diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 220 |
1 files changed, 132 insertions, 88 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3240e2a663..6b3a5b1892 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -121,7 +121,7 @@ #include "SMAAAreaTex.h" #include "SMAASearchTex.h" - +#include "llerror.h" #ifndef LL_WINDOWS #define A_GCC 1 #pragma GCC diagnostic ignored "-Wunused-function" @@ -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; @@ -431,6 +432,7 @@ void LLPipeline::init() stop_glerror(); //create render pass pools + getPool(LLDrawPool::POOL_WATEREXCLUSION); getPool(LLDrawPool::POOL_ALPHA_PRE_WATER); getPool(LLDrawPool::POOL_ALPHA_POST_WATER); getPool(LLDrawPool::POOL_SIMPLE); @@ -525,6 +527,7 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); connectRefreshCachedSettingsSafe("RenderUIBuffer"); connectRefreshCachedSettingsSafe("RenderShadowDetail"); + connectRefreshCachedSettingsSafe("MPRenderShadowOpti"); connectRefreshCachedSettingsSafe("RenderShadowSplits"); connectRefreshCachedSettingsSafe("RenderDeferredSSAO"); connectRefreshCachedSettingsSafe("RenderShadowResolutionScale"); @@ -598,7 +601,6 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("RenderMirrors"); connectRefreshCachedSettingsSafe("RenderHeroProbeUpdateRate"); connectRefreshCachedSettingsSafe("RenderHeroProbeConservativeUpdateMultiplier"); - connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); LLPointer<LLControlVariable> cntrl_ptr = gSavedSettings.getControl("CollectFontVertexBuffers"); if (cntrl_ptr.notNull()) @@ -673,6 +675,8 @@ void LLPipeline::cleanup() // don't delete wl sky pool it was handled above in the for loop //delete mWLSkyPool; mWLSkyPool = NULL; + delete mWaterExclusionPool; + mWaterExclusionPool = nullptr; releaseGLBuffers(); @@ -726,7 +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; } @@ -907,6 +913,15 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mPostMap.allocate(resX, resY, screenFormat); + // The water exclusion mask needs its own depth buffer so we can take care of the problem of multiple water planes. + // Should we ever make water not just a plane, it also aids with that as well as the water planes will be rendered into the mask. + // Why do we do this? Because it saves us some janky logic in the exclusion shader when we generate the mask. + // Regardless, this should always only be an R8 texture unless we choose to start having multiple kinds of exclusion that 8 bits can't handle. + // - Geenz 2025-02-06 + bool success = mWaterExclusionMask.allocate(resX, resY, GL_R8, true); + + assert(success); + // used to scale down textures // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown mDownResMap.allocate(1024, 1024, GL_RGBA); @@ -934,7 +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); @@ -1046,6 +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"); @@ -1166,6 +1182,8 @@ void LLPipeline::releaseGLBuffers() mSceneMap.release(); + mWaterExclusionMask.release(); + mPostMap.release(); mFXAAMap.release(); @@ -1272,8 +1290,11 @@ void LLPipeline::createGLBuffers() } allocateScreenBuffer(resX, resY); - mRT->width = 0; - mRT->height = 0; + // Do not zero out mRT dimensions here. allocateScreenBuffer() above + // already sets the correct dimensions. Zeroing them caused resizeShadowTexture() + // to fail if called immediately after createGLBuffers (e.g., post graphics change). + // mRT->width = 0; + // mRT->height = 0; if (!mNoiseMap) @@ -1398,7 +1419,18 @@ void LLPipeline::createLUTBuffers() { U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); - F32* ls = new F32[lightResX*lightResY]; + F32* ls = nullptr; + try + { + ls = new F32[lightResX*lightResY]; + } + catch (std::bad_alloc&) + { + LLError::LLUserWarningMsg::showOutOfMemory(); + // might