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Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp85
1 files changed, 26 insertions, 59 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 845a87b8cf..ef3cbe5278 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -580,11 +580,6 @@ void LLPipeline::allocatePhysicsBuffer()
if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)
{
mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
- if (mSampleBuffer.getWidth() == mPhysicsDisplay.getWidth() &&
- mSampleBuffer.getHeight() == mPhysicsDisplay.getHeight())
- {
- mPhysicsDisplay.setSampleBuffer(&mSampleBuffer);
- }
}
}
@@ -621,11 +616,11 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);
//allocate deferred rendering color buffers
- mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
- mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
+ mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
addDeferredAttachments(mDeferredScreen);
- mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
#if LL_DARWIN
// As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
@@ -636,7 +631,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
if (shadow_detail > 0 || ssao)
{ //only need mDeferredLight[0] for shadows OR ssao
- mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
}
else
{
@@ -645,7 +640,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
if (ssao)
{ //only need mDeferredLight[1] for ssao
- mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false, samples);
}
else
{
@@ -654,7 +649,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
if (gi)
{ //only need mDeferredLight[2] and mGIMapPost for gi
- mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false);
for (U32 i = 0; i < 2; i++)
{
#if LL_DARWIN
@@ -744,25 +739,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
}
- if (LLRenderTarget::sUseFBO && samples > 1)
- {
- mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
- if (LLPipeline::sRenderDeferred)
- {
- addDeferredAttachments(mSampleBuffer);
- mDeferredScreen.setSampleBuffer(&mSampleBuffer);
- mEdgeMap.setSampleBuffer(&mSampleBuffer);
- }
-
- mScreen.setSampleBuffer(&mSampleBuffer);
-
- stop_glerror();
- }
- else
- {
- mSampleBuffer.release();
- }
-
if (LLPipeline::sRenderDeferred)
{ //share depth buffer between deferred targets
mDeferredScreen.shareDepthBuffer(mScreen);
@@ -841,7 +817,6 @@ void LLPipeline::releaseGLBuffers()
mScreen.release();
mPhysicsDisplay.release();
mUIScreen.release();
- mSampleBuffer.release();
mDeferredScreen.release();
mDeferredDepth.release();
for (U32 i = 0; i < 3; i++)
@@ -6435,11 +6410,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
shader->uniform1f("magnification", magnification);
}
- S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
+ S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
if (channel > -1)
{
mScreen.bindTexture(0, channel);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
}
//channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
//if (channel > -1)
@@ -6582,21 +6556,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
shader.bind();
S32 channel = 0;
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(0,channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(1, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(2, channel);
@@ -6719,22 +6693,16 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);
}
}
-
- /*channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(3, channel);
- }*/
+ stop_glerror();
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
if (channel > -1)
{
gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
stop_glerror();
- glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
+ //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
stop_glerror();
@@ -6763,7 +6731,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
stop_glerror();
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage());
if (channel > -1)
{
mDeferredLight[light_index].bindTexture(0, channel);
@@ -6983,9 +6951,9 @@ void LLPipeline::renderDeferredLighting()
}
//ati doesn't seem to love actually using the stencil buffer on FBO's
- LLGLEnable stencil(GL_STENCIL_TEST);
- glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+ //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
gGL.setColorMask(true, true);
@@ -7804,16 +7772,15 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
{
stop_glerror();
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage());
shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage());
shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP);