diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 2000 |
1 files changed, 1438 insertions, 562 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index fae55055c5..fb04722864 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -29,11 +29,13 @@ #include "pipeline.h" // library includes +#include "llimagepng.h" #include "llaudioengine.h" // For debugging. #include "llerror.h" #include "llviewercontrol.h" #include "llfasttimer.h" #include "llfontgl.h" +#include "llfontvertexbuffer.h" #include "llnamevalue.h" #include "llpointer.h" #include "llprimitive.h" @@ -117,6 +119,20 @@ #include "llenvironment.h" #include "llsettingsvo.h" +#include "SMAAAreaTex.h" +#include "SMAASearchTex.h" +#include "llerror.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; @@ -124,8 +140,8 @@ bool gShiftFrame = false; bool LLPipeline::WindLightUseAtmosShaders; bool LLPipeline::RenderDeferred; F32 LLPipeline::RenderDeferredSunWash; -U32 LLPipeline::RenderFSAASamples; -U32 LLPipeline::RenderResolutionDivisor; +U32 LLPipeline::RenderFSAAType; +F32 LLPipeline::RenderResolutionDivisor; bool LLPipeline::RenderUIBuffer; S32 LLPipeline::RenderShadowDetail; S32 LLPipeline::RenderShadowSplits; @@ -204,7 +220,7 @@ S32 LLPipeline::RenderHeroProbeUpdateRate; S32 LLPipeline::RenderHeroProbeConservativeUpdateMultiplier; LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize"); -const U32 LLPipeline::MAX_BAKE_WIDTH = 512; +const U32 LLPipeline::MAX_PREVIEW_WIDTH = 512; const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f; @@ -212,8 +228,10 @@ const F32 ALPHA_BLEND_CUTOFF = 0.598f; const F32 DEFERRED_LIGHT_FALLOFF = 0.5f; const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; +const U32 SHADOWS_RESX = 1024; +const U32 SHADOWS_RESY = 768; + extern S32 gBoxFrame; -//extern bool gHideSelectedObjects; extern bool gDisplaySwapBuffers; extern bool gDebugGL; extern bool gCubeSnapshot; @@ -252,6 +270,7 @@ LLTrace::BlockTimerStatHandle FTM_STATESORT("Sort Draw State"); LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline"); LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy"); LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading"); +LLTrace::BlockTimerStatHandle FTM_RENDER_SHADOWS("Shadows"); LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD("HUD"); LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D("3D"); @@ -269,6 +288,7 @@ static LLStaticHashedString sDelta("delta"); static LLStaticHashedString sDistFactor("dist_factor"); static LLStaticHashedString sKern("kern"); static LLStaticHashedString sKernScale("kern_scale"); +static LLStaticHashedString sSmaaRTMetrics("SMAA_RT_METRICS"); //---------------------------------------- @@ -329,10 +349,28 @@ void validate_framebuffer_object(); // target -- RenderTarget to add attachments to bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) { - bool valid = true - && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM - && target.addColorAttachment(GL_RGBA16F) // frag_data[2] normal+fogmask, See: class1\deferred\materialF.glsl & softenlight - && target.addColorAttachment(GL_RGB16F); // frag_data[3] PBR emissive OR material env intensity + U32 orm = GL_RGBA8; + U32 norm = GL_RGBA16F; + U32 emissive = GL_RGB16F; + + static LLCachedControl<bool> has_emissive(gSavedSettings, "RenderEnableEmissiveBuffer", false); + static LLCachedControl<bool> has_hdr(gSavedSettings, "RenderHDREnabled", true); + static LLCachedControl<U32> MPColorPrecision(gSavedSettings, "MPColorPrecision", 0); + static LLCachedControl<bool> MPHDRDisplay(gSavedSettings, "MPHDRDisplay", false); + + bool hdr = has_hdr() && gGLManager.mGLVersion > 4.05f; + + if (!hdr || MPColorPrecision != 2) norm = GL_RGB10_A2; + if (!hdr || (!MPHDRDisplay && MPColorPrecision == 1)) emissive = GL_RGB8; + + bool valid = true; + valid = valid && target.addColorAttachment(orm); // frag-data[1] specular OR PBR ORM + valid = valid && target.addColorAttachment(norm); + if (has_emissive) + { + valid = valid && target.addColorAttachment(emissive); // frag_data[3] PBR emissive OR material env intensity + } + return valid; } @@ -394,9 +432,10 @@ void LLPipeline::init() mInitialized = true; - stop_glerror(); + LOG_GLERROR("LLPipeline::init()"); //create render pass pools + getPool(LLDrawPool::POOL_WATEREXCLUSION); getPool(LLDrawPool::POOL_ALPHA_PRE_WATER); getPool(LLDrawPool::POOL_ALPHA_POST_WATER); getPool(LLDrawPool::POOL_SIMPLE); @@ -443,6 +482,10 @@ void LLPipeline::init() gSavedSettings.setBOOL("RenderPerformanceTest", true); } +#if LL_DARWIN + mHDRDisplay = gSavedSettings.getBOOL("MPHDRDisplay"); +#endif + mOldRenderDebugMask = mRenderDebugMask; mBackfaceCull = true; @@ -487,7 +530,7 @@ void LLPipeline::init() // DEPRECATED -- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders"); // DEPRECATED -- connectRefreshCachedSettingsSafe("RenderDeferred"); connectRefreshCachedSettingsSafe("RenderDeferredSunWash"); - connectRefreshCachedSettingsSafe("RenderFSAASamples"); + connectRefreshCachedSettingsSafe("RenderFSAAType"); connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); connectRefreshCachedSettingsSafe("RenderUIBuffer"); connectRefreshCachedSettingsSafe("RenderShadowDetail"); @@ -564,7 +607,15 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("RenderMirrors"); connectRefreshCachedSettingsSafe("RenderHeroProbeUpdateRate"); connectRefreshCachedSettingsSafe("RenderHeroProbeConservativeUpdateMultiplier"); - gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); + + LLPointer<LLControlVariable> cntrl_ptr = gSavedSettings.getControl("CollectFontVertexBuffers"); + if (cntrl_ptr.notNull()) + { + cntrl_ptr->getCommitSignal()->connect([](LLControlVariable* control, const LLSD& value, const LLSD& previous) + { + LLFontVertexBuffer::enableBufferCollection(control->getValue().asBoolean()); + }); + } } LLPipeline::~LLPipeline() @@ -630,6 +681,8 @@ 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(); @@ -654,7 +707,8 @@ void LLPipeline::cleanup() void LLPipeline::destroyGL() { - stop_glerror(); + LOG_GLERROR("LLPipeline::destroyGL()"); + unloadShaders(); mHighlightFaces.clear(); @@ -683,7 +737,9 @@ void LLPipeline::resizeShadowTexture() { releaseSunShadowTargets(); releaseSpotShadowTargets(); - allocateShadowBuffer(mRT->width, mRT->height); + //GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + //GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + allocateShadowBuffer(SHADOWS_RESX, SHADOWS_RESY); gResizeShadowTexture = false; } @@ -713,6 +769,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) return ret == FBO_SUCCESS_FULLRES; } +void LLPipeline::renderTriangle() +{ + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); +} + LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) { @@ -725,40 +787,26 @@ 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; } @@ -771,9 +819,15 @@ 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, U32 type_) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + + static LLCachedControl<bool> has_hdr(gSavedSettings, "RenderHDREnabled", true); + bool hdr = gGLManager.mGLVersion > 4.05f && has_hdr(); + + static LLCachedControl<U32> MPColorPrecision(gSavedSettings, "MPColorPrecision", 0); + if (mRT == &mMainRT) { // hacky -- allocate auxillary buffer @@ -786,14 +840,14 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mRT = &mAuxillaryRT; U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled - allocateScreenBuffer(res, res, samples); + allocateScreenBufferInternal(res, res, 1); 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, 2); } mRT = &mMainRT; @@ -804,76 +858,118 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mRT->width = resX; mRT->height = resY; - U32 res_mod = RenderResolutionDivisor; + F32 res_mod = fmin(RenderResolutionDivisor, 4.0); - if (res_mod > 1 && res_mod < resX && res_mod < resY) + if (res_mod >= 0.5 && res_mod <= 4.0) { - resX /= res_mod; - resY /= res_mod; + resX = (U32)(floor((F32)resX / res_mod)); + resY = (U32)(floor((F32)resY / res_mod)); } S32 shadow_detail = RenderShadowDetail; bool ssao = RenderDeferredSSAO; //allocate deferred rendering color buffers - if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true)) return false; + + GLuint deferredScreenFormat = GL_RGBA8; + if((hdr && MPColorPrecision == 2)) deferredScreenFormat = GL_RGBA16F; + + if (!mRT->deferredScreen.allocate(resX, resY, deferredScreenFormat, true)) return false; if (!addDeferredAttachments(mRT->deferredScreen)) return false; GLuint screenFormat = GL_RGBA16F; + if(!hdr && !mHDRDisplay && MPColorPrecision == 1) screenFormat = GL_RGB8; if (!mRT->screen.allocate(resX, resY, screenFormat)) return false; mRT->deferredScreen.shareDepthBuffer(mRT->screen); - if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) - { //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa - if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false; + if (hdr || shadow_detail > 0 || ssao || RenderDepthOfField) + { //only need mRT->deferredLight for shadows OR ssao OR dof + if (!mRT->deferredLight.allocate(resX, resY, screenFormat)) return false; } else { mRT->deferredLight.release(); } - allocateShadowBuffer(resX, resY); + //allocateShadowBuffer(resX, resY); + if(type_ == 0) allocateShadowBuffer(SHADOWS_RESX, SHADOWS_RESY); if (!gCubeSnapshot) // hack to not re-allocate various targets for cube snapshots { + GLuint UIFormat = GL_RGBA8; + //if(mHDRDisplay && MPColorPrecision == 2) UIFormat = GL_RGBA16F; + if (RenderUIBuffer) { - if (!mUIScreen.allocate(resX, resY, GL_RGBA)) + if (!mUIScreen.allocate(resX, resY, UIFormat)) { return false; } } - if (samples > 0) + if (RenderFSAAType > 0) { - if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false; + GLuint AAFormat = GL_RGBA8; + if(mHDRDisplay && MPColorPrecision == 2) + { + AAFormat = GL_RGBA16F; + } + + if (!mFXAAMap.allocate(resX, resY, AAFormat)) return false; + if (RenderFSAAType == 2) + { + if (!mSMAABlendBuffer.allocate(resX, resY, AAFormat, false)) return false; + } } else { mFXAAMap.release(); + mSMAABlendBuffer.release(); } + mDummyRT.allocate(8, 8, GL_RGBA8, false); + //water reflection texture (always needed as scratch space whether or not transparent water is enabled) - mWaterDis.allocate(resX, resY, GL_RGBA16F, true); + mWaterDis.allocate(resX, resY, screenFormat, true); if(RenderScreenSpaceReflections) { - mSceneMap.allocate(resX, resY, GL_RGB, true); + //mSceneMap.allocate(resX, resY, screenFormat, true); + //We plan a setting. For now e go with a reasonable value + mSceneMap.allocate(512, 512, screenFormat, true); } else { mSceneMap.release(); } - 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((hdr && MPColorPrecision == 2) || mHDRDisplay) + { + mPostMaps[0].allocate(resX, resY, screenFormat); + mPostMaps[1].allocate(resX, resY, screenFormat); + } + else + { + mPostMaps[0].allocate(resX, resY, GL_RGBA); + mPostMaps[1].allocate(resX, resY, GL_RGBA); + } + + // 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(4, 4, GL_RGBA); + mDownResMap.allocate(1024, 1024, GL_RGBA8); + + mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA8); } //HACK make screenbuffer