be better to set the error into mFatalMessage and rethrow + LL_ERRS() << "Bad memory allocation in createLUTBuffers! lightResX: " + << lightResX << " lightResY: " << lightResY << LL_ENDL; + } F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); // Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks) for (U32 y = 0; y < lightResY; ++y) @@ -1425,7 +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; @@ -1472,7 +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); } @@ -1676,6 +1708,10 @@ LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0) poolp = mPBRAlphaMaskPool; break; + case LLDrawPool::POOL_WATEREXCLUSION: + poolp = mWaterExclusionPool; + break; + default: llassert(0); LL_ERRS() << "Invalid Pool Type in LLPipeline::findPool() type=" << type << LL_ENDL; @@ -3855,7 +3891,12 @@ void LLPipeline::renderSelectedFaces(const LLColor4& color) for (auto facep : mSelectedFaces) { - if (!facep || facep->getDrawable()->isDead()) + if (!facep || !facep->getViewerObject()) + { + LLSelectMgr::getInstance()->clearSelections(); + return; + } + if (!facep->getDrawable() || facep->getDrawable()->isDead()) { LL_ERRS() << "Bad face on selection" << LL_ENDL; return; @@ -3934,12 +3975,10 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) llassert(!sRenderingHUDs); -#if GL_VERSION_1_1 if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } -#endif if (&camera == LLViewerCamera::getInstance()) { // a bit hacky, this is the start of the main render frame, figure out delta between last modelview matrix and @@ -4059,25 +4098,23 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) } // Tracy ZoneScoped -#if GL_VERSION_1_1 if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } -#endif } +// Render all of our geometry that's required after our deferred pass. +// This is gonna be stuff like alpha, water, etc. void LLPipeline::renderGeomPostDeferred(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LL_PROFILE_GPU_ZONE("renderGeomPostDeferred"); -#if GL_VERSION_1_1 if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } -#endif U32 cur_type = 0; @@ -4085,6 +4122,10 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds bool done_water_haze = done_atmospherics; + bool done_water_exclusion = false; + + // do water exclusion just before water pass. + U32 water_exclusion_pass = LLDrawPool::POOL_WATEREXCLUSION; // do atmospheric haze just before post water alpha U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER; @@ -4123,6 +4164,12 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) cur_type = poolp->getType(); + if (cur_type >= water_exclusion_pass && !done_water_exclusion) + { // do water exclusion against depth buffer before rendering alpha + doWaterExclusionMask(); + done_water_exclusion = true; + } + if (cur_type >= atmospherics_pass && !done_atmospherics) { // do atmospherics against depth buffer before rendering alpha doAtmospherics(); @@ -4195,12 +4242,10 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) renderDebug(); } -#if GL_VERSION_1_1 if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } -#endif } void LLPipeline::renderGeomShadow(LLCamera& camera) @@ -4293,9 +4338,7 @@ void LLPipeline::renderPhysicsDisplay() gGL.flush(); gDebugProgram.bind(); -#if GL_VERSION_1_1 LLGLEnable(GL_POLYGON_OFFSET_LINE); -#endif glPolygonOffset(3.f, 3.f); glLineWidth(3.f); LLGLEnable blend(GL_BLEND); @@ -4311,12 +4354,10 @@ void LLPipeline::renderPhysicsDisplay() bool wireframe = (pass == 2); -#if GL_VERSION_1_1 if (wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } -#endif for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) @@ -4336,12 +4377,10 @@ void LLPipeline::renderPhysicsDisplay() } gGL.flush(); -#if GL_VERSION_1_1 if (wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } -#endif } glLineWidth(1.f); gDebugProgram.unbind(); @@ -4421,9 +4460,7 @@ void LLPipeline::renderDebug() glClearColor(clearColor.mV[0],clearColor.mV[1],clearColor.mV[2],0); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // no stencil -- deprecated | GL_STENCIL_BUFFER_BIT); gGL.setColorMask(true, false); -#if GL_VERSION_1_1 glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); -#endif } //NavMesh @@ -4453,9 +4490,7 @@ void LLPipeline::renderDebug() gPathfindingProgram.bind(); gGL.flush(); -#if GL_VERSION_1_1 glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); -#endif glLineWidth(1.0f); gGL.flush(); } @@ -4512,9 +4547,8 @@ void LLPipeline::renderDebug() LLGLDisable cull(i >= 2 ? GL_CULL_FACE : 0); gGL.flush(); -#if GL_VERSION_1_1 + glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); -#endif //get rid of some z-fighting LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); @@ -4539,10 +4573,8 @@ void LLPipeline::renderDebug() gGL.flush(); } -#if GL_VERSION_1_1 LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE); glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); -#endif F32 offset = gSavedSettings.getF32("PathfindingLineOffset"); @@ -4562,14 +4594,10 @@ void LLPipeline::renderDebug() } else { -#if GL_VERSION_1_1 glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); -#endif gPathfindingProgram.uniform1f(sAmbiance, ambiance); llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); -#if GL_VERSION_1_1 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); -#endif } } @@ -4586,9 +4614,7 @@ void LLPipeline::renderDebug() glLineWidth(1.f); } -#if GL_VERSION_1_1 glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); -#endif } } } @@ -4599,9 +4625,7 @@ void LLPipeline::renderDebug() { //render navmesh xray F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance"); -#if GL_VERSION_1_1 LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE); -#endif LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); F32 offset = gSavedSettings.getF32("PathfindingLineOffset"); @@ -4618,14 +4642,10 @@ void LLPipeline::renderDebug() if (gSavedSettings.getBOOL("PathfindingXRayWireframe")) { //draw hidden wireframe as darker and less opaque -#if GL_VERSION_1_1 glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); -#endif gPathfindingProgram.uniform1f(sAmbiance, 1.f); llPathingLibInstance->renderNavMesh(); -#if GL_VERSION_1_1 glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); -#endif } else { @@ -4665,9 +4685,7 @@ void LLPipeline::renderDebug() gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep, true); -#if GL_VERSION_1_1 glPointSize(8.f); -#endif LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); gGL.begin(LLRender::POINTS); @@ -4692,9 +4710,7 @@ void LLPipeline::renderDebug() } gGL.end(); gGL.flush(); -#if GL_VERSION_1_1 glPointSize(1.f); -#endif } // Debug stuff. @@ -4898,9 +4914,7 @@ void LLPipeline::renderDebug() { //render visible point cloud gGL.flush(); -#if GL_VERSION_1_1 glPointSize(8.f); -#endif gGL.begin(LLRender::POINTS); F32* c = col+i*4; @@ -4914,9 +4928,7 @@ void LLPipeline::renderDebug() gGL.end(); gGL.flush(); -#if GL_VERSION_1_1 glPointSize(1.f); -#endif LLVector3* ext = mShadowExtents[i]; LLVector3 pos = (ext[0]+ext[1])*0.5f; @@ -5238,6 +5250,17 @@ void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp ) } break; + case LLDrawPool::POOL_WATEREXCLUSION: + if (mWaterExclusionPool) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Water Exclusion Pool" << LL_ENDL; + } + else + { + mWaterExclusionPool = new_poolp; + } + break; default: llassert(0); @@ -5360,6 +5383,11 @@ void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp ) mPBRAlphaMaskPool = NULL; break; + case LLDrawPool::POOL_WATEREXCLUSION: + llassert(poolp == mWaterExclusionPool); + mWaterExclusionPool = nullptr; + break; + default: llassert(0); LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL; @@ -7118,7 +7146,7 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool LLSettingsSky::ptr_t sky = LLEnvironment::instance().getCurrentSky(); - F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance(should_auto_adjust); + F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance(should_auto_adjust()); F32 exp_min = 1.f; F32 exp_max = 1.f; @@ -7129,13 +7157,13 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool { if (dynamic_exposure_enabled) { - exp_min = sky->getHDROffset() - sky->getHDRMin(); - exp_max = sky->getHDROffset() + sky->getHDRMax(); + exp_min = sky->getHDROffset(should_auto_adjust()) - sky->getHDRMin(should_auto_adjust()); + exp_max = sky->getHDROffset(should_auto_adjust()) + sky->getHDRMax(should_auto_adjust()); } else { - exp_min = sky->getHDROffset(); - exp_max = sky->getHDROffset(); + exp_min = sky->getHDROffset(should_auto_adjust()); + exp_max = sky->getHDROffset(should_auto_adjust()); } } else if (dynamic_exposure_enabled) @@ -7155,7 +7183,7 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool shader->uniform1f(dt, gFrameIntervalSeconds); shader->uniform2f(noiseVec, ll_frand() * 2.0f - 1.0f, ll_frand() * 2.0f - 1.0f); shader->uniform4f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max, dynamic_exposure_speed_error); - shader->uniform4f(dynamic_exposure_params2, sky->getHDROffset(), exp_min, exp_max, dynamic_exposure_speed_target); + shader->uniform4f(dynamic_exposure_params2, sky->getHDROffset(should_auto_adjust()), exp_min, exp_max, dynamic_exposure_speed_target); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); @@ -7188,7 +7216,7 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - bool no_post = gSnapshotNoPost || psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f || (buildNoPost && gFloaterTools->isAvailable()); + bool no_post = gSnapshotNoPost || psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f || (buildNoPost && gFloaterTools && gFloaterTools->isAvailable()); LLGLSLShader& shader = no_post ? gNoPostTonemapProgram : gDeferredPostTonemapProgram; shader.bind(); @@ -7213,7 +7241,7 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) static LLCachedControl<U32> tonemap_type_setting(gSavedSettings, "RenderTonemapType", 0U); shader.uniform1i(tonemap_type, tonemap_type_setting); - shader.uniform1f(tonemap_mix, psky->getTonemapMix()); + shader.uniform1f(tonemap_mix, psky->getTonemapMix(should_auto_adjust())); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); @@ -7522,7 +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) @@ -7640,7 +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) @@ -8433,13 +8468,13 @@ void LLPipeline::renderDeferredLighting() setupHWLights(); // to set mSun/MoonDir; - glm::vec4 tc(glm::make_vec4(mSunDir.mV)); + glm::vec4 tc(mSunDir); tc = mat * tc; - mTransformedSunDir.set(glm::value_ptr(tc)); + mTransformedSunDir.set(tc); - glm::vec4 tc_moon(glm::make_vec4(mMoonDir.mV)); + glm::vec4 tc_moon(mMoonDir); tc_moon = mat * tc_moon; - mTransformedMoonDir.set(glm::value_ptr(tc_moon)); + mTransformedMoonDir.set(tc_moon); if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0) { @@ -8692,7 +8727,7 @@ void LLPipeline::renderDeferredLighting() continue; } - glm::vec3 tc(glm::make_vec3(c)); + glm::vec3 tc(center); tc = mul_mat4_vec3(mat, tc); fullscreen_lights.push_back(LLVector4(tc.x, tc.y, tc.z, s)); @@ -8799,13 +8834,12 @@ void LLPipeline::renderDeferredLighting() LLDrawable* drawablep = *iter; LLVOVolume* volume = drawablep->getVOVolume(); LLVector3 center = drawablep->getPositionAgent(); - F32* c = center.mV; F32 light_size_final = volume->getLightRadius() * 