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-rw-r--r--indra/newview/pipeline.cpp762
1 files changed, 519 insertions, 243 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 6b3a5b1892..b373532aa0 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -141,7 +141,7 @@ bool LLPipeline::WindLightUseAtmosShaders;
bool LLPipeline::RenderDeferred;
F32 LLPipeline::RenderDeferredSunWash;
U32 LLPipeline::RenderFSAAType;
-U32 LLPipeline::RenderResolutionDivisor;
+F32 LLPipeline::RenderResolutionDivisor;
bool LLPipeline::RenderUIBuffer;
S32 LLPipeline::RenderShadowDetail;
S32 LLPipeline::MPRenderShadowOpti;
@@ -229,6 +229,9 @@ 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 gDisplaySwapBuffers;
extern bool gDebugGL;
@@ -268,6 +271,7 @@ 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");
@@ -346,18 +350,20 @@ void validate_framebuffer_object();
// target -- RenderTarget to add attachments to
bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false)
{
- U32 orm = GL_RGBA;
+ U32 orm = GL_RGBA8;
U32 norm = GL_RGBA16F;
U32 emissive = GL_RGB16F;
+ static LLCachedControl<bool> MPLowColorPrecision(gSavedSettings, "MPLowColorPrecision", 0);
+
static LLCachedControl<bool> has_emissive(gSavedSettings, "RenderEnableEmissiveBuffer", false);
static LLCachedControl<bool> has_hdr(gSavedSettings, "RenderHDREnabled", true);
bool hdr = has_hdr() && gGLManager.mGLVersion > 4.05f;
- if (!hdr)
+ if (!hdr || MPLowColorPrecision)
{
norm = GL_RGB10_A2;
- emissive = GL_RGB;
+ emissive = GL_RGB8;
}
bool valid = true;
@@ -429,7 +435,7 @@ void LLPipeline::init()
mInitialized = true;
- stop_glerror();
+ LOG_GLERROR("LLPipeline::init()");
//create render pass pools
getPool(LLDrawPool::POOL_WATEREXCLUSION);
@@ -701,7 +707,8 @@ void LLPipeline::cleanup()
void LLPipeline::destroyGL()
{
- stop_glerror();
+ LOG_GLERROR("LLPipeline::destroyGL()");
+
unloadShaders();
mHighlightFaces.clear();
@@ -730,9 +737,9 @@ void LLPipeline::resizeShadowTexture()
{
releaseSunShadowTargets();
releaseSpotShadowTargets();
- GLuint resX = gViewerWindow->getWorldViewWidthRaw();
- GLuint resY = gViewerWindow->getWorldViewHeightRaw();
- allocateShadowBuffer(resX, resY);
+ //GLuint resX = gViewerWindow->getWorldViewWidthRaw();
+ //GLuint resY = gViewerWindow->getWorldViewHeightRaw();
+ allocateShadowBuffer(SHADOWS_RESX, SHADOWS_RESY);
gResizeShadowTexture = false;
}
@@ -762,6 +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)
{
@@ -843,28 +856,31 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
mRT->width = resX;
mRT->height = resY;
- U32 res_mod = RenderResolutionDivisor;
+ F32 res_mod = fmin(RenderResolutionDivisor, 4.0);
+
+ LL_WARNS() << "res_mod=" << res_mod << " resX=" << resX << " resY=" << resY << LL_ENDL;
- 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));
+ LL_WARNS() << "res_mod=" << res_mod << " resX=" << resX << " resY=" << resY << LL_ENDL;
}
S32 shadow_detail = RenderShadowDetail;
bool ssao = RenderDeferredSSAO;
//allocate deferred rendering color buffers
- if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true)) return false;
+ if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA8, true)) return false;
if (!addDeferredAttachments(mRT->deferredScreen)) return false;
- GLuint screenFormat = hdr ? GL_RGBA16F : GL_RGBA;
+ GLuint screenFormat = hdr ? GL_RGBA16F : GL_RGBA8;
- if (!mRT->screen.allocate(resX, resY, GL_RGBA16F)) return false;
+ if (!mRT->screen.allocate(resX, resY, screenFormat)) return false;
mRT->deferredScreen.shareDepthBuffer(mRT->screen);
- if (shadow_detail > 0 || ssao || RenderDepthOfField)
+ 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;
}
@@ -873,13 +889,14 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
mRT->deferredLight.release();
}
- allocateShadowBuffer(resX, resY);
+ //allocateShadowBuffer(resX, resY);
+ allocateShadowBuffer(SHADOWS_RESX, SHADOWS_RESY);
if (!gCubeSnapshot) // hack to not re-allocate various targets for cube snapshots
{
if (RenderUIBuffer)
{
- if (!mUIScreen.allocate(resX, resY, GL_RGBA))
+ if (!mUIScreen.allocate(resX, resY, GL_RGBA8))
{
return false;
}
@@ -887,10 +904,10 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
if (RenderFSAAType > 0)
{
- if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false;
+ if (!mFXAAMap.allocate(resX, resY, GL_RGBA8)) return false;
if (RenderFSAAType == 2)
{
- if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA, false)) return false;
+ if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA8, false)) return false;
}
}
else
@@ -911,7 +928,10 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
mSceneMap.release();
}
- mPostMap.allocate(resX, resY, screenFormat);
+ //mPostMaps[0].allocate(resX, resY, screenFormat);
+ //mPostMaps[1].allocate(resX, resY, screenFormat);
+ 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.
@@ -924,9 +944,9 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
// used to scale down textures
// See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown
- mDownResMap.allocate(1024, 1024, GL_RGBA);
+ mDownResMap.allocate(1024, 1024, GL_RGBA8);
- mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA);
+ 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"))
@@ -936,7 +956,7 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
gGL.getTexUnit(0)->disable();
- stop_glerror();
+ LOG_GLERROR("LLPipeline::allocateScreenBufferInternal end");
return true;
}
@@ -950,15 +970,18 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
S32 shadow_detail = RenderShadowDetail;
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 = 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)
{ //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;
}
}
@@ -1058,10 +1081,9 @@ void LLPipeline::refreshCachedSettings()
RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred");
RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash");
RenderFSAAType = gSavedSettings.getU32("RenderFSAAType");
- RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor");
+ RenderResolutionDivisor = gSavedSettings.getF32("RenderResolutionDivisor");
RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer");
RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail");
- MPRenderShadowOpti = gSavedSettings.getS32("MPRenderShadowOpti");
RenderShadowSplits = gSavedSettings.getS32("RenderShadowSplits");
RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO");
RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale");
@@ -1152,6 +1174,13 @@ void LLPipeline::releaseGLBuffers()
{
assertInitialized();
+ mBloomMap.release();
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ mBloomBlur[i].release();
+ }
+
if (mNoiseMap)
{
LLImageGL::deleteTextures(1, &mNoiseMap);
@@ -1184,7 +1213,8 @@ void LLPipeline::releaseGLBuffers()
mWaterExclusionMask.release();
- mPostMap.release();
+ mPostMaps[0].release();
+ mPostMaps[1].release();
mFXAAMap.release();
@@ -1272,23 +1302,28 @@ 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;
+ const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA8;
for (U32 i = 0; i < 3; i++)
{
mGlow[i].allocate(512, glow_res, glow_color_fmt);
}
+ mBloomMap.allocate(resX/2.0, resY/2.0, glow_color_fmt);
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ mBloomBlur[i].allocate(resX/2.0, resY/2.0, glow_color_fmt);
+ }
+
allocateScreenBuffer(resX, resY);
// Do not zero out mRT dimensions here. allocateScreenBuffer() above
// already sets the correct dimensions. Zeroing them caused resizeShadowTexture()
@@ -1397,7 +1432,7 @@ void LLPipeline::createGLBuffers()
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap);
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB, raw_image->getWidth(),
raw_image->getHeight(), format, GL_UNSIGNED_BYTE, raw_image->getData(), false);
- stop_glerror();
+ LOG_GLERROR("LLPipeline::createGLBuffers after setManualImage");
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
}
@@ -1457,11 +1492,7 @@ void LLPipeline::createLUTBuffers()
}
U32 pix_format = GL_R16F;
-#if 0 && 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);
@@ -1474,7 +1505,7 @@ void LLPipeline::createLUTBuffers()
}
mPbrBrdfLut.allocate(512, 512, GL_RG16F);
- mPbrBrdfLut.bindTarget();
+ mPbrBrdfLut.bindTarget("mPbrBrdfLut", 1);
if (gDeferredGenBrdfLutProgram.isComplete())
{
@@ -1498,13 +1529,13 @@ void LLPipeline::createLUTBuffers()
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);
mExposureMap.flush();
- mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE);
+ mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_AUTO);
mLastExposure.allocate(1, 1, GL_R16F);
}
@@ -2529,7 +2560,7 @@ 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) &&
@@ -2539,6 +2570,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result)