allocations start failing after 30 seconds if (gSavedSettings.getBOOL("SimulateFBOFailure")) @@ -883,7 +979,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) gGL.getTexUnit(0)->disable(); - stop_glerror(); + LOG_GLERROR("LLPipeline::allocateScreenBufferInternal end"); return true; } @@ -896,16 +992,19 @@ 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 - U32 sun_shadow_map_width = BlurHappySize(resX, scale); - U32 sun_shadow_map_height = BlurHappySize(resY, scale); + 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); + U32 sun_shadow_map_width = resX * scale; + U32 sun_shadow_map_height = resY * scale; - if (shadow_detail > 0) + if (shadow_detail > 0 && shadow_detail < 3) { //allocate 4 sun shadow maps for (U32 i = 0; i < 4; i++) { - if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true)) + if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_NONE)) { + LL_WARNS() << "failed allocating shadow buffer " << i << " w:" << sun_shadow_map_width << " h:" << sun_shadow_map_height << LL_ENDL; return false; } } @@ -1004,8 +1103,8 @@ 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; - RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); + RenderFSAAType = gSavedSettings.getU32("RenderFSAAType"); + RenderResolutionDivisor = gSavedSettings.getF32("RenderResolutionDivisor"); RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); RenderShadowSplits = gSavedSettings.getS32("RenderShadowSplits"); @@ -1090,12 +1189,21 @@ void LLPipeline::refreshCachedSettings() LLVOAvatar::sMaxNonImpostors = 1; LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); } + + LLFontVertexBuffer::enableBufferCollection(gSavedSettings.getBOOL("CollectFontVertexBuffers")); } void LLPipeline::releaseGLBuffers() { assertInitialized(); + mBloomMap.release(); + + for (U32 i = 0; i < 2; i++) + { + mBloomBlur[i].release(); + } + if (mNoiseMap) { LLImageGL::deleteTextures(1, &mNoiseMap); @@ -1108,13 +1216,30 @@ void LLPipeline::releaseGLBuffers() mTrueNoiseMap = 0; } + if (mSMAAAreaMap) + { + LLImageGL::deleteTextures(1, &mSMAAAreaMap); + mSMAAAreaMap = 0; + } + + if (mSMAASearchMap) + { + LLImageGL::deleteTextures(1, &mSMAASearchMap); + mSMAASearchMap = 0; + } + + mDummyRT.release(); + releaseLUTBuffers(); mWaterDis.release(); mSceneMap.release(); - mPostMap.release(); + mWaterExclusionMask.release(); + + mPostMaps[0].release(); + mPostMaps[1].release(); mFXAAMap.release(); @@ -1122,6 +1247,8 @@ void LLPipeline::releaseGLBuffers() mDownResMap.release(); + mBakeMap.release(); + for (U32 i = 0; i < 3; i++) { mGlow[i].release(); @@ -1200,26 +1327,38 @@ void LLPipeline::releaseSpotShadowTargets() void LLPipeline::createGLBuffers() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - stop_glerror(); + LOG_GLERROR("LLPipeline::createGLBuffers()"); assertInitialized(); - stop_glerror(); - GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); // allocate screen space glow buffers const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); const bool glow_hdr = gSavedSettings.getBOOL("RenderGlowHDR"); - const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA; + static LLCachedControl<U32> MPColorPrecision(gSavedSettings, "MPColorPrecision", 0); + + U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA8; + if(MPColorPrecision == 2) glow_color_fmt = GL_RGBA16F; + for (U32 i = 0; i < 3; i++) { mGlow[i].allocate(512, glow_res, glow_color_fmt); } + mBloomMap.allocate(512, 256, glow_color_fmt); + + for (U32 i = 0; i < 2; i++) + { + mBloomBlur[i].allocate(512, 256, glow_color_fmt); + } + 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) @@ -1238,7 +1377,7 @@ void LLPipeline::createGLBuffers() LLImageGL::generateTextures(1, &mNoiseMap); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise, false); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB8, noiseRes, noiseRes, GL_RGB, GL_UNSIGNED_INT, noise, false); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } @@ -1253,10 +1392,81 @@ void LLPipeline::createGLBuffers() LLImageGL::generateTextures(1, &mTrueNoiseMap); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise, false); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise, false); 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); + LOG_GLERROR("LLPipeline::createGLBuffers after setManualImage"); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + } + createLUTBuffers(); gBumpImageList.restoreGL(); @@ -1273,7 +1483,18 @@ 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) @@ -1300,11 +1521,7 @@ void LLPipeline::createLUTBuffers() } U32 pix_format = GL_R16F; -#if LL_DARWIN - // Need to work around limited precision with 10.6.8 and older drivers - // - pix_format = GL_R32F; -#endif + LLImageGL::generateTextures(1, &mLightFunc); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); @@ -1317,22 +1534,31 @@ void LLPipeline::createLUTBuffers() } mPbrBrdfLut.allocate(512, 512, GL_RG16F); - mPbrBrdfLut.bindTarget(); - gDeferredGenBrdfLutProgram.bind(); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex2f(-1, -1); - gGL.vertex2f(-1, 1); - gGL.vertex2f(1, -1); - gGL.vertex2f(1, 1); - gGL.end(); - gGL.flush(); + mPbrBrdfLut.bindTarget("mPbrBrdfLut", 1); + + if (gDeferredGenBrdfLutProgram.isComplete()) + { + gDeferredGenBrdfLutProgram.bind(); + llassert_always(LLGLSLShader::sCurBoundShaderPtr != nullptr); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1, -1); + gGL.vertex2f(-1, 1); + gGL.vertex2f(1, -1); + gGL.vertex2f(1, 1); + gGL.end(); + gGL.flush(); + } + else + { + LL_WARNS("Brad") << gDeferredGenBrdfLutProgram.mName << " failed to load, cannot be used!" << LL_ENDL; + } gDeferredGenBrdfLutProgram.unbind(); mPbrBrdfLut.flush(); mExposureMap.allocate(1, 1, GL_R16F); - mExposureMap.bindTarget(); + mExposureMap.bindTarget("mExposureMap", 1); glClearColor(1, 1, 1, 0); mExposureMap.clear(); glClearColor(0, 0, 0, 0); @@ -1542,6 +1768,10 @@ 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; @@ -2022,9 +2252,9 @@ F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, } //get area of circle around node - F32 app_angle = atanf(size.getLength3().getF32()/dist); - F32 radius = app_angle*LLDrawable::sCurPixelAngle; - return radius*radius * F_PI; + F32 app_angle = atanf(size.getLength3().getF32() / dist); + F32 radius = app_angle * LLDrawable::sCurPixelAngle; + return radius * radius * F_PI; } void LLPipeline::grabReferences(LLCullResult& result) @@ -2359,7 +2589,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) gSky.mVOSkyp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOSkyp->mDrawable); gSky.updateCull(); - stop_glerror(); + LOG_GLERROR("LLPipeline::updateCull sky"); } if (hasRenderType(LLPipeline::RENDER_TYPE_WL_SKY) && @@ -2369,6 +2599,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) { gSky.mVOWLSkyp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable); + LOG_GLERROR("LLPipeline::updateCull pushDrawable"); } } @@ -2521,6 +2752,8 @@ void LLPipeline::doOcclusion(LLCamera& camera) gGL.setColorMask(true, true); } + + LOG_GLERROR("LLPipeline::doOcclusion()"); } bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep) @@ -2690,6 +2923,7 @@ void LLPipeline::updateGeom(F32 max_dtime) } updateMovedList(mMovedBridge); + LOG_GLERROR("LLPipeline::updateGeom()"); } void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) @@ -3640,6 +3874,7 @@ void LLPipeline::postSort(LLCamera &camera) } } + LLVertexBuffer::flushBuffers(); // LLSpatialGroup::sNoDelete = false; LL_PUSH_CALLSTACKS(); } @@ -3687,6 +3922,8 @@ void render_hud_elements() } gUIProgram.unbind(); + + LOG_GLERROR("LLPipeline::render_hud_elements()"); } static inline void bindHighlightProgram(LLGLSLShader& program) @@ -3720,7 +3957,12 @@ 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; @@ -3786,6 +4028,8 @@ void LLPipeline::renderHighlights() unbindHighlightProgram(gHighlightSpecularProgram); } } + + LOG_GLERROR("LLPipeline::renderHighlights()"); } //debug use @@ -3795,39 +4039,36 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) { LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred"); LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); + LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); LL_PROFILE_GPU_ZONE("renderGeomDeferred"); 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 // current modelview matrix - glh::matrix4f last_modelview(gGLLastModelView); - glh::matrix4f cur_modelview(gGLModelView); + glm::mat4 last_modelview = get_last_modelview(); + glm::mat4 cur_modelview = get_current_modelview(); // goal is to have a matrix here that goes from the last frame's camera space to the current frame's camera space - glh::matrix4f m = last_modelview.inverse(); // last camera space to world space - m.mult_left(cur_modelview); // world space to camera space + glm::mat4 m = glm::inverse(last_modelview); // last camera space to world space + m = cur_modelview * m; // world space to camera space - glh::matrix4f n = m.inverse(); + glm::mat4 n = glm::inverse(m); - for (U32 i = 0; i < 16; ++i) - { - gGLDeltaModelView[i] = m.m[i]; - gGLInverseDeltaModelView[i] = n.m[i]; - } + gGLDeltaModelView = m; + gGLInverseDeltaModelView = n; } bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled; setupHWLights(); + LOG_GLERROR("LLPipeline::renderGeomDeferred() setupHWLights"); { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pools"); @@ -3916,7 +4157,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) } } iter1 = iter2; - stop_glerror(); + LOG_GLERROR(""); } gGLLastMatrix = NULL; @@ -3927,25 +4168,24 @@ 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"); + LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); -#if GL_VERSION_1_1 if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } -#endif U32 cur_type = 0; @@ -3953,6 +4193,10 @@ 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; @@ -3978,12 +4222,25 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) LLGLState::checkStates(GL_FALSE); } + // turn off atmospherics and water haze for low detail reflection probe + static LLCachedControl<S32> probe_level(gSavedSettings, "RenderReflectionProbeLevel", 0); + bool low_detail_probe = probe_level == 0 && gCubeSnapshot; + done_atmospherics = done_atmospherics || low_detail_probe; + done_water_haze = done_water_haze || low_detail_probe; + + while ( iter1 != mPools.end() ) { LLDrawPool *poolp = *iter1; 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(); @@ -4040,7 +4297,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) } } iter1 = iter2; - stop_glerror(); + LOG_GLERROR("after pools"); } gGLLastMatrix = NULL; @@ -4056,12 +4313,12 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) renderDebug(); } -#if GL_VERSION_1_1 if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } -#endif + + LOG_GLERROR("LLPipeline::renderGeomPostDeferred()"); } void LLPipeline::renderGeomShadow(LLCamera& camera) @@ -4121,11 +4378,12 @@ void LLPipeline::renderGeomShadow(LLCamera& camera) } } iter1 = iter2; - stop_glerror(); + LOG_GLERROR(""); } gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); + LOG_GLERROR("LLPipeline::renderGeomShadow()"); } @@ -4154,11 +4412,9 @@ 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); + //glLineWidth(3.f); LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -4172,12 +4428,10 @@ 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) @@ -4197,14 +4451,12 @@ void LLPipeline::renderPhysicsDisplay() } gGL.flush(); -#if GL_VERSION_1_1 if (wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } -#endif } - glLineWidth(1.f); + //glLineWidth(1.f); gDebugProgram.unbind(); } @@ -4282,16 +4534,14 @@ 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 if ( pathfindingConsole->isRenderNavMesh() ) { gGL.flush(); - glLineWidth(2.0f); + //glLineWidth(2.0f); LLGLEnable cull(GL_CULL_FACE); LLGLDisable blend(GL_BLEND); @@ -4314,10 +4564,8 @@ void LLPipeline::renderDebug() gPathfindingProgram.bind(); gGL.flush(); -#if GL_VERSION_1_1 glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); -#endif - glLineWidth(1.0f); + //glLineWidth(1.0f); gGL.flush(); } //User designated path @@ -4373,9 +4621,7 @@ 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); @@ -4400,10 +4646,8 @@ 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"); @@ -4423,14 +4667,10 @@ 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 } } @@ -4440,16 +4680,14 @@ void LLPipeline::renderDebug() gPathfindingProgram.uniform1f(sTint, 1.f); gPathfindingProgram.uniform1f(sAlphaScale, 1.f); - glLineWidth(gSavedSettings.getF32("PathfindingLineWidth")); + //glLineWidth(gSavedSettings.getF32("PathfindingLineWidth")); LLGLDisable blendOut(GL_BLEND); llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); gGL.flush(); - glLineWidth(1.f); + //glLineWidth(1.f); } -#if GL_VERSION_1_1 glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); -#endif } } } @@ -4460,9 +4698,7 @@ 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"); @@ -4471,7 +4707,7 @@ void LLPipeline::renderDebug() LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); gGL.flush(); - glLineWidth(2.0f); + //glLineWidth(2.0f); LLGLEnable cull(GL_CULL_FACE); gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); @@ -4479,14 +4715,10 @@ 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 { @@ -4502,7 +4734,7 @@ void LLPipeline::renderDebug() gPathfindingProgram.bind(); gGL.flush(); - glLineWidth(1.0f); + //glLineWidth(1.0f); } glPolygonOffset(0.f, 0.f); @@ -4526,9 +4758,7 @@ 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); @@ -4553,39 +4783,55 @@ void LLPipeline::renderDebug() } gGL.end(); gGL.flush(); -#if GL_VERSION_1_1 glPointSize(1.f); -#endif } // 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(); + } } } @@ -4625,12 +4871,11 @@ void LLPipeline::renderDebug() LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display"); bindDeferredShader(gReflectionProbeDisplayProgram, NULL); - mScreenTriangleVB->setBuffer(); LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(GL_FALSE); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); unbindDeferredShader(gReflectionProbeDisplayProgram); } @@ -4741,9 +4986,7 @@ 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; @@ -4757,9 +5000,7 @@ 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; @@ -5081,6 +5322,17 @@ 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); @@ -5203,6 +5455,11 @@ 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; @@ -5569,6 +5826,8 @@ void LLPipeline::setupHWLights() mSunDiffuse.setVec(psky->getSunlightColor()); mMoonDiffuse.setVec(psky->getMoonlightColor()); + if(!mHDRDisplay) + { F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]); if (max_color > 1.f) { @@ -5582,6 +5841,7 @@ void LLPipeline::setupHWLights() mMoonDiffuse *= 1.f/max_color; } mMoonDiffuse.clamp(); + } // prevent underlighting from having neither lightsource facing us if (!sun_up && !moon_up) @@ -6607,6 +6867,8 @@ void LLPipeline::resetVertexBuffers(LLDrawable* drawable) facep->clearVertexBuffer(); } } + + LOG_GLERROR("LLPipeline::resetVertexBuffers()"); } void LLPipeline::renderObjects(U32 type, bool texture, bool batch_texture, bool rigged) @@ -6626,6 +6888,7 @@ void LLPipeline::renderObjects(U32 type, bool texture, bool batch_texture, bool gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderObjects()"); } void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) @@ -6654,6 +6917,7 @@ void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) { LL::GLTFSceneManager::instance().render(true, true); } + LOG_GLERROR("LLPipeline::renderGLTFObjects()"); } // Currently only used for shadows -Cosmic,2023-04-19 @@ -6666,8 +6930,14 @@ 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); @@ -6691,7 +6961,7 @@ 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 { @@ -6699,14 +6969,10 @@ 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 @@ -6732,6 +6998,7 @@ void LLPipeline::renderAlphaObjects(bool rigged) gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderAlphaObjects()"); } // Currently only used for shadows -Cosmic,2023-04-19 @@ -6750,6 +7017,7 @@ void LLPipeline::renderMaskedObjects(U32 type, bool texture, bool batch_texture, } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderMaskedObjects()"); } // Currently only used for shadows -Cosmic,2023-04-19 @@ -6768,6 +7036,7 @@ void LLPipeline::renderFullbrightMaskedObjects(U32 type, bool texture, bool batc } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderFullbrightMaskedObjects()"); } void apply_cube_face_rotation(U32 face) @@ -6830,13 +7099,13 @@ void LLPipeline::bindScreenToTexture() } -static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Post processing"); void LLPipeline::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex) { - dst->bindTarget(); + dst->bindTarget("visualizeBuffers", 1); gDeferredBufferVisualProgram.bind(); - gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_BILINEAR, bufferIndex); + gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT, bufferIndex); static LLStaticHashedString mipLevel("mipLevel"); if (RenderBufferVisualization != 4) @@ -6844,8 +7113,7 @@ void LLPipeline::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 else gDeferredBufferVisualProgram.uniform1f(mipLevel, 8); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); gDeferredBufferVisualProgram.unbind(); dst->flush(); } @@ -6856,7 +7124,8 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) { LL_PROFILE_GPU_ZONE("luminance sample"); - dst->bindTarget(); + dst->bindTarget("generateLuminance", 0); + dst->clear(); LLGLDepthTest depth(GL_FALSE, GL_FALSE); @@ -6887,14 +7156,21 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) static LLStaticHashedString diffuse_luminance_scale_s("diffuse_luminance_scale"); gLuminanceProgram.uniform1f(diffuse_luminance_scale_s, diffuse_luminance_scale); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); + + gLuminanceProgram.unbindTexture(LLShaderMgr::DEFERRED_DIFFUSE); + gLuminanceProgram.unbindTexture(LLShaderMgr::DEFERRED_EMISSIVE); + gLuminanceProgram.unbindTexture(LLShaderMgr::NORMAL_MAP); + gLuminanceProgram.unbind(); + dst->flush(); // note -- unbind AFTER the glGenerateMipMap so time in generatemipmap can be profiled under "Luminance" // also note -- keep an eye on the performance of glGenerateMipmap, might need to replace it with a mip generation shader - gLuminanceProgram.unbind(); + //gLuminanceProgram.unbind(); } + + LOG_GLERROR("LLPipeline::generateLuminance()"); } void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history) { @@ -6905,17 +7181,15 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool if (use_history) { // copy last frame's exposure into mLastExposure - mLastExposure.bindTarget(); + mLastExposure.bindTarget("mLastExposure", 1); gCopyProgram.bind(); gGL.getTexUnit(0)->bind(dst); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - + renderTriangle(); mLastExposure.flush(); } - dst->bindTarget(); + dst->bindTarget("generateExposure", 1); + dst->clear(); LLGLDepthTest depth(GL_FALSE, GL_FALSE); @@ -6949,48 +7223,79 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool static LLStaticHashedString dt("dt"); static LLStaticHashedString noiseVec("noiseVec"); static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params"); + static LLStaticHashedString dynamic_exposure_params2("dynamic_exposure_params2"); + static LLStaticHashedString dynamic_exposure_e("dynamic_exposure_enabled"); + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", false); + static LLCachedControl<bool> dynamic_exposure_enabled(gSavedSettings, "RenderDynamicExposureEnabled", true); static LLCachedControl<F32> dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f); - static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + static LLCachedControl<F32> dynamic_exposure_speed_error(gSavedSettings, "RenderDynamicExposureSpeedError", 0.1f); + static LLCachedControl<F32> dynamic_exposure_speed_target(gSavedSettings, "RenderDynamicExposureSpeedTarget", 2.f); 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; - if (probe_ambiance > 0.f) - { - F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma()) * 2.f; + static LLCachedControl<bool> use_exposure_sky_settings(gSavedSettings, "RenderUseExposureSkySettings", false); - if (hdr_scale > 1.f) + if (use_exposure_sky_settings) + { + if (dynamic_exposure_enabled) { - exp_min = 1.f / hdr_scale; - exp_max = hdr_scale; + 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(should_auto_adjust()); + exp_max = sky->getHDROffset(should_auto_adjust()); + } + } + else if (dynamic_exposure_enabled) + { + if (probe_ambiance > 0.f) + { + F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma()) * 2.f; + + if (hdr_scale > 1.f) + { + exp_min = 1.f / hdr_scale; + exp_max = hdr_scale; + } } } + shader->uniform1f(dt, gFrameIntervalSeconds); 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); + shader->uniform4f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max, dynamic_exposure_speed_error); + 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); + renderTriangle(); if (use_history) { - gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); + //gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); } + + shader->unbindTexture(LLShaderMgr::DEFERRED_DIFFUSE); + shader->unbindTexture(LLShaderMgr::EXPOSURE_MAP); shader->unbind(); dst->flush(); } + + LOG_GLERROR("LLPipeline::generateExposure()"); } extern LLPointer<LLImageGL> gEXRImage; -void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { - dst->bindTarget(); +void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) +{ + dst->bindTarget("tonemap", 1); // gamma correct lighting { - LL_PROFILE_GPU_ZONE("gamma correct"); + LL_PROFILE_GPU_ZONE("tonemap"); static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); @@ -6998,18 +7303,16 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { // Apply gamma correction to the frame here. - static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", false); 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; + bool no_post = gSnapshotNoPost || psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f || (buildNoPost && gFloaterTools && gFloaterTools->isAvailable()); + LLGLSLShader& shader = no_post ? gNoPostTonemapProgram : gDeferredPostTonemapProgram; shader.bind(); - S32 channel = 0; + //S32 channel = 0; shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); @@ -7022,18 +7325,67 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { 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); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + static LLCachedControl<U32> tonemap_type_setting(gSavedSettings, "RenderTonemapType", 0U); + shader.uniform1i(tonemap_type, tonemap_type_setting); + shader.uniform1f(tonemap_mix, psky->getTonemapMix(should_auto_adjust())); - gGL.getTexUnit(channel)->unbind(src->getUsage()); + renderTriangle(); + + shader.unbindTexture(LLShaderMgr::DEFERRED_DIFFUSE); + shader.unbindTexture(LLShaderMgr::EXPOSURE_MAP); shader.unbind(); } dst->flush(); + LOG_GLERROR("LLPipeline::tonemap()"); +} + +void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) +{ + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + // gamma correct lighting + { + LL_PROFILE_GPU_ZONE("gamma correct"); + + dst->bindTarget("gammaCorrect", 1); + dst->clear(GL_COLOR_BUFFER_BIT); + + static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", false); + + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + LLGLSLShader& shader = psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : + gDeferredPostGammaCorrectProgram; + + static LLCachedControl<F32> mp_hdr_boost(gSavedSettings, "MPHDRBoost", false); + static LLCachedControl<F32> mp_hdr_gamma(gSavedSettings, "MPHDRGamma", false); + if(mHDRDisplay) shader = gHDRGammaCorrectProgram; + + shader.bind(); + shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + //screensize isn't a uniform in the shader, we comment out for now + //shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); + + if(mHDRDisplay) + { + shader.uniform1f(LLShaderMgr::GAMMA, (GLfloat)mp_hdr_gamma); + shader.uniform1f(LLShaderMgr::MP_HDR_BOOST, 1.0); + } + + renderTriangle(); + + shader.unbindTexture(LLShaderMgr::DEFERRED_DIFFUSE); + shader.unbind(); + + dst->flush(); + } + + LOG_GLERROR("LLPipeline::gammaCorrect()"); } void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst) @@ -7046,7 +7398,7 @@ void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* LLRenderTarget& depth_src = mRT->deferredScreen; - dst->bindTarget(); + dst->bindTarget("copyScreenSpaceReflections", 1); dst->clear(); gCopyDepthProgram.bind(); @@ -7056,11 +7408,11 @@ void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* gGL.getTexUnit(diff_map)->bind(src); gGL.getTexUnit(depth_map)->bind(&depth_src, true); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst->flush(); } + LOG_GLERROR("LLPipeline::copyScreenSpaceReflection()"); } void LLPipeline::generateGlow(LLRenderTarget* src) @@ -7068,7 +7420,9 @@ void LLPipeline::generateGlow(LLRenderTarget* src) if (sRenderGlow) { LL_PROFILE_GPU_ZONE("glow"); - mGlow[2].bindTarget(); + LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW); + + mGlow[2].bindTarget("mGlow[2]", 1); mGlow[2].clear(); gGlowExtractProgram.bind(); @@ -7108,14 +7462,13 @@ void LLPipeline::generateGlow(LLRenderTarget* src) gGL.color4f(1, 1, 1, 1); gPipeline.enableLightsFullbright(); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - + renderTriangle(); + gGlowExtractProgram.unbindTexture(LLShaderMgr::DIFFUSE_MAP); + gGlowExtractProgram.unbindTexture(LLShaderMgr::GLOW_NOISE_MAP); + gGlowExtractProgram.unbind(); mGlow[2].flush(); } - gGlowExtractProgram.unbind(); - // power of two between 1 and 1024 U32 glowResPow = RenderGlowResolutionPow; const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); @@ -7135,7 +7488,7 @@ void LLPipeline::generateGlow(LLRenderTarget* src) for (S32 i = 0; i < kernel; i++) { - mGlow[i % 2].bindTarget(); + mGlow[i % 2].bindTarget("mGlow[i % 2]", 1); mGlow[i % 2].clear(); if (i == 0) @@ -7156,8 +7509,7 @@ void LLPipeline::generateGlow(LLRenderTarget* src) gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); } - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); mGlow[i % 2].flush(); } @@ -7167,30 +7519,115 @@ void LLPipeline::generateGlow(LLRenderTarget* src) } else // !sRenderGlow, skip the glow ping-pong and just clear the result target { - mGlow[1].bindTarget(); + mGlow[1].bindTarget("mGlow[1]", 1); mGlow[1].clear(); mGlow[1].flush(); } + LOG_GLERROR("LLPipeline::generateGlow()"); } -void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) +bool LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) +{ + static LLCachedControl<F32> cas_sharpness(gSavedSettings, "RenderCASSharpness", 0.4f); + if (cas_sharpness == 0.0f || !gCASProgram.isComplete()) + { + return false; + } + + LLGLSLShader* sharpen_shader = &gCASProgram; + + // Bind setup: + dst->bindTarget("applyCAS", 1); + dst->clear(); + + 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()); + } + + S32 channel = sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + renderTriangle(); + sharpen_shader->unbindTexture(channel); + sharpen_shader->unbind(); + + dst->flush(); + + return true; +} + +bool LLPipeline::generateFXAABuffer(LLRenderTarget* src) +{ + llassert(!gCubeSnapshot); + bool multisample = RenderFSAAType == 1 && gFXAAProgram[0].isComplete() && mFXAAMap.isComplete(); + + if(!multisample) return false; + + LL_PROFILE_GPU_ZONE("aa"); + + // bake out texture2D with RGBL for FXAA shader + mFXAAMap.bindTarget("applyFXAA", 1); + mFXAAMap.clear(GL_COLOR_BUFFER_BIT); + + LLGLSLShader* shader = &gGlowCombineFXAAProgram; + shader->bind(); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + if (channel > -1) + { + src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } + + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + renderTriangle(); + } + + shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + shader->unbind(); + + mFXAAMap.flush(); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + mDummyRT.bindTarget("dummy",1); + mDummyRT.clear(GL_COLOR_BUFFER_BIT); + mDummyRT.flush(); + + return true; +} + +bool LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { { llassert(!gCubeSnapshot); - bool multisample = RenderFSAASamples > 1 && mFXAAMap.isComplete(); - LLGLSLShader* shader = &gGlowCombineProgram; + bool multisample = RenderFSAAType == 1 && gFXAAProgram[0].isComplete() && mFXAAMap.isComplete(); - S32 width = dst->getWidth(); - S32 height = dst->getHeight(); + if(!multisample) return false; - // 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 - mFXAAMap.bindTarget(); + mFXAAMap.bindTarget("applyFXAA", 1); + mFXAAMap.clear(GL_COLOR_BUFFER_BIT); - shader = &gGlowCombineFXAAProgram; + LLGLSLShader* shader = &gGlowCombineFXAAProgram; shader->bind(); S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); @@ -7201,8 +7638,7 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); @@ -7210,8 +7646,13 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) mFXAAMap.flush(); - dst->bindTarget(); - shader = &gFXAAProgram; + dst->bindTarget("applyFXAA", 1); + dst->clear(); + + 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, mFXAAMap.getUsage()); @@ -7220,12 +7661,14 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) mFXAAMap.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); } + /* 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]); + */ F32 scale_x = (F32)width / mFXAAMap.getWidth(); F32 scale_y = (F32)height / mFXAAMap.getHeight(); @@ -7241,34 +7684,206 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); + } + + if (channel > -1) + { + shader->unbindTexture(channel); } shader->unbind(); dst->flush(); } - else { - copyRenderTarget(src, dst); + } + + return true; +} + +bool LLPipeline::generateSMAABuffers(LLRenderTarget* src) +{ + llassert(!gCubeSnapshot); + if(RenderFSAAType < 2) return false; + bool multisample = gSMAAEdgeDetectProgram[0].isComplete() && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); + + if(!multisample) return false; + + // 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("generateSMAABuffers", 1); + dest.clear(GL_COLOR_BUFFER_BIT); + + edge_shader.bind(); + edge_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); + + S32 channel = edge_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); + + if (channel > -1) + { + if (!use_sample) + { + src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + else + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + } + + renderTriangle(); + + edge_shader.unbindTexture(LLShaderMgr::DEFERRED_DIFFUSE); + gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE); + edge_shader.unbind(); + dest.flush(); + } + + { + // Bind setup: + LLRenderTarget& dest = mSMAABlendBuffer; + LLGLSLShader& blend_weights_shader = gSMAABlendWeightsProgram[fsaa_quality]; + + dest.bindTarget("mSMAABlendBuffer", 1); + 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); + } + + renderTriangle(); + + 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); + } + } + + LOG_GLERROR("LLPipeline::generateSMAABuffers()"); + + return true; +} + +bool LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) +{ + llassert(!gCubeSnapshot); + + bool multisample = false; + + if(RenderFSAAType > 1) + { + multisample = gSMAAEdgeDetectProgram[0].isComplete() && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); + } + + if(!multisample) return false; + + { + 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); + + { + // Bind setup: + LLRenderTarget* bound_target = dst; + LLGLSLShader& blend_shader = gSMAANeighborhoodBlendProgram[fsaa_quality]; + + bound_target->bindTarget("applySMAA", 1); + 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); + } + + renderTriangle(); + gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(blend_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + blend_shader.unbind(); + bound_target->flush(); } } + + LOG_GLERROR("LLPipeline::applySMAA()"); + return true; } void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst) { LL_PROFILE_GPU_ZONE("copyRenderTarget"); - dst->bindTarget(); - + dst->bindTarget("copyRenderTarget", 1); + dst->clear(GL_COLOR_BUFFER_BIT); gDeferredPostNoDoFProgram.bind(); gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + //gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - { - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } + renderTriangle(); gDeferredPostNoDoFProgram.unbind(); @@ -7279,7 +7894,7 @@ void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst) { // Go ahead and do our glow combine here in our destination. We blit this later into the front buffer. - dst->bindTarget(); + dst->bindTarget("combineGlow", 1); { @@ -7288,14 +7903,14 @@ void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst) gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } dst->flush(); + LOG_GLERROR("LLPipeline::combineGlow()"); } -void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) +bool LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) { { bool dof_enabled = @@ -7303,6 +7918,8 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) RenderDepthOfField && !gCubeSnapshot; + if(!dof_enabled) return false; + gViewerWindow->setup3DViewport(); if (dof_enabled) @@ -7411,7 +8028,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) F32 magnification = focal_length / (subject_distance - focal_length); { // build diffuse+bloom+CoF - mRT->deferredLight.bindTarget(); + mRT->deferredLight.bindTarget("renderDOF", 1); gDeferredCoFProgram.bind(); @@ -7428,8 +8045,8 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); + gDeferredCoFProgram.unbind(); mRT->deferredLight.flush(); } @@ -7438,7 +8055,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) U32 dof_height = (U32)(mRT->screen.getHeight() * CameraDoFResScale); { // perform DoF sampling at half-res (preserve alpha channel) - src->bindTarget(); + src->bindTarget("DoF sampling", 1); glViewport(0, 0, dof_width, dof_height); gGL.setColorMask(true, false); @@ -7450,8 +8067,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); gDeferredPostProgram.unbind(); @@ -7461,19 +8077,8 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) { // combine result based on alpha - dst->bindTarget(); - if (RenderFSAASamples > 1 && mFXAAMap.