height = src->getHeight();
+
+ float rt_metrics[] = { 1.f / width, 1.f / height, (float)width, (float)height };
+
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+
+ static LLCachedControl<bool> use_sample(gSavedSettings, "RenderSMAAUseSample", false);
+ //static LLCachedControl<bool> use_stencil(gSavedSettings, "RenderSMAAUseStencil", true);
+ {
+ //LLGLState stencil(GL_STENCIL_TEST, use_stencil);
+
+ // Bind setup:
+ LLRenderTarget& dest = mFXAAMap;
+ LLGLSLShader& edge_shader = gSMAAEdgeDetectProgram[fsaa_quality];
+
+ dest.bindTarget();
+ dest.clear(GL_COLOR_BUFFER_BIT);
+
+ edge_shader.bind();
+ edge_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics);
+
+ S32 channel = edge_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage());
+ if (channel > -1)
+ {
+ if (!use_sample)
+ {
+ src->bindTexture(0, channel, LLTexUnit::TFO_POINT);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+ else
+ {
+ gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+ }
+
+ //if (use_stencil)
+ //{
+ // glStencilFunc(GL_ALWAYS, 1, 0xFF);
+ // glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ // glStencilMask(0xFF);
+ //}
+ mScreenTriangleVB->setBuffer();
+ mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ edge_shader.unbind();
+ dest.flush();
+
+ gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE);
+ }
+
+ {
+ //LLGLState stencil(GL_STENCIL_TEST, use_stencil);
+
+ // Bind setup:
+ LLRenderTarget& dest = mSMAABlendBuffer;
+ LLGLSLShader& blend_weights_shader = gSMAABlendWeightsProgram[fsaa_quality];
+
+ dest.bindTarget();
+ dest.clear(GL_COLOR_BUFFER_BIT);
+
+ blend_weights_shader.bind();
+ blend_weights_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics);
+
+ S32 edge_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_EDGE_TEX, mFXAAMap.getUsage());
+ if (edge_tex_channel > -1)
+ {
+ mFXAAMap.bindTexture(0, edge_tex_channel, LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(edge_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+ S32 area_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_AREA_TEX, LLTexUnit::TT_TEXTURE);
+ if (area_tex_channel > -1)
+ {
+ gGL.getTexUnit(area_tex_channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAAAreaMap);
+ gGL.getTexUnit(area_tex_channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(area_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+ S32 search_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_SEARCH_TEX, LLTexUnit::TT_TEXTURE);
+ if (search_tex_channel > -1)
+ {
+ gGL.getTexUnit(search_tex_channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASearchMap);
+ gGL.getTexUnit(search_tex_channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(search_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+
+ //if (use_stencil)
+ //{
+ // glStencilFunc(GL_EQUAL, 1, 0xFF);
+ // glStencilMask(0x00);
+ //}
+ mScreenTriangleVB->setBuffer();
+ mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ //if (use_stencil)
+ //{
+ // glStencilFunc(GL_ALWAYS, 0, 0xFF);
+ //}
+ blend_weights_shader.unbind();
+ dest.flush();
+ gGL.getTexUnit(edge_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(area_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(search_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
+ }
+ }
+}
+
+void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst)
+{
+ llassert(!gCubeSnapshot);
+ bool multisample = RenderFSAAType == 2 && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete();
+
+ // Present everything.