{
gSky.mVOWLSkyp->mDrawable->setVisible(camera);
sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable);
+ LOG_GLERROR("LLPipeline::updateCull pushDrawable");
}
}
@@ -2691,6 +2723,8 @@ void LLPipeline::doOcclusion(LLCamera& camera)
gGL.setColorMask(true, true);
}
+
+ LOG_GLERROR("LLPipeline::doOcclusion()");
}
bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep)
@@ -2860,6 +2894,7 @@ void LLPipeline::updateGeom(F32 max_dtime)
}
updateMovedList(mMovedBridge);
+ LOG_GLERROR("LLPipeline::updateGeom()");
}
void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
@@ -3858,6 +3893,8 @@ void render_hud_elements()
}
gUIProgram.unbind();
+
+ LOG_GLERROR("LLPipeline::render_hud_elements()");
}
static inline void bindHighlightProgram(LLGLSLShader& program)
@@ -3962,6 +3999,8 @@ void LLPipeline::renderHighlights()
unbindHighlightProgram(gHighlightSpecularProgram);
}
}
+
+ LOG_GLERROR("LLPipeline::renderHighlights()");
}
//debug use
@@ -3971,6 +4010,7 @@ 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);
@@ -3999,6 +4039,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion)
bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled;
setupHWLights();
+ LOG_GLERROR("LLPipeline::renderGeomDeferred() setupHWLights");
{
LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pools");
@@ -4087,7 +4128,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion)
}
}
iter1 = iter2;
- stop_glerror();
+ LOG_GLERROR("");
}
gGLLastMatrix = NULL;
@@ -4110,6 +4151,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LL_PROFILE_GPU_ZONE("renderGeomPostDeferred");
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
if (gUseWireframe)
{
@@ -4226,7 +4268,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
}
}
iter1 = iter2;
- stop_glerror();
+ LOG_GLERROR("after pools");
}
gGLLastMatrix = NULL;
@@ -4246,6 +4288,8 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
+
+ LOG_GLERROR("LLPipeline::renderGeomPostDeferred()");
}
void LLPipeline::renderGeomShadow(LLCamera& camera)
@@ -4305,11 +4349,12 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
}
}
iter1 = iter2;
- stop_glerror();
+ LOG_GLERROR("");
}
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
+ LOG_GLERROR("LLPipeline::renderGeomShadow()");
}
@@ -4340,7 +4385,7 @@ void LLPipeline::renderPhysicsDisplay()
LLGLEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(3.f, 3.f);
- glLineWidth(3.f);
+ //glLineWidth(3.f);
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -4382,7 +4427,7 @@ void LLPipeline::renderPhysicsDisplay()
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
- glLineWidth(1.f);
+ //glLineWidth(1.f);
gDebugProgram.unbind();
}
@@ -4467,7 +4512,7 @@ void LLPipeline::renderDebug()
if ( pathfindingConsole->isRenderNavMesh() )
{
gGL.flush();
- glLineWidth(2.0f);
+ //glLineWidth(2.0f);
LLGLEnable cull(GL_CULL_FACE);
LLGLDisable blend(GL_BLEND);
@@ -4491,7 +4536,7 @@ void LLPipeline::renderDebug()
gGL.flush();
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
- glLineWidth(1.0f);
+ //glLineWidth(1.0f);
gGL.flush();
}
//User designated path
@@ -4547,7 +4592,6 @@ void LLPipeline::renderDebug()
LLGLDisable cull(i >= 2 ? GL_CULL_FACE : 0);
gGL.flush();
-
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
//get rid of some z-fighting
@@ -4607,11 +4651,11 @@ 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);
}
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
@@ -4634,7 +4678,7 @@ 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"));
@@ -4661,7 +4705,7 @@ void LLPipeline::renderDebug()
gPathfindingProgram.bind();
gGL.flush();
- glLineWidth(1.0f);
+ //glLineWidth(1.0f);
}
glPolygonOffset(0.f, 0.f);
@@ -4798,12 +4842,11 @@ 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);
}
@@ -6792,6 +6835,8 @@ void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
facep->clearVertexBuffer();
}
}
+
+ LOG_GLERROR("LLPipeline::resetVertexBuffers()");
}
void LLPipeline::renderObjects(U32 type, bool texture, bool batch_texture, bool rigged)
@@ -6811,6 +6856,7 @@ 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)
@@ -6839,6 +6885,7 @@ 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
@@ -6919,6 +6966,7 @@ void LLPipeline::renderAlphaObjects(bool rigged)
gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
+ LOG_GLERROR("LLPipeline::renderAlphaObjects()");
}