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]); - } + dst->bindTarget("DoF combine", 1); + glViewport(0, 0, dst->getWidth(), dst->getHeight()); gDeferredDoFCombineProgram.bind(); gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); @@ -7485,19 +8090,134 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth()); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)src->getHeight()); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - gDeferredDoFCombineProgram.unbind(); + renderTriangle(); + gDeferredDoFCombineProgram.unbind(); dst->flush(); } } - else - { - copyRenderTarget(src, dst); - } } + + return true; +} + +bool LLPipeline::renderBloom(LLRenderTarget* src, LLRenderTarget* dst) +{ + static LLCachedControl<U32> mp_render_bloom(gSavedSettings, "MPRenderBloom", 0); + + if(mp_render_bloom < 1) return false; + + static LLCachedControl<F32> mp_bloom_extract_brightness(gSavedSettings, "MPBloomExtractBrightness", 0.10); + static LLCachedControl<F32> mp_bloom_radius(gSavedSettings, "MPBloomBlurRadius", 1.5); + static LLCachedControl<F32> mp_bloom_radius_add(gSavedSettings, "MPBloomBlurRadiusAdd", 0); + static LLCachedControl<F32> mp_bloom_strength(gSavedSettings, "MPBloomStrength", 1.0); + static LLCachedControl<F32> mp_bloom_metal(gSavedSettings, "MPBloomExtractMetal", 0.2); + static LLCachedControl<F32> mp_bloom_nonmetal(gSavedSettings, "MPBloomExtractNonMetal", 0.2); + + F32 clampValue = 1.0; + if(mHDRDisplay) clampValue = 11.0; + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + LLGLDisable blend(GL_BLEND); + + mBloomMap.bindTarget("mBloomMap", 1); + + glClearColor(0, 0, 0, 0); + mBloomMap.clear(); + + gBloomExtractProgram.bind(); + gBloomExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mRT->screen); + gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_ORM, &mRT->deferredScreen, false, LLTexUnit::TFO_POINT, 1); + //gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE, &mGlow[1], false, LLTexUnit::TFO_POINT, 0); + gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE2, &mRT->deferredScreen, false, LLTexUnit::TFO_POINT, 3); + + gBloomExtractProgram.uniform1f(LLShaderMgr::BLOOM_EXTRACT_BRIGHTNESS, 1.0 - mp_bloom_extract_brightness); + gBloomExtractProgram.uniform1f(LLShaderMgr::BLOOM_EXTRACT_METAL, mp_bloom_metal); + gBloomExtractProgram.uniform1f(LLShaderMgr::BLOOM_EXTRACT_NONMETAL, mp_bloom_nonmetal); + + renderTriangle(); + + gBloomExtractProgram.unbindTexture(LLShaderMgr::DIFFUSE_MAP); + gBloomExtractProgram.unbindTexture(LLShaderMgr::BLOOM_EXTRACT_ORM); + gBloomExtractProgram.unbindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE); + gBloomExtractProgram.unbindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE2); + + gBloomExtractProgram.unbind(); + mBloomMap.flush(); + + + // ping pong blur + + S16 horizontal = 1, first_iteration = true; + unsigned int amount = mp_render_bloom; + if(amount > 10) amount = 10; + + F32 radius = mp_bloom_radius; + + gBloomBlurProgram.bind(); + + + // Iteration 0 + + gBloomBlurProgram.uniform1f(LLShaderMgr::BLOOM_BLUR_RADIUS, radius); + + mBloomBlur[0].bindTarget("", 1); + //mBloomBlur[0].clear(); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 0); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomMap); + renderTriangle(); + mBloomBlur[0].flush(); + + mBloomBlur[1].bindTarget("", 1); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 1); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomBlur[0]); + renderTriangle(); + mBloomBlur[1].flush(); + + + // additional iterations + + for (unsigned int i = 1; i < amount; i++) + { + radius += mp_bloom_radius_add; + gBloomBlurProgram.uniform1f(LLShaderMgr::BLOOM_BLUR_RADIUS, radius); + + mBloomBlur[0].bindTarget("", 1); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 0); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomBlur[1]); + renderTriangle(); + mBloomBlur[0].flush(); + + mBloomBlur[1].bindTarget("", 1); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 1); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomBlur[0]); + renderTriangle(); + mBloomBlur[1].flush(); + } + + gBloomBlurProgram.unbindTexture(LLShaderMgr::BLOOM_EMAP); + gBloomBlurProgram.unbind(); + + + // combine + + dst->bindTarget("bloom combine", 1); + //dst->clear(); + + gBloomCombineProgram.bind(); + + gBloomCombineProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); + gBloomCombineProgram.bindTexture(LLShaderMgr::BLOOM_BMAP, &mBloomBlur[1]); + gBloomCombineProgram.uniform1f(LLShaderMgr::BLOOM_STRENGTH, mp_bloom_strength); + gBloomCombineProgram.uniform1f(LLShaderMgr::BLOOM_CLAMP, clampValue); + + renderTriangle(); + + gBloomCombineProgram.unbind(); + dst->flush(); + + return true; } void LLPipeline::renderFinalize() @@ -7511,44 +8231,115 @@ void LLPipeline::renderFinalize() LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); LL_PROFILE_GPU_ZONE("renderFinalize"); +#if LL_DARWIN + //gGL.debugTexUnits(); + + // Aims to fix the slowdowns in the post processing + for (S32 i = 0; i < 16; i++) + { + if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE) + { + gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType()); + gGL.getTexUnit(i)->disable(); + } + } +#endif + gGL.color4f(1, 1, 1, 1); LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); LLGLDisable cull(GL_CULL_FACE); - enableLightsFullbright(); + 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]); gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); + static LLCachedControl<bool> has_hdr(gSavedSettings, "RenderHDREnabled", true); + bool hdr = gGLManager.mGLVersion > 4.05f && has_hdr(); - copyScreenSpaceReflections(&mRT->screen, &mSceneMap); + U16 activeRT = 0; - generateLuminance(&mRT->screen, &mLuminanceMap); + LLRenderTarget* postHDRBuffer = &mRT->screen; - generateExposure(&mLuminanceMap, &mExposureMap); + if (hdr) + { + if(generateFXAABuffer(postHDRBuffer)); + else generateSMAABuffers(postHDRBuffer); - gammaCorrect(&mRT->screen, &mPostMap); + copyScreenSpaceReflections(&mRT->screen, &mSceneMap); - LLVertexBuffer::unbind(); + if(!mHDRDisplay) + { + generateLuminance(&mRT->screen, &mLuminanceMap); - generateGlow(&mPostMap); + generateExposure(&mLuminanceMap, &mExposureMap); - combineGlow(&mPostMap, &mRT->screen); + tonemap(&mRT->screen, &mRT->deferredLight); + postHDRBuffer = &mRT->deferredLight; + } + } - 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]); + gammaCorrect(postHDRBuffer, &mPostMaps[1 - activeRT]); + activeRT = 1 - activeRT; - renderDoF(&mRT->screen, &mPostMap); + generateGlow(&mPostMaps[activeRT]); + + if(!hdr) + { + if(generateFXAABuffer(postHDRBuffer)) + { + } + else if(generateSMAABuffers(postHDRBuffer)) + { + } + else + { + } + } + + if(applyFXAA(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } + else if(applySMAA(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } + + if(hdr) + { + if(renderBloom(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } + } + + combineGlow(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]); + activeRT = 1 - activeRT; + + if(!mHDRDisplay) + { + //CAS breaks the hdr colors for now. + if(applyCAS(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } + } + + if(renderDoF(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } + + LLRenderTarget* finalBuffer = &mPostMaps[activeRT]; - applyFXAA(&mPostMap, &mRT->screen); - LLRenderTarget* finalBuffer = &mRT->screen; if (RenderBufferVisualization > -1) { - finalBuffer = &mPostMap; switch (RenderBufferVisualization) { case 0: @@ -7559,6 +8350,53 @@ 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; + } + case 7: + visualizeBuffers(&mBloomMap, finalBuffer, 0); + break; + case 8: + visualizeBuffers(&mBloomBlur[1], finalBuffer, 0); + break; + case 9: + visualizeBuffers(&mPostMaps[activeRT], finalBuffer, 0); + break; + case 10: + visualizeBuffers(&mGlow[0], finalBuffer, 0); + break; + case 11: + visualizeBuffers(&mGlow[1], finalBuffer, 0); + break; + case 12: + visualizeBuffers(&mGlow[2], finalBuffer, 0); + break; + case 13: + visualizeBuffers(&mSceneMap, finalBuffer, 0); + break; + case 14: + visualizeBuffers(&mRT->screen, finalBuffer, 0); + break; + case 15: + visualizeBuffers(&mRT->deferredLight, finalBuffer, 0); + break; + case 16: + visualizeBuffers(&mPostMaps[1-activeRT], finalBuffer, 0); + break; default: break; } @@ -7566,19 +8404,24 @@ 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); + + gDeferredPostNoDoFNoiseProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)finalBuffer->getWidth(), (GLfloat)finalBuffer->getHeight()); { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } - gDeferredPostNoDoFProgram.unbind(); + gDeferredPostNoDoFNoiseProgram.unbindTexture(LLShaderMgr::DEFERRED_DIFFUSE); + gDeferredPostNoDoFNoiseProgram.unbindTexture(LLShaderMgr::DEFERRED_DEPTH); + gDeferredPostNoDoFNoiseProgram.unbind(); + + gGL.flush(); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -7600,6 +8443,7 @@ void LLPipeline::renderFinalize() // flush calls made to "addTrianglesDrawn" so far to stats machinery recordTrianglesDrawn(); + LOG_GLERROR("LLPipeline::renderFinalize()"); } void LLPipeline::bindLightFunc(LLGLSLShader& shader) @@ -7619,6 +8463,8 @@ void LLPipeline::bindLightFunc(LLGLSLShader& shader) void LLPipeline::bindShadowMaps(LLGLSLShader& shader) { + LOG_GLERROR("bindShadowMaps() 1"); + for (U32 i = 0; i < 4; i++) { LLRenderTarget* shadow_target = getSunShadowTarget(i); @@ -7632,6 +8478,8 @@ void LLPipeline::bindShadowMaps(LLGLSLShader& shader) } } + LOG_GLERROR("bindShadowMaps() 2"); + for (U32 i = 4; i < 6; i++) { S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i); @@ -7728,7 +8576,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX)) { - shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, mReflectionModelView.m); + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, glm::value_ptr(mReflectionModelView)); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); @@ -7740,7 +8588,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ bindLightFunc(shader); - stop_glerror(); + LOG_GLERROR("bindDeferredShader()"); light_target = light_target ? light_target : deferred_light_target; channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage()); @@ -7756,26 +8604,26 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ } } - stop_glerror(); + LOG_GLERROR("bindDeferredShader() 2"); bindShadowMaps(shader); - stop_glerror(); + LOG_GLERROR("bindDeferredShader() 3"); F32 mat[16*6]; for (U32 i = 0; i < 16; i++) { - mat[i] = mSunShadowMatrix[0].m[i]; - mat[i+16] = mSunShadowMatrix[1].m[i]; - mat[i+32] = mSunShadowMatrix[2].m[i]; - mat[i+48] = mSunShadowMatrix[3].m[i]; - mat[i+64] = mSunShadowMatrix[4].m[i]; - mat[i+80] = mSunShadowMatrix[5].m[i]; + mat[i] = glm::value_ptr(mSunShadowMatrix[0])[i]; + mat[i+16] = glm::value_ptr(mSunShadowMatrix[1])[i]; + mat[i+32] = glm::value_ptr(mSunShadowMatrix[2])[i]; + mat[i+48] = glm::value_ptr(mSunShadowMatrix[3])[i]; + mat[i+64] = glm::value_ptr(mSunShadowMatrix[4])[i]; + mat[i+80] = glm::value_ptr(mSunShadowMatrix[5])[i]; } shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat); - stop_glerror(); + LOG_GLERROR("bindDeferredShader() 4"); if (!LLPipeline::sReflectionProbesEnabled) { @@ -7876,19 +8724,19 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); - shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLDeltaModelView); - shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLInverseDeltaModelView); + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLDeltaModelView)); + shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLInverseDeltaModelView)); shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0); if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) { - glh::matrix4f norm_mat = get_current_modelview().inverse().transpose(); - shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, norm_mat.m); + glm::mat4 norm_mat = glm::transpose(glm::inverse(get_current_modelview())); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, glm::value_ptr(norm_mat)); } // auto adjust legacy sun color if needed - static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", false); static LLCachedControl<F32> auto_adjust_sun_color_scale(gSavedSettings, "RenderSkyAutoAdjustSunColorScale", 1.f); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); LLColor3 sun_diffuse(mSunDiffuse.mV); @@ -7929,6 +8777,8 @@ void LLPipeline::renderDeferredLighting() return; } + LOG_GLERROR("renderDeferredLighting begin"); + llassert(!sRenderingHUDs); F32 light_scale = 1.f; @@ -7958,51 +8808,33 @@ void LLPipeline::renderDeferredLighting() LLGLEnable cull(GL_CULL_FACE); LLGLEnable blend(GL_BLEND); - glh::matrix4f mat = copy_matrix(gGLModelView); + glm::mat4 mat = get_current_modelview(); setupHWLights(); // to set mSun/MoonDir; - glh::vec4f tc(mSunDir.mV); - mat.mult_matrix_vec(tc); - mTransformedSunDir.set(tc.v); + glm::vec4 tc(mSunDir); + tc = mat * tc; + mTransformedSunDir.set(tc); - glh::vec4f tc_moon(mMoonDir.mV); - mat.mult_matrix_vec(tc_moon); - mTransformedMoonDir.set(tc_moon.v); + glm::vec4 tc_moon(mMoonDir); + tc_moon = mat * tc_moon; + mTransformedMoonDir.set(tc_moon); - if (RenderDeferredSSAO || RenderShadowDetail > 0) + if ((RenderDeferredSSAO && !gCubeSnapshot) || (RenderShadowDetail > 0 && RenderShadowDetail < 4)) { LL_PROFILE_GPU_ZONE("sun program"); - deferred_light_target->bindTarget(); + deferred_light_target->bindTarget("sun_shader", 1); { // 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); glClearColor(0, 0, 0, 0); - glh::matrix4f inv_trans = get_current_modelview().inverse().transpose(); - - const U32 slice = 32; - F32 offset[slice * 3]; - for (U32 i = 0; i < 4; i++) - { - for (U32 j = 0; j < 8; j++) - { - glh::vec3f v; - v.set_value(sinf(6.284f / 8 * j), cosf(6.284f / 8 * j), -(F32) i); - v.normalize(); - inv_trans.mult_matrix_vec(v); - v.normalize(); - offset[(i * 8 + j) * 3 + 0] = v.v[0]; - offset[(i * 8 + j) * 3 + 1] = v.v[2]; - offset[(i * 8 + j) * 3 + 2] = v.v[1]; - } - } - - gDeferredSunProgram.uniform3fv(sOffset, slice, offset); - gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, + sun_shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)deferred_light_target->getWidth(), (GLfloat)deferred_light_target->getHeight()); @@ -8012,18 +8844,18 @@ 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"); LL_PROFILE_GPU_ZONE("soften shadow"); // blur lightmap - screen_target->bindTarget(); + screen_target->bindTarget("SSAO", 1); glClearColor(1, 1, 1, 1); screen_target->clear(GL_COLOR_BUFFER_BIT); glClearColor(0, 0, 0, 0); @@ -8056,8 +8888,7 @@ void LLPipeline::renderDeferredLighting() { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } screen_target->flush(); @@ -8065,21 +8896,20 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredBlurLightProgram, screen_target); - deferred_light_target->bindTarget(); + deferred_light_target->bindTarget("blur light", 1); gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } deferred_light_target->flush(); unbindDeferredShader(gDeferredBlurLightProgram); } - screen_target->bindTarget(); + screen_target->bindTarget("renderDeferredLighting screen_target", 1); // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky glClearColor(0, 0, 0, 0); screen_target->clear(GL_COLOR_BUFFER_BIT); @@ -8101,6 +8931,7 @@ void LLPipeline::renderDeferredLighting() soften_shader.uniform1f(ssao_max_str, ssao_max); LLEnvironment &environment = LLEnvironment::instance(); + soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); soften_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); @@ -8111,21 +8942,22 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } unbindDeferredShader(gDeferredSoftenProgram); } static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256); + static LLCachedControl<S32> probe_level(gSavedSettings, "RenderReflectionProbeLevel", 0); - if (local_light_count > 0) + if (local_light_count > 0 && (!gCubeSnapshot || probe_level > 0)) { gGL.setSceneBlendType(LLRender::BT_ADD); std::list<LLVector4> fullscreen_lights; LLDrawable::drawable_list_t spot_lights; LLDrawable::drawable_list_t fullscreen_spot_lights; + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); if (!gCubeSnapshot) { @@ -8221,6 +9053,8 @@ void LLPipeline::renderDeferredLighting() gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); + gDeferredLightProgram.uniform1i(LLShaderMgr::CLASSIC_MODE, (psky->canAutoAdjust()) ? 1 : 0); + gGL.syncMatrices(); mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); @@ -8234,10 +9068,10 @@ void LLPipeline::renderDeferredLighting() continue; } - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); + glm::vec3 tc(center); + tc = mul_mat4_vec3(mat, tc); - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); + fullscreen_lights.push_back(LLVector4(tc.x, tc.y, tc.z, s)); light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF))); } } @@ -8281,6 +9115,8 @@ void LLPipeline::renderDeferredLighting() gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); + gDeferredSpotLightProgram.uniform1i(LLShaderMgr::CLASSIC_MODE, (psky->canAutoAdjust()) ? 1 : 0); + gGL.syncMatrices(); mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); @@ -8319,10 +9155,10 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*)light); gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*)col); gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); + gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::CLASSIC_MODE, (psky->canAutoAdjust()) ? 1 : 0); far_z = 0.f; count = 0; - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); unbindDeferredShader(gDeferredMultiLightProgram[idx]); } } @@ -8338,25 +9174,29 @@ 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++; - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); + glm::vec3 tc(center); + tc = mul_mat4_vec3(mat, tc); setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor() * light_scale; - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, glm::value_ptr(tc)); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); + gDeferredMultiSpotLightProgram.uniform1i(LLShaderMgr::CLASSIC_MODE, (psky->canAutoAdjust()) ? 1 : 0); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + /* + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + */ } gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); @@ -8399,6 +9239,7 @@ 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()); @@ -8418,11 +9259,14 @@ void LLPipeline::renderDeferredLighting() } } gGL.setColorMask(true, true); + + LOG_GLERROR("renderDeferredLighting end"); } void LLPipeline::doAtmospherics() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LOG_GLERROR("doAtmospherics begin"); if (sImpostorRender) { // do not attempt atmospherics on impostors @@ -8440,7 +9284,7 @@ void LLPipeline::doAtmospherics() LLRenderTarget& dst = gPipeline.mWaterDis; mRT->screen.flush(); - dst.bindTarget(); + dst.bindTarget("doAtmospherics dst", 1); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); @@ -8450,11 +9294,10 @@ void LLPipeline::doAtmospherics() gGL.getTexUnit(depth_map)->bind(&depth_src, true); gGL.setColorMask(false, false); - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst.flush(); - mRT->screen.bindTarget(); + mRT->screen.bindTarget("atmospherics", 1); } LLGLEnable blend(GL_BLEND); @@ -8476,13 +9319,14 @@ void LLPipeline::doAtmospherics() LLGLDepthTest depth(GL_FALSE); // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); unbindDeferredShader(haze_shader); gGL.setSceneBlendType(LLRender::BT_ALPHA); } + + LOG_GLERROR("doAtmospherics end"); } void LLPipeline::doWaterHaze() @@ -8504,7 +9348,7 @@ void LLPipeline::doWaterHaze() LLRenderTarget& dst = gPipeline.mWaterDis; mRT->screen.flush(); - dst.bindTarget(); + dst.bindTarget("water haze copy depth", 1); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); @@ -8514,11 +9358,10 @@ void LLPipeline::doWaterHaze() gGL.getTexUnit(depth_map)->bind(&depth_src, true); gGL.setColorMask(false, false); - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst.flush(); - mRT->screen.bindTarget(); + mRT->screen.bindTarget("water haze", 1); } LLGLEnable blend(GL_BLEND); @@ -8537,13 +9380,14 @@ 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); // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } else { @@ -8565,6 +9409,19 @@ void LLPipeline::doWaterHaze() gGL.setSceneBlendType(LLRender::BT_ALPHA); } + + LOG_GLERROR("after doWaterHaze()"); +} + +void LLPipeline::doWaterExclusionMask() +{ + mWaterExclusionMask.bindTarget("", 1); + glClearColor(1, 1, 1, 1); + mWaterExclusionMask.clear(); + mWaterExclusionPool->render(); + + mWaterExclusionMask.flush(); + glClearColor(0, 0, 0, 0); } void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) @@ -8595,10 +9452,10 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) //matrix from volume space to agent space LLMatrix4 light_mat(quat, LLVector4(origin,1.f)); - glh::matrix4f light_to_agent((F32*) light_mat.mMatrix); - glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent; + glm::mat4 light_to_agent(glm::make_mat4((F32*) light_mat.mMatrix)); + glm::mat4 light_to_screen = get_current_modelview() * light_to_agent; - glh::matrix4f screen_to_light = light_to_screen.inverse(); + glm::mat4 screen_to_light = glm::inverse(light_to_screen); F32 