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-rw-r--r--indra/newview/pipeline.cpp319
1 files changed, 217 insertions, 102 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 2d61a049f7..4899df13e5 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -336,10 +336,10 @@ 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() :
@@ -586,18 +586,61 @@ 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 +651,10 @@ 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 +664,22 @@ 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 +688,7 @@ 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 +697,14 @@ 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 +731,7 @@ 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 +749,7 @@ 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 +762,7 @@ 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 +784,7 @@ 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 +796,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
stop_glerror();
+ return true;
}
//static
@@ -800,9 +847,23 @@ 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 +882,9 @@ 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 +2037,14 @@ 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 +2072,11 @@ 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 +2200,21 @@ 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 +2222,18 @@ 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);
}
}
@@ -3249,6 +3342,11 @@ void render_hud_elements()
gGL.color4f(1,1,1,1);
if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
{
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
@@ -3262,6 +3360,10 @@ void render_hud_elements()
// Render name tags.
LLHUDObject::renderAll();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
}
else if (gForceRenderLandFence)
{
@@ -3599,8 +3701,8 @@ 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);
}
}
}
@@ -3638,71 +3740,64 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
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 +3880,6 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
llerrs << "GL matrix stack corrupted!" << llendl;
}
LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
}
}
}
@@ -3879,8 +3972,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
llerrs << "GL matrix stack corrupted!" << llendl;
}
LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
}
}
}
@@ -3955,8 +4046,6 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
LLVertexBuffer::unbind();
LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
}
}
else
@@ -6392,30 +6481,39 @@ 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)
@@ -6428,6 +6526,11 @@ 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);
@@ -6451,6 +6554,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.end();
gGL.flush();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
+
}
glMatrixMode(GL_PROJECTION);
@@ -7866,7 +7975,7 @@ 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
@@ -8006,8 +8115,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
LLViewerCamera::getInstance()->setUserClipPlane(npnorm);
LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
if (!skip_avatar_update)
{
@@ -8140,6 +8247,10 @@ 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();
@@ -8148,6 +8259,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
}
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ if (!use_shader)
+ {
+ gOcclusionProgram.unbind();
+ }
}
if (use_shader)