// Currently only used for shadows -Cosmic,2023-04-19
@@ -6937,6 +6985,7 @@ 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
@@ -6955,6 +7004,7 @@ 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)
@@ -7017,11 +7067,12 @@ 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);
+ dst->clear();
gDeferredBufferVisualProgram.bind();
gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_BILINEAR, bufferIndex);
@@ -7031,8 +7082,7 @@ 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();
}
@@ -7043,7 +7093,8 @@ 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);
@@ -7074,14 +7125,15 @@ 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();
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();
}
+
+ LOG_GLERROR("LLPipeline::generateLuminance()");
}
void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history) {
@@ -7092,17 +7144,15 @@ 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);
@@ -7185,23 +7235,24 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool
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->unbind();
dst->flush();
}
+
+ LOG_GLERROR("LLPipeline::generateExposure()");
}
extern LLPointer<LLImageGL> gEXRImage;
void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst)
{
- dst->bindTarget();
+ dst->bindTarget("tonemap", 1);
// gamma correct lighting
{
LL_PROFILE_GPU_ZONE("tonemap");
@@ -7221,7 +7272,7 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst)
shader.bind();
- S32 channel = 0;
+ //S32 channel = 0;
shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT);
@@ -7243,18 +7294,19 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst)
shader.uniform1i(tonemap_type, tonemap_type_setting);
shader.uniform1f(tonemap_mix, psky->getTonemapMix(should_auto_adjust()));
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ renderTriangle();
- gGL.getTexUnit(channel)->unbind(src->getUsage());
+ //gGL.getTexUnit(channel)->unbind(src->getUsage());
shader.unbind();
}
dst->flush();
+ LOG_GLERROR("LLPipeline::tonemap()");
}
void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst)
{
- dst->bindTarget();
+ dst->bindTarget("gammaCorrect", 1);
+ dst->clear();
// gamma correct lighting
{
LL_PROFILE_GPU_ZONE("gamma correct");
@@ -7272,12 +7324,12 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst)
shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT);
shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight());
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ renderTriangle();
shader.unbind();
}
dst->flush();
+ LOG_GLERROR("LLPipeline::gammaCorrect()");
}
void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst)
@@ -7290,7 +7342,7 @@ void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget*
LLRenderTarget& depth_src = mRT->deferredScreen;
- dst->bindTarget();
+ dst->bindTarget("copyScreenSpaceReflections", 1);
dst->clear();
gCopyDepthProgram.bind();
@@ -7300,11 +7352,11 @@ 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)
@@ -7312,7 +7364,9 @@ 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();
@@ -7352,8 +7406,8 @@ 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::GLOW_NOISE_MAP);
mGlow[2].flush();
}
@@ -7379,7 +7433,7 @@ 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)
@@ -7400,8 +7454,7 @@ 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();
}
@@ -7411,25 +7464,26 @@ 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::applyCAS(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())
{
- gPipeline.copyRenderTarget(src, dst);
- return;
+ return false;
}
LLGLSLShader* sharpen_shader = &gCASProgram;
// Bind setup:
- dst->bindTarget();
+ dst->bindTarget("applyCAS", 1);
+ dst->clear();
sharpen_shader->bind();
@@ -7451,32 +7505,33 @@ void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst)
sharpen_shader->uniform2f(out_screen_res, (AF1)dst->getWidth(), (AF1)dst->getHeight());
}
- sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT);
-
- // Draw
- gPipeline.mScreenTriangleVB->setBuffer();
- gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
+ 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;
}
-void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
+bool LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
{
{
llassert(!gCubeSnapshot);
bool multisample = RenderFSAAType == 1 && gFXAAProgram[0].isComplete() && mFXAAMap.isComplete();
- // Present everything.
