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Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp163
1 files changed, 21 insertions, 142 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 9851d4bc6a..b5271a6ca1 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -858,14 +858,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
const U32 occlusion_divisor = 3;
//allocate deferred rendering color buffers
- if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
- //if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
- if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
+ if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true, true, LLTexUnit::TT_TEXTURE, false, samples)) return false;
if (!addDeferredAttachments(mRT->deferredScreen)) return false;
GLuint screenFormat = GL_RGBA16;
- if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
+ if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, true, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
mRT->deferredScreen.shareDepthBuffer(mRT->screen);
@@ -905,9 +903,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
mRT->fxaaBuffer.release();
mRT->screen.release();
mRT->deferredScreen.release(); //make sure to release any render targets that share a depth buffer with mRT->deferredScreen first
- //mRT->deferredDepth.release();
- mRT->occlusionDepth.release();
-
+
if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_TEXTURE, FALSE)) return false;
}
@@ -926,8 +922,6 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
S32 shadow_detail = RenderShadowDetail;
- const U32 occlusion_divisor = 3;
-
F32 scale = llmax(0.f, RenderShadowResolutionScale);
U32 sun_shadow_map_width = BlurHappySize(resX, scale);
U32 sun_shadow_map_height = BlurHappySize(resY, scale);
@@ -936,12 +930,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
{ //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, FALSE, LLTexUnit::TT_TEXTURE))
- {
- return false;
- }
-
- if (!mRT->shadowOcclusion[i].allocate(sun_shadow_map_width / occlusion_divisor, sun_shadow_map_height / occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
+ if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true, true, LLTexUnit::TT_TEXTURE))
{
return false;
}
@@ -966,11 +955,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
U32 spot_shadow_map_height = height;
for (U32 i = 0; i < 2; i++)
{
- if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, TRUE, FALSE))
- {
- return false;
- }
- if (!mSpotShadowOcclusion[i].allocate(spot_shadow_map_width / occlusion_divisor, height / occlusion_divisor, 0, TRUE, FALSE))
+ if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, true, true))
{
return false;
}
@@ -1001,7 +986,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
}
}
- if (shadow_detail > 1)
+ if (shadow_detail > 1 && !gCubeSnapshot)
{
for (U32 i = 0; i < 2; i++)
{
@@ -1198,7 +1183,6 @@ void LLPipeline::releaseScreenBuffers()
mRT->deferredScreen.release();
mRT->deferredDepth.release();
mRT->deferredLight.release();
- mRT->occlusionDepth.release();
}
@@ -1206,7 +1190,6 @@ void LLPipeline::releaseSunShadowTarget(U32 index)
{
llassert(index < 4);
mRT->shadow[index].release();
- mRT->shadowOcclusion[index].release();
}
void LLPipeline::releaseSunShadowTargets()
@@ -1224,7 +1207,6 @@ void LLPipeline::releaseSpotShadowTargets()
for (U32 i = 0; i < 2; i++)
{
mSpotShadow[i].release();
- mSpotShadowOcclusion[i].release();
}
}
}
@@ -1239,7 +1221,7 @@ void LLPipeline::createGLBuffers()
if (LLPipeline::sRenderTransparentWater)
{ //water reflection texture
U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
- mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE);
+ mWaterDis.allocate(res,res,GL_RGBA,true,true,LLTexUnit::TT_TEXTURE);
}
// Use FBO for bake tex
@@ -2355,9 +2337,6 @@ static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling");
void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* planep)
{
- static LLCachedControl<bool> use_occlusion(gSavedSettings,"UseOcclusion");
- static bool can_use_occlusion = LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion");
-
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_CULL);
if (planep != nullptr)
@@ -2373,56 +2352,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* pla
sCull->clear();
- bool to_texture = LLPipeline::sUseOcclusion > 1 && gPipeline.shadersLoaded();
-
- if (to_texture)
- {
- if (LLPipeline::sRenderDeferred && can_use_occlusion)
- {
- mRT->occlusionDepth.bindTarget();
- }
- else
- {
