diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 256 |
1 files changed, 134 insertions, 122 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 6c9c4751d7..1b2cffa6c9 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -776,9 +776,11 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; if (mRT == &mMainRT) { // hacky -- allocate auxillary buffer + + gCubeSnapshot = TRUE; + if (sReflectionProbesEnabled) { - gCubeSnapshot = true; mReflectionMapManager.initReflectionMaps(); } @@ -863,6 +865,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) 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")) { @@ -1066,12 +1072,7 @@ 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"); @@ -1109,6 +1110,8 @@ void LLPipeline::releaseGLBuffers() mPostMap.release(); + mDownResMap.release(); + for (U32 i = 0; i < 3; i++) { mGlow[i].release(); @@ -1233,7 +1236,7 @@ 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); @@ -3577,9 +3580,12 @@ 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 +3607,24 @@ 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 +3677,31 @@ 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); + } +} + +static inline void unbindHighlightProgram(LLGLSLShader& program) +{ + if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0) + { + program.unbind(); } +} - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep) - { - mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT); - } +void LLPipeline::renderSelectedFaces(const LLColor4& color) +{ + if (!mFaceSelectImagep) + { + mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT); + } - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP)) + if (mFaceSelectImagep) { // Make sure the selection image gets downloaded and decoded mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); @@ -3690,81 +3717,61 @@ 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); } } } @@ -4562,7 +4569,8 @@ 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 +5292,7 @@ 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 +6260,10 @@ 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 +6445,14 @@ 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; } } @@ -6906,7 +6915,7 @@ 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(); @@ -6952,7 +6961,7 @@ 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); @@ -7031,8 +7040,8 @@ 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()); } { @@ -7357,7 +7366,7 @@ 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 +7392,7 @@ 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); @@ -7416,7 +7425,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) 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()); @@ -7779,15 +7788,15 @@ 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 +7808,7 @@ 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 +7817,8 @@ 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); @@ -7940,8 +7949,8 @@ void LLPipeline::renderDeferredLighting() gDeferredSunProgram.uniform3fv(sOffset, slice, offset); gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, - deferred_light_target->getWidth(), - deferred_light_target->getHeight()); + (GLfloat)deferred_light_target->getWidth(), + (GLfloat)deferred_light_target->getHeight()); { LLGLDisable blend(GL_BLEND); @@ -8640,7 +8649,7 @@ 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 +8774,17 @@ 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 +8966,7 @@ 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 +9950,7 @@ 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 +10117,8 @@ 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 +10579,13 @@ 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) { |