diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 417 |
1 files changed, 253 insertions, 164 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index e74bf2a620..93354e6579 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -103,6 +103,7 @@ #include "llmutelist.h" #include "lltoolpie.h" #include "llcurl.h" +#include "llnotifications.h" void check_stack_depth(S32 stack_depth) @@ -317,6 +318,7 @@ BOOL LLPipeline::sRenderFrameTest = FALSE; BOOL LLPipeline::sRenderAttachedLights = TRUE; BOOL LLPipeline::sRenderAttachedParticles = TRUE; BOOL LLPipeline::sRenderDeferred = FALSE; +BOOL LLPipeline::sMemAllocationThrottled = FALSE; S32 LLPipeline::sVisibleLightCount = 0; F32 LLPipeline::sMinRenderSize = 0.f; @@ -336,10 +338,10 @@ static const U32 gl_cube_face[] = void validate_framebuffer_object(); -void addDeferredAttachments(LLRenderTarget& target) +bool addDeferredAttachments(LLRenderTarget& target) { - target.addColorAttachment(GL_RGBA); //specular - target.addColorAttachment(GL_RGBA); //normal+z + return target.addColorAttachment(GL_RGBA) && //specular + target.addColorAttachment(GL_RGBA); //normal+z } LLPipeline::LLPipeline() : @@ -561,6 +563,24 @@ void LLPipeline::destroyGL() static LLFastTimer::DeclareTimer FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture"); +//static +void LLPipeline::throttleNewMemoryAllocation(BOOL disable) +{ + if(sMemAllocationThrottled != disable) + { + sMemAllocationThrottled = disable ; + + if(sMemAllocationThrottled) + { + //send out notification + LLNotification::Params params("LowMemory"); + LLNotifications::instance().add(params); + + //release some memory. + } + } +} + void LLPipeline::resizeScreenTexture() { LLFastTimer ft(FTM_RESIZE_SCREEN_TEXTURE); @@ -586,18 +606,61 @@ void LLPipeline::allocatePhysicsBuffer() void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { - // remember these dimensions - mScreenWidth = resX; - mScreenHeight = resY; - - //cap samples at 4 for render targets to avoid out of memory errors U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); if (gGLManager.mIsATI) - { //disable multisampling of render targets where ATI is involved + { //ATI doesn't like the way we use multisample texture samples = 0; } + //try to allocate screen buffers at requested resolution and samples + // - on failure, shrink number of samples and try again + // - if not multisampled, shrink resolution and try again (favor X resolution over Y) + // Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state + + if (!allocateScreenBuffer(resX, resY, samples)) + { + releaseScreenBuffers(); + //reduce number of samples + while (samples > 0) + { + samples /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { //success + return; + } + releaseScreenBuffers(); + } + + //reduce resolution + while (resY > 0 && resX > 0) + { + resY /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { + return; + } + releaseScreenBuffers(); + + resX /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { + return; + } + releaseScreenBuffers(); + } + + llwarns << "Unable to allocate screen buffer at any resolution!" << llendl; + } +} + + +bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) +{ + // remember these dimensions + mScreenWidth = resX; + mScreenHeight = resY; + U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); if (res_mod > 1 && res_mod < resX && res_mod < resY) @@ -608,7 +671,10 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (gSavedSettings.getBOOL("RenderUIBuffer")) { - mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) + { + return false; + } } if (LLPipeline::sRenderDeferred) @@ -618,22 +684,22 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED); //allocate deferred rendering color buffers - mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); - mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); - addDeferredAttachments(mDeferredScreen); + if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!addDeferredAttachments(mDeferredScreen)) return false; - mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); + if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; #if LL_DARWIN // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO - mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #else - mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #endif if (shadow_detail > 0 || ssao) { //only need mDeferredLight[0] for shadows OR ssao - mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } else { @@ -642,7 +708,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (ssao) { //only