s = volume->getLightRadius()*1.5f; F32 near_clip = dist; @@ -8606,34 +9463,34 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 height = scale.mV[VY]; F32 far_clip = s+dist-scale.mV[VZ]; - F32 fovy = fov * RAD_TO_DEG; + F32 fovy = fov; // radians F32 aspect = width/height; - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); - glh::vec3f p1(0, 0, -(near_clip+0.01f)); - glh::vec3f p2(0, 0, -(near_clip+1.f)); + glm::vec3 p1(0, 0, -(near_clip+0.01f)); + glm::vec3 p2(0, 0, -(near_clip+1.f)); - glh::vec3f screen_origin(0, 0, 0); + glm::vec3 screen_origin(0, 0, 0); - light_to_screen.mult_matrix_vec(p1); - light_to_screen.mult_matrix_vec(p2); - light_to_screen.mult_matrix_vec(screen_origin); + p1 = mul_mat4_vec3(light_to_screen, p1); + p2 = mul_mat4_vec3(light_to_screen, p2); + screen_origin = mul_mat4_vec3(light_to_screen, screen_origin); - glh::vec3f n = p2-p1; - n.normalize(); + glm::vec3 n = p2-p1; + n = glm::normalize(n); F32 proj_range = far_clip - near_clip; - glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); + glm::mat4 light_proj = glm::perspective(fovy, aspect, near_clip, far_clip); screen_to_light = trans * light_proj * screen_to_light; - shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, screen_to_light.m); + shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, glm::value_ptr(screen_to_light)); shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); - shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); - shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); - shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, glm::value_ptr(p1)); + shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, glm::value_ptr(n)); + shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, glm::value_ptr(screen_origin)); shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range); shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]); S32 s_idx = -1; @@ -8711,6 +9568,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) } } + LOG_GLERROR("setupSpotLight() end"); } void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) @@ -8718,7 +9576,7 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) LLRenderTarget* deferred_target = &mRT->deferredScreen; LLRenderTarget* deferred_light_target = &mRT->deferredLight; - stop_glerror(); + LOG_GLERROR("unbindDeferredShader() begin"); shader.disableTexture(LLShaderMgr::NORMAL_MAP, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); @@ -8767,6 +9625,8 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); shader.unbind(); + + LOG_GLERROR("unbindDeferredShader() end"); } void LLPipeline::setEnvMat(LLGLSLShader& shader) @@ -8821,6 +9681,11 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) } // reflection probe shaders generally sample the scene map as well for SSR + + //if(RenderScreenSpaceReflections) + //{ + //LL_WARNS() << "binding SSR to reflection maps" << LL_ENDL; + channel = shader.enableTexture(LLShaderMgr::SCENE_MAP); if (channel > -1) { @@ -8846,8 +9711,10 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) { gGL.getTexUnit(channel)->bind(&mSceneMap, true); } + //} + LOG_GLERROR("bindReflectionProbes() end"); } void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader) @@ -8861,6 +9728,8 @@ void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader) gGL.getTexUnit(channel)->enable(LLTexUnit::TT_TEXTURE); } } + + LOG_GLERROR("unbindReflectionProbes() end"); } @@ -8871,10 +9740,8 @@ inline float sgn(float a) return (0.0F); } -glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) +glm::mat4 look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) { - glh::matrix4f ret; - LLVector3 dirN; LLVector3 upN; LLVector3 lftN; @@ -8888,53 +9755,28 @@ glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) dirN = dir; dirN.normVec(); - ret.m[ 0] = lftN[0]; - ret.m[ 1] = upN[0]; - ret.m[ 2] = -dirN[0]; - ret.m[ 3] = 0.f; + F32 ret[16]; + ret[ 0] = lftN[0]; + ret[ 1] = upN[0]; + ret[ 2] = -dirN[0]; + ret[ 3] = 0.f; - ret.m[ 4] = lftN[1]; - ret.m[ 5] = upN[1]; - ret.m[ 6] = -dirN[1]; - ret.m[ 7] = 0.f; + ret[ 4] = lftN[1]; + ret[ 5] = upN[1]; + ret[ 6] = -dirN[1]; + ret[ 7] = 0.f; - ret.m[ 8] = lftN[2]; - ret.m[ 9] = upN[2]; - ret.m[10] = -dirN[2]; - ret.m[11] = 0.f; + ret[ 8] = lftN[2]; + ret[ 9] = upN[2]; + ret[10] = -dirN[2]; + ret[11] = 0.f; - ret.m[12] = -(lftN*pos); - ret.m[13] = -(upN*pos); - ret.m[14] = dirN*pos; - ret.m[15] = 1.f; + ret[12] = -(lftN*pos); + ret[13] = -(upN*pos); + ret[14] = dirN*pos; + ret[15] = 1.f; - return ret; -} - -glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max) -{ - glh::matrix4f ret; - ret.m[ 0] = 2/(max[0]-min[0]); - ret.m[ 4] = 0; - ret.m[ 8] = 0; - ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]); - - ret.m[ 1] = 0; - ret.m[ 5] = 2/(max[1]-min[1]); - ret.m[ 9] = 0; - ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]); - - ret.m[ 2] = 0; - ret.m[ 6] = 0; - ret.m[10] = 2/(max[2]-min[2]); - ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]); - - ret.m[ 3] = 0; - ret.m[ 7] = 0; - ret.m[11] = 0; - ret.m[15] = 1; - - return ret; + return glm::make_mat4(ret); } static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows"); @@ -8946,11 +9788,13 @@ static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MASKED("Alpha Masked"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_BLEND("Alpha Blend"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MATERIAL("Alpha Material"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked"); -void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) +void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) { - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); LL_PROFILE_GPU_ZONE("renderShadow"); LLPipeline::sShadowRender = true; @@ -8991,10 +9835,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera //generate shadow map gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - gGL.loadMatrix(proj.m); + gGL.loadMatrix(glm::value_ptr(proj)); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - gGL.loadMatrix(view.m); + gGL.loadMatrix(glm::value_ptr(view)); stop_glerror(); gGLLastMatrix = NULL; @@ -9028,8 +9872,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gGL.setColorMask(false, false); } - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); //LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); LL_PROFILE_GPU_ZONE("shadow simple"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); + gGL.getTexUnit(0)->disable(); for (U32 type : types) @@ -9050,12 +9896,15 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_GEOM); renderGeomShadow(shadow_cam); } { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); LL_PROFILE_GPU_ZONE("shadow alpha"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA); + const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; U32 target_width = LLRenderTarget::sCurResX; @@ -9066,6 +9915,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked"); LL_PROFILE_GPU_ZONE("shadow alpha masked"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MASKED); gDeferredShadowAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); @@ -9075,12 +9925,15 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend"); LL_PROFILE_GPU_ZONE("shadow alpha blend"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_BLEND); renderAlphaObjects(rigged); } { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked"); LL_PROFILE_GPU_ZONE("shadow alpha masked"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED); + gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); @@ -9090,6 +9943,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass"); LL_PROFILE_GPU_ZONE("shadow alpha grass"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_GRASS); + gDeferredTreeShadowProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); @@ -9101,6 +9956,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material"); LL_PROFILE_GPU_ZONE("shadow alpha material"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MATERIAL); + renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged); renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged); renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged); @@ -9388,11 +10245,19 @@ void LLPipeline::generateSunShadow(LLCamera& camera) return; } + if(gCubeSnapshot) + { + LL_WARNS() << "generateSunShadow() gCubeSnapshot" << LL_ENDL; + return; + } + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW); LL_PROFILE_GPU_ZONE("generateSunShadow"); LLDisableOcclusionCulling no_occlusion; + U32 splits = 4; + bool skip_avatar_update = false; if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson) { @@ -9404,13 +10269,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON); } - F64 last_modelview[16]; - F64 last_projection[16]; - for (U32 i = 0; i < 16; i++) - { //store last_modelview of world camera - last_modelview[i] = gGLLastModelView[i]; - last_projection[i] = gGLLastProjection[i]; - } + glm::mat4 last_modelview = get_last_modelview(); + glm::mat4 last_projection = get_last_projection(); pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE, @@ -9489,12 +10349,12 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //get sun view matrix //store current projection/modelview matrix - glh::matrix4f saved_proj = get_current_projection(); - glh::matrix4f saved_view = get_current_modelview(); - glh::matrix4f inv_view = saved_view.inverse(); + glm::mat4 saved_proj = get_current_projection(); + glm::mat4 saved_view = get_current_modelview(); + glm::mat4 inv_view = glm::inverse(saved_view); - glh::matrix4f view[6]; - glh::matrix4f proj[6]; + glm::mat4 view[6]; + glm::mat4 proj[6]; LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir); @@ -9502,17 +10362,14 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLPlane shadow_near_clip; { LLVector3 p = camera.getOrigin(); // gAgent.getPositionAgent(); - p += caster_dir * RenderFarClip*2.f; + p += caster_dir * RenderFarClip*1.1f; shadow_near_clip.setVec(p, caster_dir); } LLVector3 lightDir = -caster_dir; lightDir.normVec(); - glh::vec3f light_dir(lightDir.mV); - //create light space camera matrix - LLVector3 at = lightDir; LLVector3 up = camera.getAtAxis(); @@ -9564,9 +10421,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //get good split distances for frustum for (U32 i = 0; i < fp.size(); ++i) { - glh::vec3f v(fp[i].mV); - saved_view.mult_matrix_vec(v); - fp[i].setVec(v.v); + glm::vec3 v(fp[i]); + v = mul_mat4_vec3(saved_view, v); + fp[i] = LLVector3(v); } min = fp[0]; @@ -9578,30 +10435,38 @@ void LLPipeline::generateSunShadow(LLCamera& camera) update_min_max(min, max, fp[i]); } - near_clip = llclamp(-max.mV[2], 0.01f, 4.0f); - F32 far_clip = llclamp(-min.mV[2]*2.f, 16.0f, 512.0f); + static LLCachedControl<F32> maxDist(gSavedSettings, "MPRenderShadowMaxDist", 128); - //far_clip = llmin(far_clip, 128.f); + near_clip = llclamp(-max.mV[2], 0.01f, 4.0f); + F32 far_clip = llclamp(-min.mV[2]*1.1, 16.0f, maxDist); far_clip = llmin(far_clip, camera.getFar()); F32 range = far_clip-near_clip; - LLVector3 split_exp = RenderShadowSplitExponent; + F32 closestDist = 2.0; + F32 closeDist = 10.0; - F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); + mSunClipPlanes.mV[0] = near_clip + closestDist; + mSunClipPlanes.mV[1] = near_clip + closeDist; + mSunClipPlanes.mV[2] = mSunClipPlanes.mV[1] + (range-closeDist)*0.4; + mSunClipPlanes.mV[3] = far_clip; + /* + LLVector3 split_exp = RenderShadowSplitExponent; + F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); da = powf(da, split_exp.mV[2]); F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da; - for (U32 i = 0; i < 4; ++i) + for (U32 i = 0; i < splits; ++i) { - F32 x = (F32)(i+1)/4.f; + F32 x = (F32)(i+1)/(F32)splits; x = powf(x, sxp); mSunClipPlanes.mV[i] = near_clip+range*x; } + */ - mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding + //mSunClipPlanes.mV[0] *= 1.1f; //bump back first split for transition padding } if (gCubeSnapshot) @@ -9615,13 +10480,17 @@ void LLPipeline::generateSunShadow(LLCamera& camera) // convenience array of 4 near clip plane distances F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] }; - if (mSunDiffuse == LLColor4::black) + if (mSunDiffuse == LLColor4::black || RenderShadowDetail == 3) { //sun diffuse is totally black shadows don't matter skipRenderingShadows(); } else { - for (S32 j = 0; j < (gCubeSnapshot ? 