- if (multisample)
+ if(!multisample) return false;
+
{
LL_PROFILE_GPU_ZONE("aa");
S32 width = dst->getWidth();
S32 height = dst->getHeight();
+ //LL_WARNS() << "dst width=" << width << LL_ENDL;
+
// bake out texture2D with RGBL for FXAA shader
- mFXAAMap.bindTarget();
+ mFXAAMap.bindTarget("applyFXAA", 1);
mFXAAMap.clear(GL_COLOR_BUFFER_BIT);
LLGLSLShader* shader = &gGlowCombineFXAAProgram;
@@ -7490,8 +7545,7 @@ 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());
@@ -7499,7 +7553,8 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
mFXAAMap.flush();
- dst->bindTarget();
+ dst->bindTarget("applyFXAA", 1);
+ dst->clear();
static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U);
U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U);
@@ -7513,15 +7568,20 @@ 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();
+
+ //LL_WARNS() << "vp width=" << gGLViewport[2] << " scale=" << scale_x << LL_ENDL;
+
shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y);
shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y,
@@ -7534,17 +7594,20 @@ 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;
}
void LLPipeline::generateSMAABuffers(LLRenderTarget* src)
@@ -7576,7 +7639,7 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src)
LLRenderTarget& dest = mFXAAMap;
LLGLSLShader& edge_shader = gSMAAEdgeDetectProgram[fsaa_quality];
- dest.bindTarget();
+ dest.bindTarget("generateSMAABuffers", 1);
dest.clear(GL_COLOR_BUFFER_BIT);
edge_shader.bind();
@@ -7587,14 +7650,17 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src)
{
if (!use_sample)
{
- src->bindTexture(0, channel, LLTexUnit::TFO_POINT);
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ //src->bindTexture(0, channel, LLTexUnit::TFO_POINT);
+ //gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
}
else
{
gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap);
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ //gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
}
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
}
//if (use_stencil)
@@ -7603,13 +7669,13 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src)
// glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// glStencilMask(0xFF);
//}
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ renderTriangle();
edge_shader.unbind();
dest.flush();
- gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE);
+ //gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE);
}
{
@@ -7619,7 +7685,7 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src)
LLRenderTarget& dest = mSMAABlendBuffer;
LLGLSLShader& blend_weights_shader = gSMAABlendWeightsProgram[fsaa_quality];
- dest.bindTarget();
+ dest.bindTarget("mSMAABlendBuffer", 1);
dest.clear(GL_COLOR_BUFFER_BIT);
blend_weights_shader.bind();
@@ -7651,8 +7717,8 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src)
// glStencilFunc(GL_EQUAL, 1, 0xFF);
// glStencilMask(0x00);
//}
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ renderTriangle();
//if (use_stencil)
//{
// glStencilFunc(GL_ALWAYS, 0, 0xFF);
@@ -7664,9 +7730,10 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src)
gGL.getTexUnit(search_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
}
}
+ LOG_GLERROR("LLPipeline::generateSMAABuffers()");
}
-void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst)
+bool LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst)
{
llassert(!gCubeSnapshot);
@@ -7677,10 +7744,13 @@ void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst)
multisample = gSMAAEdgeDetectProgram[0].isComplete() && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete();
}
- // Present everything.