1.5f; F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); sVisibleLightCount++; - glm::vec3 tc(glm::make_vec3(c)); + glm::vec3 tc(center); tc = mul_mat4_vec3(mat, tc); setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); @@ -8862,6 +8896,7 @@ void LLPipeline::renderDeferredLighting() LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_WATER, + LLPipeline::RENDER_TYPE_WATEREXCLUSION, END_RENDER_TYPES); renderGeomPostDeferred(*LLViewerCamera::getInstance()); @@ -9000,6 +9035,8 @@ void LLPipeline::doWaterHaze() static LLStaticHashedString above_water_str("above_water"); haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1); + haze_shader.bindTexture(LLShaderMgr::WATER_EXCLUSIONTEX, &mWaterExclusionMask); + if (LLPipeline::sUnderWaterRender) { LLGLDepthTest depth(GL_FALSE); @@ -9030,6 +9067,17 @@ void LLPipeline::doWaterHaze() } } +void LLPipeline::doWaterExclusionMask() +{ + mWaterExclusionMask.bindTarget(); + glClearColor(1, 1, 1, 1); + mWaterExclusionMask.clear(); + mWaterExclusionPool->render(); + + mWaterExclusionMask.flush(); + glClearColor(0, 0, 0, 0); +} + void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) { //construct frustum @@ -9250,13 +9298,9 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) return; } -#if GL_VERSION_4_0 S32 channel = shader.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); -#else - S32 channel; -#endif bool bound = false; -#if GL_VERSION_4_0 + if (channel > -1 && mReflectionMapManager.mTexture.notNull()) { mReflectionMapManager.mTexture->bind(channel); @@ -9287,7 +9331,6 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) setEnvMat(shader); } -#endif // reflection probe shaders generally sample the scene map as well for SSR channel = shader.enableTexture(LLShaderMgr::SCENE_MAP); @@ -9453,7 +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 { @@ -9495,6 +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"); @@ -9825,7 +9868,7 @@ public: void LLPipeline::generateSunShadow(LLCamera& camera) { - if (!sRenderDeferred || RenderShadowDetail <= 0) + if (!sRenderDeferred || RenderShadowDetail <= 0 || (MPRenderShadowOpti > 0 && gCubeSnapshot)) { return; } @@ -9946,10 +9989,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLVector3 lightDir = -caster_dir; lightDir.normVec(); - glm::vec3 light_dir(glm::make_vec3(lightDir.mV)); - //create light space camera matrix - LLVector3 at = lightDir; LLVector3 up = camera.getAtAxis(); @@ -10001,9 +10041,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //get good split distances for frustum for (U32 i = 0; i < fp.size(); ++i) { - glm::vec3 v(glm::make_vec3(fp[i].mV)); + glm::vec3 v(fp[i]); v = mul_mat4_vec3(saved_view, v); - fp[i].setVec(glm::value_ptr(v)); + fp[i] = LLVector3(v); } min = fp[0]; @@ -10110,8 +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) @@ -10152,9 +10196,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) for (U32 i = 0; i < fp.size(); i++) { - glm::vec3 p = glm::make_vec3(fp[i].mV); + glm::vec3 p(fp[i]); p = mul_mat4_vec3(view[j], p); - wpf.push_back(LLVector3(glm::value_ptr(p))); + wpf.push_back(LLVector3(p)); } min = wpf[0]; @@ -10355,19 +10399,19 @@ void LLPipeline::generateSunShadow(LLCamera& camera) view[j] = glm::inverse(view[j]); //llassert(origin.isFinite()); - glm::vec3 origin_agent(glm::make_vec3(origin.mV)); + glm::vec3 origin_agent(origin); //translate view to origin origin_agent = mul_mat4_vec3(view[j], origin_agent); - eye = LLVector3(glm::value_ptr(origin_agent)); + eye = LLVector3(origin_agent); //llassert(eye.isFinite()); if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowFrustOrigin[j] = eye; } - view[j] = look(LLVector3(glm::value_ptr(origin_agent)), lightDir, -up); + view[j] = look(LLVector3(origin_agent), lightDir, -up); F32 fx = 1.f/tanf(fovx); F32 fz = 1.f/tanf(fovz); |