- mRT->screen.bindTarget();
- }
- }
-
- if (sUseOcclusion > 1)
- {
- gGL.setColorMask(false, false);
- }
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadMatrix(gGLLastProjection);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLLastModelView);
-
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- bool bound_shader = false;
- if (gPipeline.shadersLoaded() && 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;
- gOcclusionCubeProgram.bind();
- }
-
- if (sUseOcclusion > 1)
- {
- if (mCubeVB.isNull())
- { //cube VB will be used for issuing occlusion queries
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW);
- }
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- }
-
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
@@ -2444,16 +2373,10 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* pla
LLVOCachePartition* vo_part = region->getVOCachePartition();
if(vo_part)
{
- bool do_occlusion_cull = can_use_occlusion && use_occlusion && !gUseWireframe;
- vo_part->cull(camera, do_occlusion_cull);
+ vo_part->cull(camera, sUseOcclusion > 0);
}
}
- if (bound_shader)
- {
- gOcclusionCubeProgram.unbind();
- }
-
if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) &&
gSky.mVOSkyp.notNull() &&
gSky.mVOSkyp->mDrawable.notNull())
@@ -2479,28 +2402,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* pla
{
LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water);
}
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- if (sUseOcclusion > 1)
- {
- gGL.setColorMask(true, false);
- }
-
- if (to_texture)
- {
- if (LLPipeline::sRenderDeferred && can_use_occlusion)
- {
- mRT->occlusionDepth.flush();
- }
- else
- {
- mRT->screen.flush();
- }
- }
}
void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
@@ -2563,6 +2464,9 @@ void LLPipeline::markOccluder(LLSpatialGroup* group)
void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
+ LL_PROFILE_GPU_ZONE("downsampleDepthBuffer");
+
LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
LLGLSLShader* shader = NULL;
@@ -2570,12 +2474,12 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d
if (scratch_space)
{
GLint bits = 0;
- llassert(!source.hasStencil()); // stencil buffer usage is deprecated
- bits |= (source.hasStencil() && dest.hasStencil()) ? GL_STENCIL_BUFFER_BIT : 0;
- bits |= GL_DEPTH_BUFFER_BIT;
+ bits = GL_DEPTH_BUFFER_BIT;
+#if 0 // TODO -- restore occlusion culling functionality
scratch_space->copyContents(source,
0, 0, source.getWidth(), source.getHeight(),
0, 0, scratch_space->getWidth(), scratch_space->getHeight(), bits, GL_NEAREST);
+#endif
}
dest.bindTarget();
@@ -2624,23 +2528,6 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d
}
}
-void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
- llassert(!gCubeSnapshot);
-#if 0
- downsampleDepthBuffer(source, dest, scratch_space);
- dest.bindTarget();
- doOcclusion(camera);
- dest.flush();
-#else
- // none of the above shenanigans should matter (enough) because we've preserved hierarchical Z before issuing occlusion queries
- //source.bindTarget();
- doOcclusion(camera);
- //source.flush();
-#endif
-}
-
void LLPipeline::doOcclusion(LLCamera& camera)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
@@ -9572,13 +9459,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gDeferredShadowCubeProgram.bind();
}
- LLRenderTarget& occlusion_target = LLViewerCamera::sCurCameraID >= LLViewerCamera::CAMERA_SPOT_SHADOW0 ?
- mSpotShadowOcclusion[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SPOT_SHADOW0] :
- mRT->shadowOcclusion[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SUN_SHADOW0];
-
- occlusion_target.bindTarget();
+
updateCull(shadow_cam, result);
- occlusion_target.flush();
stateSort(shadow_cam, result);
@@ -9661,6 +9543,12 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
}
}
+ if (occlude > 1)
+ { // do occlusion culling against non-masked only to take advantage of hierarchical Z
+ doOcclusion(shadow_cam);
+ }
+
+
if (use_shader)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom");
@@ -9760,15 +9648,6 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
- LLRenderTarget& occlusion_source = LLViewerCamera::sCurCameraID >= LLViewerCamera::CAMERA_SPOT_SHADOW0 ?
- mSpotShadow[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SPOT_SHADOW0] :
- mRT->shadow[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SUN_SHADOW0];
-
- if (occlude > 1)
- {
- doOcclusion(shadow_cam, occlusion_source, occlusion_target);
- }
-
if (use_shader)
{
gDeferredShadowProgram.unbind();