- if (multisample)
+ if(!multisample) return false;
+
{
LL_PROFILE_GPU_ZONE("aa");
+
+ generateSMAABuffers(src);
+
static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U);
U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U);
@@ -7701,7 +7771,7 @@ void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst)
LLRenderTarget* bound_target = dst;
LLGLSLShader& blend_shader = gSMAANeighborhoodBlendProgram[fsaa_quality];
- bound_target->bindTarget();
+ bound_target->bindTarget("applySMAA", 1);
bound_target->clear(GL_COLOR_BUFFER_BIT);
blend_shader.bind();
@@ -7720,8 +7790,7 @@ void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst)
mSMAABlendBuffer.bindTexture(0, blend_channel, LLTexUnit::TFO_BILINEAR);
}
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ renderTriangle();
bound_target->flush();
blend_shader.unbind();
@@ -7729,27 +7798,23 @@ void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst)
gGL.getTexUnit(blend_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
}
}
- else
- {
- copyRenderTarget(src, dst);
- }
+
+ 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();
@@ -7760,7 +7825,7 @@ 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);
{
@@ -7769,14 +7834,14 @@ 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 =
@@ -7784,6 +7849,8 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
RenderDepthOfField &&
!gCubeSnapshot;
+ if(!dof_enabled) return false;
+
gViewerWindow->setup3DViewport();
if (dof_enabled)
@@ -7892,7 +7959,7 @@ 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();
@@ -7909,8 +7976,8 @@ 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();
}
@@ -7919,7 +7986,7 @@ 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);
@@ -7931,8 +7998,7 @@ 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();
@@ -7942,7 +8008,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
{ // combine result based on alpha
- dst->bindTarget();
+ dst->bindTarget("DoF combine", 1);
glViewport(0, 0, dst->getWidth(), dst->getHeight());
gDeferredDoFCombineProgram.bind();
@@ -7955,19 +8021,130 @@ 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);
+
+ 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, src);
+ 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);
+
+ renderTriangle();
+
+ gBloomCombineProgram.unbind();
+ dst->flush();
+
+ return true;
}
void LLPipeline::renderFinalize()
@@ -7986,7 +8163,11 @@ void LLPipeline::renderFinalize()
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);
@@ -7994,6 +8175,10 @@ void LLPipeline::renderFinalize()
static LLCachedControl<bool> has_hdr(gSavedSettings, "RenderHDREnabled", true);
bool hdr = gGLManager.mGLVersion > 4.05f && has_hdr();
+ U16 activeRT = 0;
+
+ LLRenderTarget* postHDRBuffer = &mRT->screen;
+
if (hdr)
{
copyScreenSpaceReflections(&mRT->screen, &mSceneMap);
@@ -8002,38 +8187,49 @@ void LLPipeline::renderFinalize()
generateExposure(&mLuminanceMap, &mExposureMap);
- tonemap(&mRT->screen, &mPostMap);
+ tonemap(&mRT->screen, &mRT->deferredLight);
+
+ postHDRBuffer = &mRT->deferredLight;
- applyCAS(&mPostMap, &mRT->screen);
}
- generateSMAABuffers(&mRT->screen);
+ gammaCorrect(postHDRBuffer, &mPostMaps[0]);
- gammaCorrect(&mRT->screen, &mPostMap);
+ generateGlow(&mPostMaps[0]);
LLVertexBuffer::unbind();
- applySMAA(&mPostMap, &mRT->screen);
+ if(renderBloom(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]))
+ {
+ activeRT = 1 - activeRT;
+ }
- generateGlow(&mRT->screen);
+ combineGlow(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]);
+ activeRT = 1 - activeRT;
- combineGlow(&mRT->screen, &mPostMap);
+ if(applyFXAA(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]))
+ {
+ activeRT = 1 - activeRT;
+ }
- 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]);
+ if(applyCAS(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]))
+ {
+ activeRT = 1 - activeRT;
+ }
+
+ if(applySMAA(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]))
+ {
+ activeRT = 1 - activeRT;
+ }
- renderDoF(&mPostMap, &mRT->screen);
- LLRenderTarget* finalBuffer = &mRT->screen;
- if (RenderFSAAType == 1)
+ if(renderDoF(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]))
{
- applyFXAA(&mRT->screen, &mPostMap);
- finalBuffer = &mPostMap;
+ activeRT = 1 - activeRT;
}
+ LLRenderTarget* finalBuffer = &mPostMaps[activeRT];
+
