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Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp87
1 files changed, 51 insertions, 36 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 8449e74fb6..fbaded04b0 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -203,10 +203,6 @@ extern S32 gBoxFrame;
extern BOOL gDisplaySwapBuffers;
extern BOOL gDebugGL;
-// hack counter for rendering a fixed number of frames after toggling
-// fullscreen to work around DEV-5361
-static S32 sDelayedVBOEnable = 0;
-
BOOL gAvatarBacklight = FALSE;
BOOL gDebugPipeline = FALSE;
@@ -411,6 +407,7 @@ LLPipeline::LLPipeline() :
mOldRenderDebugMask(0),
mGroupQ1Locked(false),
mGroupQ2Locked(false),
+ mResetVertexBuffers(false),
mLastRebuildPool(NULL),
mAlphaPool(NULL),
mSkyPool(NULL),
@@ -692,8 +689,6 @@ void LLPipeline::destroyGL()
if (LLVertexBuffer::sEnableVBOs)
{
- // render 30 frames after switching to work around DEV-5361
- sDelayedVBOEnable = 30;
LLVertexBuffer::sEnableVBOs = FALSE;
}
}
@@ -816,6 +811,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (LLPipeline::sRenderDeferred)
{
+ // Set this flag in case we crash while resizing window or allocating space for deferred rendering targets
+ gSavedSettings.setBOOL("RenderInitError", TRUE);
+ gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE );
+
S32 shadow_detail = RenderShadowDetail;
BOOL ssao = RenderDeferredSSAO;
@@ -877,6 +876,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
mShadow[i].release();
}
}
+
+ // don't disable shaders on next session
+ gSavedSettings.setBOOL("RenderInitError", FALSE);
+ gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE );
}
else
{
@@ -1081,10 +1084,11 @@ void LLPipeline::createGLBuffers()
if (LLPipeline::sWaterReflections)
{ //water reflection texture
- U32 res = (U32) gSavedSettings.getS32("RenderWaterRefResolution");
+ U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
- mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE);
+ //always use FBO for mWaterDis so it can be used for avatar texture bakes
+ mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
}
mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
@@ -1127,7 +1131,7 @@ 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_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise, false);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
@@ -1142,7 +1146,7 @@ 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_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise, false);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
@@ -1178,7 +1182,7 @@ void LLPipeline::createGLBuffers()
LLImageGL::generateTextures(1, &mLightFunc);
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg, false);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
@@ -1217,10 +1221,12 @@ void LLPipeline::restoreGL()
BOOL LLPipeline::canUseVertexShaders()
{
+ static const std::string vertex_shader_enable_feature_string = "VertexShaderEnable";
+
if (sDisableShaders ||
!gGLManager.mHasVertexShader ||
!gGLManager.mHasFragmentShader ||
- !LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") ||
+ !LLFeatureManager::getInstance()->isFeatureAvailable(vertex_shader_enable_feature_string) ||
(assertInitialized() && mVertexShadersLoaded != 1) )
{
return FALSE;
@@ -2521,15 +2527,6 @@ void LLPipeline::updateGeom(F32 max_dtime)
assertInitialized();
- if (sDelayedVBOEnable > 0)
- {
- if (--sDelayedVBOEnable <= 0)
- {
- resetVertexBuffers();
- LLVertexBuffer::sEnableVBOs = TRUE;
- }
- }
-
// notify various object types to reset internal cost metrics, etc.
// for now, only LLVOVolume does this to throttle LOD changes
LLVOVolume::preUpdateGeom();
@@ -3765,6 +3762,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
// Initialize lots of GL state to "safe" values
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -5296,7 +5294,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light_state->setConstantAttenuation(0.f);
if (sRenderDeferred)
{
- light_state->setLinearAttenuation(light_radius*1.5f);
+ F32 size = light_radius*1.5f;
+ light_state->setLinearAttenuation(size*size);
light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
}
else
@@ -5318,7 +5317,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light_state->setSpotCutoff(90.f);
light_state->setSpotExponent(2.f);
- light_state->setSpecular(LLColor4::black);
+ const LLColor4 specular(0.f, 0.f, 0.f, 0.f);
+ light_state->setSpecular(specular);
}
else // omnidirectional (point) light
{
@@ -6180,7 +6180,7 @@ LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj)
void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
{
- if (!drawable || drawable->isDead())
+ if (!drawable)
{
return;
}
@@ -6193,7 +6193,19 @@ void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
}
void LLPipeline::resetVertexBuffers()
-{
+{
+ mResetVertexBuffers = true;
+}
+
+void LLPipeline::doResetVertexBuffers()
+{
+ if (!mResetVertexBuffers)
+ {
+ return;
+ }
+
+ mResetVertexBuffers = false;
+
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
@@ -6219,11 +6231,9 @@ void LLPipeline::resetVertexBuffers()
if (LLVertexBuffer::sGLCount > 0)
{
- llwarns << "VBO wipe failed." << llendl;
+ llwarns << "VBO wipe failed -- " << LLVertexBuffer::sGLCount << " buffers remaining." << llendl;
}
- llassert(LLVertexBuffer::sGLCount == 0);
-
LLVertexBuffer::unbind();
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
@@ -6641,9 +6651,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
mDeferredLight.flush();
}
+ U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale);
+ U32 dof_height = (U32) (mScreen.getHeight()*CameraDoFResScale);
+
{ //perform DoF sampling at half-res (preserve alpha channel)
mScreen.bindTarget();
- glViewport(0,0,(GLsizei) (mScreen.getWidth()*CameraDoFResScale), (GLsizei) (mScreen.getHeight()*CameraDoFResScale));
+ glViewport(0,0, dof_width, dof_height);
gGL.setColorMask(true, false);
shader = &gDeferredPostProgram;
@@ -6656,7 +6669,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
-
+
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
gGL.vertex2f(-1,-1);
@@ -6701,6 +6714,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+ shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width-1);
+ shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height-1);
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
@@ -8810,16 +8825,16 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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)
{
F32 x = (F32)(i+1)/4.f;
x = powf(x, sxp);
mSunClipPlanes.mV[i] = near_clip+range*x;
}
+
+ mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding
}
// convenience array of 4 near clip plane distances
@@ -8876,8 +8891,8 @@ 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]*0.95f)/dp;
- frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp;
+ frust[i] = eye + (delta*dist[j]*0.75f)/dp;
+ frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp;
}
shadow_cam.calcAgentFrustumPlanes(frust);
@@ -9419,7 +9434,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
assertInitialized();
- BOOL muted = LLMuteList::getInstance()->isMuted(avatar->getID());
+ bool muted = avatar->isVisuallyMuted();
pushRenderTypeMask();