need mDeferredLight[1] for ssao - mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false); + if (!mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false; } else { @@ -651,14 +717,14 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (gi) { //only need mDeferredLight[2] and mGIMapPost for gi - mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false); + if (!mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false; for (U32 i = 0; i < 2; i++) { #if LL_DARWIN // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO - mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; #else - mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; #endif } } @@ -685,7 +751,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { //allocate 4 sun shadow maps for (U32 i = 0; i < 4; i++) { - mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; } } else @@ -703,7 +769,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { //allocate two spot shadow maps for (U32 i = 4; i < 6; i++) { - mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE); + if (!mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE)) return false; } } else @@ -716,7 +782,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) width = nhpo2(resX)/2; height = nhpo2(resY)/2; - mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE); + if (!mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE)) return false; } else { @@ -738,7 +804,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mEdgeMap.release(); mLuminanceMap.release(); - mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } if (LLPipeline::sRenderDeferred) @@ -750,6 +816,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) stop_glerror(); + return true; } //static @@ -800,9 +867,23 @@ void LLPipeline::releaseGLBuffers() mWaterRef.release(); mWaterDis.release(); + + for (U32 i = 0; i < 3; i++) + { + mGlow[i].release(); + } + + releaseScreenBuffers(); + + gBumpImageList.destroyGL(); + LLVOAvatar::resetImpostors(); +} + +void LLPipeline::releaseScreenBuffers() +{ + mUIScreen.release(); mScreen.release(); mPhysicsDisplay.release(); - mUIScreen.release(); mDeferredScreen.release(); mDeferredDepth.release(); for (U32 i = 0; i < 3; i++) @@ -821,16 +902,9 @@ void LLPipeline::releaseGLBuffers() { mShadow[i].release(); } - - for (U32 i = 0; i < 3; i++) - { - mGlow[i].release(); - } - - gBumpImageList.destroyGL(); - LLVOAvatar::resetImpostors(); } + void LLPipeline::createGLBuffers() { LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS); @@ -1983,6 +2057,14 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl LLGLDepthTest depth(GL_TRUE, GL_FALSE); + bool bound_shader = false; + if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0) + { //if no shader is currently bound, use the occlusion shader instead of fixed function if we can + // (shadow render uses a special shader that clamps to clip planes) + bound_shader = true; + gOcclusionProgram.bind(); + } + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { @@ -2010,6 +2092,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl } } + if (bound_shader) + { + gOcclusionProgram.unbind(); + } + camera.disableUserClipPlane(); if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) && @@ -2133,7 +2220,21 @@ void LLPipeline::doOcclusion(LLCamera& camera) LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable cull(GL_CULL_FACE); + + bool bind_shader = LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShader == 0; + if (bind_shader) + { + if (LLPipeline::sShadowRender) + { + gDeferredShadowProgram.bind(); + } + else + { + gOcclusionProgram.bind(); + } + } + for (LLCullResult::sg_list_t::iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter) { LLSpatialGroup* group = *iter; @@ -2141,6 +2242,18 @@ void LLPipeline::doOcclusion(LLCamera& camera) group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); } + if (bind_shader) + { + if (LLPipeline::sShadowRender) + { + gDeferredShadowProgram.unbind(); + } + else + { + gOcclusionProgram.unbind(); + } + } + gGL.setColorMask(true, false); } } @@ -3247,6 +3360,13 @@ void render_hud_elements() glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); gGL.color4f(1,1,1,1); + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); @@ -3272,6 +3392,11 @@ void render_hud_elements() { LLHUDText::renderAllHUD(); } + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } gGL.flush(); } @@ -3567,6 +3692,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); + LLGLSLShader::bindNoShader(); doOcclusion(camera); } @@ -3599,8 +3725,8 