if (RenderBufferVisualization > -1)
{
switch (RenderBufferVisualization)
@@ -8063,6 +8259,27 @@ void LLPipeline::renderFinalize()
}
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;
default:
break;
}
@@ -8080,8 +8297,7 @@ void LLPipeline::renderFinalize()
{
LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS);
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ renderTriangle();
}
gDeferredPostNoDoFNoiseProgram.unbind();
@@ -8106,6 +8322,7 @@ void LLPipeline::renderFinalize()
// flush calls made to "addTrianglesDrawn" so far to stats machinery
recordTrianglesDrawn();
+ LOG_GLERROR("LLPipeline::renderFinalize()");
}
void LLPipeline::bindLightFunc(LLGLSLShader& shader)
@@ -8125,6 +8342,8 @@ 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);
@@ -8138,6 +8357,8 @@ void LLPipeline::bindShadowMaps(LLGLSLShader& shader)
}
}
+ LOG_GLERROR("bindShadowMaps() 2");
+
for (U32 i = 4; i < 6; i++)
{
S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i);
@@ -8246,7 +8467,7 @@ 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());
@@ -8262,11 +8483,11 @@ 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++)
@@ -8281,7 +8502,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat);
- stop_glerror();
+ LOG_GLERROR("bindDeferredShader() 4");
if (!LLPipeline::sReflectionProbesEnabled)
{
@@ -8435,6 +8656,8 @@ void LLPipeline::renderDeferredLighting()
return;
}
+ LOG_GLERROR("renderDeferredLighting begin");
+
llassert(!sRenderingHUDs);
F32 light_scale = 1.f;
@@ -8479,7 +8702,7 @@ void LLPipeline::renderDeferredLighting()
if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0)
{
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");
@@ -8511,7 +8734,7 @@ void LLPipeline::renderDeferredLighting()
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);
@@ -8544,8 +8767,7 @@ 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();
@@ -8553,21 +8775,20 @@ 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);
@@ -8600,8 +8821,7 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable blend(GL_BLEND);
// full screen blit
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ renderTriangle();
}
unbindDeferredShader(gDeferredSoftenProgram);
@@ -8817,8 +9037,7 @@ void LLPipeline::renderDeferredLighting()
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]);
}
}
@@ -8854,6 +9073,9 @@ void LLPipeline::renderDeferredLighting()
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);
@@ -8916,11 +9138,14 @@ 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
@@ -8938,7 +9163,7 @@ 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);
@@ -8948,11 +9173,10 @@ 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);
@@ -8974,13 +9198,14 @@ 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()
@@ -9002,7 +9227,7 @@ 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);
@@ -9012,11 +9237,10 @@ 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);
@@ -9042,8 +9266,7 @@ void LLPipeline::doWaterHaze()
LLGLDepthTest depth(GL_FALSE);
// full screen blit
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ renderTriangle();
}
else
{
@@ -9065,11 +9288,13 @@ void LLPipeline::doWaterHaze()
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
+
+ LOG_GLERROR("after doWaterHaze()");
}
void LLPipeline::doWaterExclusionMask()
{
- mWaterExclusionMask.bindTarget();
+ mWaterExclusionMask.bindTarget("", 1);
glClearColor(1, 1, 1, 1);
mWaterExclusionMask.clear();
mWaterExclusionPool->render();
@@ -9222,6 +9447,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
}
}
+ LOG_GLERROR("setupSpotLight() end");
}
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
@@ -9229,7 +9455,7 @@ 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());
@@ -9278,6 +9504,8 @@ 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)
@@ -9300,7 +9528,6 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader)
S32 channel = shader.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
bool bound = false;
-
if (channel > -1 && mReflectionMapManager.mTexture.notNull())
{
mReflectionMapManager.mTexture->bind(channel);
@@ -9333,6 +9560,11 @@ 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)
{
@@ -9358,8 +9590,10 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader)
{
gGL.getTexUnit(channel)->bind(&mSceneMap, true);
}
+ //}
+ LOG_GLERROR("bindReflectionProbes() end");
}