2 : 4); j++) + S32 begin = 0; + S32 end = splits-1; + if(gCubeSnapshot) end = 1; + + for (S32 j = begin; j <= end; j++) { if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { @@ -9659,8 +10528,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f; delta.normVec(); F32 dp = delta*pn; - frust[i] = eye + (delta*dist[j]*0.75f)/dp; - frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp; + frust[i] = eye + (delta*dist[j]*0.9f)/dp; + frust[i+4] = eye + (delta*dist[j+1]*1.1f)/dp; } shadow_cam.calcAgentFrustumPlanes(frust); @@ -9673,8 +10542,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) std::vector<LLVector3> fp; - if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir) - || j > RenderShadowSplits) + if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir)) { //no possible shadow receivers if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) @@ -9684,7 +10552,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadowCamera[j+4] = shadow_cam; } - mRT->shadow[j].bindTarget(); + mRT->shadow[j].bindTarget("", 1); { LLGLDepthTest depth(GL_TRUE); mRT->shadow[j].clear(); @@ -9715,9 +10583,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) for (U32 i = 0; i < fp.size(); i++) { - glh::vec3f p = glh::vec3f(fp[i].mV); - view[j].mult_matrix_vec(p); - wpf.push_back(LLVector3(p.v)); + glm::vec3 p(fp[i]); + p = mul_mat4_vec3(view[j], p); + wpf.push_back(LLVector3(p)); } min = wpf[0]; @@ -9817,7 +10685,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { //just use ortho projection mShadowFOV.mV[j] = -1.f; origin.clearVec(); - proj[j] = gl_ortho(min.mV[0], max.mV[0], + proj[j] = glm::ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); } @@ -9908,37 +10776,37 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { //just use ortho projection origin.clearVec(); mShadowError.mV[j] = -1.f; - proj[j] = gl_ortho(min.mV[0], max.mV[0], + proj[j] = glm::ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); } else { //get perspective projection - view[j] = view[j].inverse(); + view[j] = glm::inverse(view[j]); //llassert(origin.isFinite()); - glh::vec3f origin_agent(origin.mV); + glm::vec3 origin_agent(origin); //translate view to origin - view[j].mult_matrix_vec(origin_agent); + origin_agent = mul_mat4_vec3(view[j], origin_agent); - eye = LLVector3(origin_agent.v); + eye = LLVector3(origin_agent); //llassert(eye.isFinite()); if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowFrustOrigin[j] = eye; } - view[j] = look(LLVector3(origin_agent.v), lightDir, -up); + view[j] = look(LLVector3(origin_agent), lightDir, -up); F32 fx = 1.f/tanf(fovx); F32 fz = 1.f/tanf(fovz); - proj[j] = glh::matrix4f(-fx, 0, 0, 0, - 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar), - 0, 0, -fz, 0, - 0, -1.f, 0, 0); + proj[j] = glm::mat4(-fx, 0, 0, 0, + 0, (yfar + ynear) / (ynear - yfar), 0, -1.0f, + 0, 0, -fz, 0, + 0, (2.f * yfar * ynear) / (ynear - yfar), 0, 0); } } } @@ -9957,19 +10825,16 @@ void LLPipeline::generateSunShadow(LLCamera& camera) shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip); //translate and scale to from [-1, 1] to [0, 1] - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); set_current_modelview(view[j]); set_current_projection(proj[j]); - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = mShadowModelview[j].m[i]; - gGLLastProjection[i] = mShadowProjection[j].m[i]; - } + set_last_modelview(mShadowModelview[j]); + set_last_projection(mShadowProjection[j]); mShadowModelview[j] = view[j]; mShadowProjection[j] = proj[j]; @@ -9977,8 +10842,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) stop_glerror(); - mRT->shadow[j].bindTarget(); - mRT->shadow[j].getViewport(gGLViewport); + mRT->shadow[j].bindTarget("mRT->shadow[j] (rendering)", 1); + //mRT->shadow[j].getViewport(gGLViewport); + //mRT->shadow[j].getViewport(0, 0, SHADOWS_RESX, SHADOWS_RESY); mRT->shadow[j].clear(); { @@ -10084,9 +10950,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLMatrix4 mat(quat, LLVector4(origin, 1.f)); - view[i + 4] = glh::matrix4f((F32*)mat.mMatrix); + view[i + 4] = glm::make_mat4((F32*)mat.mMatrix); - view[i + 4] = view[i + 4].inverse(); + view[i + 4] = glm::inverse(view[i + 4]); //get perspective matrix F32 near_clip = dist + 0.01f; @@ -10094,27 +10960,24 @@ void LLPipeline::generateSunShadow(LLCamera& camera) F32 height = scale.mV[VY]; F32 far_clip = dist + volume->getLightRadius() * 1.5f; - F32 fovy = fov * RAD_TO_DEG; + F32 fovy = fov; // radians F32 aspect = width / height; - proj[i + 4] = gl_perspective(fovy, aspect, near_clip, far_clip); + proj[i + 4] = glm::perspective(fovy, aspect, near_clip, far_clip); //translate and scale to from [-1, 1] to [0, 1] - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); set_current_modelview(view[i + 4]); set_current_projection(proj[i + 4]); mSunShadowMatrix[i + 4] = trans * proj[i + 4] * view[i + 4] * inv_view; - for (U32 j = 0; j < 16; j++) - { - gGLLastModelView[j] = mShadowModelview[i + 4].m[j]; - gGLLastProjection[j] = mShadowProjection[i + 4].m[j]; - } + set_last_modelview(mShadowModelview[i + 4]); + set_last_projection(mShadowProjection[i + 4]); mShadowModelview[i + 4] = view[i + 4]; mShadowProjection[i + 4] = proj[i + 4]; @@ -10129,8 +10992,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) // - mSpotShadow[i].bindTarget(); - mSpotShadow[i].getViewport(gGLViewport); + mSpotShadow[i].bindTarget("mSpotShadow[i]", 1); + //mSpotShadow[i].getViewport(gGLViewport); mSpotShadow[i].clear(); static LLCullResult result[2]; @@ -10162,18 +11025,15 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { set_current_modelview(view[1]); set_current_projection(proj[1]); - gGL.loadMatrix(view[1].m); + gGL.loadMatrix(glm::value_ptr(view[1])); gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.loadMatrix(proj[1].m); + gGL.loadMatrix(glm::value_ptr(proj[1])); gGL.matrixMode(LLRender::MM_MODELVIEW); } gGL.setColorMask(true, true); - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = (F32)last_modelview[i]; - gGLLastProjection[i] = (F32)last_projection[i]; - } + set_last_modelview(last_modelview); + set_last_projection(last_projection); popRenderTypeMask(); @@ -10181,6 +11041,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); } + + LOG_GLERROR("LLPipeline::generateSunShadow()"); } void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, bool texture) @@ -10196,6 +11058,8 @@ void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, bool texture) pass->renderGroup(group,type,texture); } } + + LOG_GLERROR("LLPipeline::renderGroups()"); } void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture) @@ -10211,6 +11075,8 @@ void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture) pass->renderRiggedGroup(group, type, texture); } } + + LOG_GLERROR("LLPipeline::renderRiggedGroups()"); } void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) @@ -10227,7 +11093,7 @@ void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) LLGLSLShader* cur_shader = LLGLSLShader::sCurBoundShaderPtr; - mRT->deferredScreen.bindTarget(); + mRT->deferredScreen.bindTarget("mRT->deferredScreen in profileAvatar", 1); mRT->deferredScreen.clear(); if (!profile_attachments) @@ -10281,6 +11147,8 @@ void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) { cur_shader->bind(); } + + LOG_GLERROR("LLPipeline::profileAvatar()"); } void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool for_profile, LLViewerObject* specific_attachment) @@ -10473,18 +11341,18 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool F32 distance = (pos-camera.getOrigin()).length(); F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG; F32 aspect = tdim.mV[0]/tdim.mV[1]; - glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f); + glm::mat4 persp = glm::perspective(glm::radians(fov), aspect, 1.f, 256.f); set_current_projection(persp); - gGL.loadMatrix(persp.m); + gGL.loadMatrix(glm::value_ptr(persp)); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glh::matrix4f mat; - camera.getOpenGLTransform(mat.m); - mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; + F32 ogl_mat[16]; + camera.getOpenGLTransform(ogl_mat); + glm::mat4 mat = glm::make_mat4((GLfloat*) OGL_TO_CFR_ROTATION) * glm::make_mat4(ogl_mat); - gGL.loadMatrix(mat.m); + gGL.loadMatrix(glm::value_ptr(mat)); set_current_modelview(mat); glClearColor(0.0f,0.0f,0.0f,0.0f); @@ -10501,7 +11369,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool { if (!avatar->mImpostor.isComplete()) { - avatar->mImpostor.allocate(resX, resY, GL_RGBA, true); + avatar->mImpostor.allocate(resX, resY, GL_RGBA8, true); if (LLPipeline::sRenderDeferred) { @@ -10517,7 +11385,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool avatar->mImpostor.resize(resX, resY); } - avatar->mImpostor.bindTarget(); + avatar->mImpostor.bindTarget("avatar->mImpostor", 1); } } @@ -10606,11 +11474,16 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool gGL.diffuseColor4fv(LLColor4::pink.mV ); } - gGL.begin(LLRender::QUADS); - gGL.vertex3f(-1, -1, clip_plane); - gGL.vertex3f(1, -1, clip_plane); - gGL.vertex3f(1, 1, clip_plane); - gGL.vertex3f(-1, 1, clip_plane); + gGL.begin(LLRender::TRIANGLES); + { + gGL.vertex3f(-1.f, -1.f, clip_plane); + gGL.vertex3f(1.f, -1.f, clip_plane); + gGL.vertex3f(1.f, 1.f, clip_plane); + + gGL.vertex3f(-1.f, -1.f, clip_plane); + gGL.vertex3f(1.f, 1.f, clip_plane); + gGL.vertex3f(-1.f, 1.f, clip_plane); + } gGL.end(); gGL.flush(); @@ -10649,6 +11522,9 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool } LLVertexBuffer::unbind(); + + LOG_GLERROR("LLPipeline::generateImpostor()"); + LLGLState::checkStates(); } @@ -10973,7 +11849,7 @@ void LLPipeline::skipRenderingShadows() for (S32 j = 0; j < 4; j++) { - mRT->shadow[j].bindTarget(); + mRT->shadow[j].bindTarget("skip rendering shadows", 1); mRT->shadow[j].clear(); mRT->shadow[j].flush(); } |