+ if (multisample)
+ {
+ LL_PROFILE_GPU_ZONE("aa");
+ static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U);
+ U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U);
+
+ S32 width = src->getWidth();
+ S32 height = src->getHeight();
+
+ float rt_metrics[] = { 1.f / width, 1.f / height, (float)width, (float)height };
+
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+
+ static LLCachedControl<bool> use_sample(gSavedSettings, "RenderSMAAUseSample", false);
+ //static LLCachedControl<bool> use_stencil(gSavedSettings, "RenderSMAAUseStencil", true);
+
+ {
+ //LLGLDisable stencil(GL_STENCIL_TEST);
+
+ // Bind setup:
+ LLRenderTarget* bound_target = dst;
+ LLGLSLShader& blend_shader = gSMAANeighborhoodBlendProgram[fsaa_quality];
+
+ bound_target->bindTarget();
+ bound_target->clear(GL_COLOR_BUFFER_BIT);
+
+ blend_shader.bind();
+ blend_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics);
+
+ S32 diffuse_channel = blend_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE);
+ if(diffuse_channel > -1)
+ {
+ src->bindTexture(0, diffuse_channel, LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(diffuse_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+
+ S32 blend_channel = blend_shader.enableTexture(LLShaderMgr::SMAA_BLEND_TEX);
+ if (blend_channel > -1)
+ {
+ mSMAABlendBuffer.bindTexture(0, blend_channel, LLTexUnit::TFO_BILINEAR);
+ }
+
+ mScreenTriangleVB->setBuffer();
+ mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ bound_target->flush();
+ blend_shader.unbind();
+ gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(blend_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
+ }
+ }
+ else
+ {
+ copyRenderTarget(src, dst);
+ }
+}
+
void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst)
{
@@ -7357,7 +7750,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
- gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight());
+ gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight());
gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f);
gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle));
@@ -7383,7 +7776,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
gDeferredPostProgram.bind();
gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT);
- gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight());
+ gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight());
gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
@@ -7399,24 +7792,13 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
{ // combine result based on alpha
dst->bindTarget();
- if (RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete())
- {
- glViewport(0, 0, dst->getWidth(), dst->getHeight());
- }
- else
- {
- gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
- gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
- gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
- gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
- glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
- }
+ glViewport(0, 0, dst->getWidth(), dst->getHeight());
gDeferredDoFCombineProgram.bind();
gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT);
gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT);
- gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight());
+ gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight());
gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth());
@@ -7458,20 +7840,27 @@ void LLPipeline::renderFinalize()
gGL.setColorMask(true, true);
glClearColor(0, 0, 0, 0);
-
copyScreenSpaceReflections(&mRT->screen, &mSceneMap);
generateLuminance(&mRT->screen, &mLuminanceMap);
generateExposure(&mLuminanceMap, &mExposureMap);
+ tonemap(&mRT->screen, &mPostMap);
+
+ applyCAS(&mPostMap, &mRT->screen);
+
+ generateSMAABuffers(&mRT->screen);
+
gammaCorrect(&mRT->screen, &mPostMap);
LLVertexBuffer::unbind();
- generateGlow(&mPostMap);
+ applySMAA(&mPostMap, &mRT->screen);
+
+ generateGlow(&mRT->screen);
- combineGlow(&mPostMap, &mRT->screen);
+ combineGlow(&mRT->screen, &mPostMap);
gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
@@ -7479,13 +7868,17 @@ void LLPipeline::renderFinalize()
gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
- renderDoF(&mRT->screen, &mPostMap);
+ renderDoF(&mPostMap, &mRT->screen);
- applyFXAA(&mPostMap, &mRT->screen);
LLRenderTarget* finalBuffer = &mRT->screen;
- if (RenderBufferVisualization > -1)
+ if (RenderFSAAType == 1)
{
+ applyFXAA(&mRT->screen, &mPostMap);
finalBuffer = &mPostMap;
+ }
+
+ if (RenderBufferVisualization > -1)
+ {
switch (RenderBufferVisualization)
{
case 0:
@@ -7496,6 +7889,23 @@ void LLPipeline::renderFinalize()
break;
case 4:
visualizeBuffers(&mLuminanceMap, finalBuffer, 0);
+ break;
+ case 5:
+ {
+ if (RenderFSAAType > 0)
+ {
+ visualizeBuffers(&mFXAAMap, finalBuffer, 0);
+ }
+ break;
+ }
+ case 6:
+ {
+ if (RenderFSAAType == 2)
+ {
+ visualizeBuffers(&mSMAABlendBuffer, finalBuffer, 0);
+ }
+ break;
+ }
default:
break;
}
@@ -7503,11 +7913,11 @@ void LLPipeline::renderFinalize()
// Present the screen target.
- gDeferredPostNoDoFProgram.bind();
+ gDeferredPostNoDoFNoiseProgram.bind(); // Add noise as part of final render to screen pass to avoid damaging other post effects
// Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems.
- gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer);
- gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true);
+ gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer);
+ gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true);
{
LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS);
@@ -7515,7 +7925,7 @@ void LLPipeline::renderFinalize()
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
- gDeferredPostNoDoFProgram.unbind();
+ gDeferredPostNoDoFNoiseProgram.unbind();
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -7779,15 +8189,15 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, (GLfloat)RenderSSAOMaxScale);
F32 ssao_factor = RenderSSAOFactor;
shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0f/ssao_factor);
LLVector3 ssao_effect = RenderSSAOEffect;
- F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
- F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
+ F32 matrix_diag = (ssao_effect[0] + 2.0f*ssao_effect[1])/3.0f;
+ F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0f;
// This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
// value factor, and scales remainder by saturation factor
F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag,
@@ -7799,7 +8209,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f;
F32 shadow_bias = RenderShadowBias + shadow_bias_error;
- shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)deferred_target->getWidth(), (GLfloat)deferred_target->getHeight());
shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error);
shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias);
@@ -7808,8 +8218,8 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV);
- shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mRT->shadow[0].getWidth(), mRT->shadow[0].getHeight());
- shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mSpotShadow[0].getWidth(), mSpotShadow[0].getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, (GLfloat)mRT->shadow[0].getWidth(), (GLfloat)mRT->shadow[0].getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, (GLfloat)mSpotShadow[0].getWidth(), (GLfloat)mSpotShadow[0].getHeight());
shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
@@ -7907,13 +8317,15 @@ void LLPipeline::renderDeferredLighting()
mat.mult_matrix_vec(tc_moon);
mTransformedMoonDir.set(tc_moon.v);
- if (RenderDeferredSSAO || RenderShadowDetail > 0)
+ if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0)
{
LL_PROFILE_GPU_ZONE("sun program");
deferred_light_target->bindTarget();
{ // paint shadow/SSAO light map (direct lighting lightmap)
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - sun shadow");
- bindDeferredShader(gDeferredSunProgram, deferred_light_target);
+
+ LLGLSLShader& sun_shader = gCubeSnapshot ? gDeferredSunProbeProgram : gDeferredSunProgram;
+ bindDeferredShader(sun_shader, deferred_light_target);
mScreenTriangleVB->setBuffer();
glClearColor(1, 1, 1, 1);
deferred_light_target->clear(GL_COLOR_BUFFER_BIT);
@@ -7938,10 +8350,10 @@ void LLPipeline::renderDeferredLighting()
}
}
- gDeferredSunProgram.uniform3fv(sOffset, slice, offset);
- gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES,
- deferred_light_target->getWidth(),
- deferred_light_target->getHeight());
+ sun_shader.uniform3fv(sOffset, slice, offset);
+ sun_shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES,
+ (GLfloat)deferred_light_target->getWidth(),
+ (GLfloat)deferred_light_target->getHeight());
{
LLGLDisable blend(GL_BLEND);
@@ -7949,12 +8361,12 @@ void LLPipeline::renderDeferredLighting()
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
- unbindDeferredShader(gDeferredSunProgram);
+ unbindDeferredShader(sun_shader);
}
deferred_light_target->flush();
}
- if (RenderDeferredSSAO)
+ if (RenderDeferredSSAO && !gCubeSnapshot)
{
// soften direct lighting lightmap
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - soften shadow");
@@ -8640,7 +9052,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
{
gGL.getTexUnit(channel)->bind(img);
- F32 lod_range = logf(img->getWidth())/logf(2.f);
+ F32 lod_range = logf((F32)img->getWidth())/logf(2.f);
shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus);
shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range);
@@ -8765,17 +9177,17 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader)
}
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, RenderScreenSpaceReflectionIterations);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, (GLfloat)RenderScreenSpaceReflectionIterations);
shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias);
shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, RenderScreenSpaceReflectionGlossySamples);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, (GLfloat)RenderScreenSpaceReflectionGlossySamples);
shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias);
mPoissonOffset++;
if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples)
mPoissonOffset = 0;
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, mPoissonOffset);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, (GLfloat)mPoissonOffset);
shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier);
channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH);
@@ -8957,7 +9369,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGL.diffuseColor4f(1, 1, 1, 1);
- S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
+ S32 shadow_detail = RenderShadowDetail;
// if not using VSM, disable color writes
if (shadow_detail <= 2)
@@ -9941,7 +10353,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
{
LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat();
F32 fade_amt = gFrameIntervalSeconds.value()
- * llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0);
+ * (F32)llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0);
// should never happen
llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull());
@@ -10108,8 +10520,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
for (U32 i = 0; i < 16; i++)
{
- gGLLastModelView[i] = last_modelview[i];
- gGLLastProjection[i] = last_projection[i];
+ gGLLastModelView[i] = (F32)last_modelview[i];
+ gGLLastProjection[i] = (F32)last_projection[i];
}
popRenderTypeMask();
@@ -10570,10 +10982,13 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool
sShadowRender = false;
popRenderTypeMask();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
+ if (!preview_avatar)
+ {
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
if (!preview_avatar && !for_profile)
{
@@ -10656,6 +11071,7 @@ bool LLPipeline::hasAnyRenderType(U32 type, ...) const
{
if (mRenderTypeEnabled[type])
{
+ va_end(args);
return true;
}
type = va_arg(args, U32);