void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader)
@@ -9373,6 +9607,8 @@ void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader)
gGL.getTexUnit(channel)->enable(LLTexUnit::TT_TEXTURE);
}
}
+
+ LOG_GLERROR("unbindReflectionProbes() end");
}
@@ -9431,11 +9667,13 @@ 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(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;
@@ -9496,6 +9734,7 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa
}
};
+
LLVertexBuffer::unbind();
for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged
{
@@ -9512,8 +9751,10 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa
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)
@@ -9534,13 +9775,15 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa
{
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom");
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_GEOM);
renderGeomShadow(shadow_cam);
}
- if(MPRenderShadowOpti < 3)
{
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;
@@ -9551,6 +9794,7 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa
{
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);
@@ -9560,12 +9804,15 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa
{
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);
@@ -9575,6 +9822,8 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa
{
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);
@@ -9586,6 +9835,8 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa
{
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);
@@ -9868,16 +10119,24 @@ public:
void LLPipeline::generateSunShadow(LLCamera& camera)
{
- if (!sRenderDeferred || RenderShadowDetail <= 0 || (MPRenderShadowOpti > 0 && gCubeSnapshot))
+ if (!sRenderDeferred || RenderShadowDetail <= 0)
{
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)
{
@@ -9982,7 +10241,7 @@ 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);
}
@@ -10055,30 +10314,36 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
update_min_max(min, max, fp[i]);
}
+ F32 maxDist = gSavedSettings.getF32("MPRenderShadowMaxDist");
near_clip = llclamp(-max.mV[2], 0.01f, 4.0f);
- F32 far_clip = llclamp(-min.mV[2]*2.f, 16.0f, 512.0f);
-
- //far_clip = llmin(far_clip, 128.f);
+ 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)
@@ -10098,7 +10363,11 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
}
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)
{
@@ -10136,8 +10405,8 @@ 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);
@@ -10150,12 +10419,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
std::vector<LLVector3> fp;
- U32 splits = 3;
- if(MPRenderShadowOpti == 1) splits = 2;
- else if(MPRenderShadowOpti >= 2) splits = 1;
-
- if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir)
- || j > splits)
+ if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
{
//no possible shadow receivers
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot)
@@ -10165,7 +10429,7 @@ 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();
@@ -10455,8 +10719,9 @@ 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();
{
@@ -10604,8 +10869,8 @@ 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];
@@ -10653,6 +10918,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
{
gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
}
+
+ LOG_GLERROR("LLPipeline::generateSunShadow()");
}
void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, bool texture)
@@ -10668,6 +10935,8 @@ 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)
@@ -10683,6 +10952,8 @@ 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)
@@ -10699,7 +10970,7 @@ 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)
@@ -10753,6 +11024,8 @@ 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)
@@ -10973,7 +11246,7 @@ 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)
{
@@ -10989,7 +11262,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool
avatar->mImpostor.resize(resX, resY);
}
- avatar->mImpostor.bindTarget();
+ avatar->mImpostor.bindTarget("avatar->mImpostor", 1);
}
}
@@ -11126,6 +11399,9 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool
}
LLVertexBuffer::unbind();
+
+ LOG_GLERROR("LLPipeline::generateImpostor()");
+
LLGLState::checkStates();
}
@@ -11450,7 +11726,7 @@ 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();
}