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) check_stack_depth(stack_depth); std::string msg = llformat("pass %d", i); LLGLState::checkStates(msg); - LLGLState::checkTextureChannels(msg); - LLGLState::checkClientArrays(msg); + //LLGLState::checkTextureChannels(msg); + //LLGLState::checkClientArrays(msg); } } } @@ -3632,77 +3758,71 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); + LLGLSLShader::bindNoShader(); doOcclusion(camera); } } LLVertexBuffer::unbind(); LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); - - - stop_glerror(); - - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); - - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights"); - - if (!sReflectionRender) + if (!LLPipeline::sImpostorRender) { - renderHighlights(); - } + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights"); - // Contains a list of the faces of objects that are physical or - // have touch-handlers. - mHighlightFaces.clear(); + if (!sReflectionRender) + { + renderHighlights(); + } - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug"); + // Contains a list of the faces of objects that are physical or + // have touch-handlers. + mHighlightFaces.clear(); + + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug"); - renderDebug(); + renderDebug(); - LLVertexBuffer::unbind(); + LLVertexBuffer::unbind(); - if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred) - { - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred) { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); + if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + // Render debugging beacons. + gObjectList.renderObjectBeacons(); + gObjectList.resetObjectBeacons(); + } + else + { + // Make sure particle effects disappear + LLHUDObject::renderAllForTimer(); + } } else { // Make sure particle effects disappear LLHUDObject::renderAllForTimer(); } - } - else - { - // Make sure particle effects disappear - LLHUDObject::renderAllForTimer(); - } - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd"); + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd"); - //HACK: preserve/restore matrices around HUD render - if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) - { - for (U32 i = 0; i < 16; i++) + //HACK: preserve/restore matrices around HUD render + if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { - gGLModelView[i] = saved_modelview[i]; - gGLProjection[i] = saved_projection[i]; + for (U32 i = 0; i < 16; i++) + { + gGLModelView[i] = saved_modelview[i]; + gGLProjection[i] = saved_projection[i]; + } } } LLVertexBuffer::unbind(); LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); +// LLGLState::checkTextureChannels(); +// LLGLState::checkClientArrays(); } void LLPipeline::renderGeomDeferred(LLCamera& camera) @@ -3785,8 +3905,6 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) llerrs << "GL matrix stack corrupted!" << llendl; } LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); } } } @@ -3841,6 +3959,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); + LLGLSLShader::bindNoShader(); doOcclusion(camera); gGL.setColorMask(true, false); } @@ -3879,8 +3998,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) llerrs << "GL matrix stack corrupted!" << llendl; } LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); } } } @@ -3908,6 +4025,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); + LLGLSLShader::bindNoShader(); doOcclusion(camera); gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); @@ -3955,8 +4073,6 @@ void LLPipeline::renderGeomShadow(LLCamera& camera) LLVertexBuffer::unbind(); LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); } } else @@ -4134,63 +4250,6 @@ void LLPipeline::renderDebug() } } - if (gSavedSettings.getBOOL("DebugShowUploadCost")) - { - std::set<LLUUID> textures; - std::set<LLUUID> sculpts; - std::set<LLUUID> meshes; - - BOOL selected = TRUE; - if (LLSelectMgr::getInstance()->getSelection()->isEmpty()) - { - selected = FALSE; - } - - for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - LLSpatialGroup::OctreeNode* node = group->mOctreeNode; - for (LLSpatialGroup::OctreeNode::element_iter elem = node->getData().begin(); elem != node->getData().end(); ++elem) - { - LLDrawable* drawable = *elem; - LLVOVolume* volume = drawable->getVOVolume(); - if (volume && volume->isSelected() == selected) - { - for (U32 i = 0; i < volume->getNumTEs(); ++i) - { - LLTextureEntry* te = volume->getTE(i); - textures.insert(te->getID()); - } - - if (volume->isSculpted()) - { - LLUUID sculpt_id = volume->getVolume()->getParams().getSculptID(); - if (volume->isMesh()) - { - meshes.insert(sculpt_id); - } - else - { - sculpts.insert(sculpt_id); - } - } - } - } - } - - gPipeline.mDebugTextureUploadCost = textures.size() * 10; - gPipeline.mDebugSculptUploadCost = sculpts.size()*10; - - U32 mesh_cost = 0; - - for (std::set<LLUUID>::iterator iter = meshes.begin(); iter != meshes.end(); ++iter) - { - mesh_cost += gMeshRepo.getResourceCost(*iter)*10; - } - - gPipeline.mDebugMeshUploadCost = mesh_cost; - } - if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { LLVertexBuffer::unbind(); @@ -4324,6 +4383,11 @@ void LLPipeline::renderDebug() } } + if (mRenderDebugMask & RENDER_DEBUG_WIND_VECTORS) + { + gAgent.getRegion()->mWind.renderVectors(); + } + if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION) { // Debug composition layers @@ -6150,7 +6214,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount); LLGLEnable blend_on(GL_BLEND); LLGLEnable test(GL_ALPHA_TEST); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); mScreen.bindTexture(0, 0); @@ -6449,30 +6513,39 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) LLGLDisable blend(GL_BLEND); - //tex unit 0 - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); - - gGL.getTexUnit(0)->bind(&mGlow[1]); - gGL.getTexUnit(1)->activate(); - gGL.getTexUnit(1)->enable(LLTexUnit::TT_RECT_TEXTURE); - - - //tex unit 1 - gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); + if (LLGLSLShader::sNoFixedFunction) + { + gGlowCombineProgram.bind(); + } + else + { + //tex unit 0 + gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); + //tex unit 1 + gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); + } + gGL.getTexUnit(0)->bind(&mGlow[1]); gGL.getTexUnit(1)->bind(&mScreen); - gGL.getTexUnit(1)->activate(); LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); buff->setBuffer(mask); buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); - gGL.getTexUnit(1)->disable(); - gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); + if (LLGLSLShader::sNoFixedFunction) + { + gGlowCombineProgram.unbind(); + } + else + { + gGL.getTexUnit(1)->disable(); + gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + gGL.getTexUnit(0)->activate(); + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } + } if (LLRenderTarget::sUseFBO) @@ -6485,6 +6558,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) { + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + gGL.setColorMask(true, false); LLVector2 tc1(0,0); @@ -6508,6 +6586,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.end(); gGL.flush(); + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } + } glMatrixMode(GL_PROJECTION); @@ -7923,7 +8007,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) static LLCullResult ref_result; - if (LLDrawPoolWater::sNeedsDistortionUpdate) + if (LLDrawPoolWater::sNeedsReflectionUpdate) { //initial sky pass (no user clip plane) { //mask out everything but the sky @@ -8063,8 +8147,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLViewerCamera::getInstance()->setUserClipPlane(npnorm); LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); if (!skip_avatar_update) { @@ -8197,14 +8279,21 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera LLVertexBuffer::unbind(); { + if (!use_shader) + { //occlusion program is general purpose depth-only no-textures + gOcclusionProgram.bind(); + } LLFastTimer ftm(FTM_SHADOW_SIMPLE); - LLGLDisable test(GL_ALPHA_TEST); gGL.getTexUnit(0)->disable(); for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i) { renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE); } gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + if (!use_shader) + { + gOcclusionProgram.unbind(); + } } if (use_shader) @@ -8220,12 +8309,11 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera { LLFastTimer ftm(FTM_SHADOW_ALPHA); - LLGLEnable test(GL_ALPHA_TEST); - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.6f); + gDeferredShadowAlphaMaskProgram.bind(); + gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f); renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE); glColor4f(1,1,1,1); renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } //glCullFace(GL_BACK); @@ -8710,6 +8798,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLPipeline::RENDER_TYPE_WATER, LLPipeline::RENDER_TYPE_VOIDWATER, LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW, + LLPipeline::RENDER_TYPE_PASS_GRASS, LLPipeline::RENDER_TYPE_PASS_SIMPLE, LLPipeline::RENDER_TYPE_PASS_BUMP, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, |