diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
| -rw-r--r-- | indra/newview/pipeline.cpp | 157 |
1 files changed, 105 insertions, 52 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 493fcd5d45..856dee3dd4 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -346,7 +346,7 @@ void validate_framebuffer_object(); bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) { U32 orm = GL_RGBA; - U32 norm = GL_RGBA16F; + U32 norm = GL_RGBA16; U32 emissive = GL_RGB16F; static LLCachedControl<bool> has_emissive(gSavedSettings, "RenderEnableEmissiveBuffer", false); @@ -426,6 +426,8 @@ void LLPipeline::init() sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); + mReflectionMapManager.refreshSettings(); + mInitialized = true; stop_glerror(); @@ -860,8 +862,8 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mRT->deferredScreen.shareDepthBuffer(mRT->screen); - if (shadow_detail > 0 || ssao || RenderDepthOfField) - { //only need mRT->deferredLight for shadows OR ssao OR dof + if (hdr || shadow_detail > 0 || ssao || RenderDepthOfField) + { //only need mRT->deferredLight for hdr OR shadows OR ssao OR dof if (!mRT->deferredLight.allocate(resX, resY, screenFormat)) return false; } else @@ -907,7 +909,8 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mSceneMap.release(); } - mPostMap.allocate(resX, resY, screenFormat); + mPostPingMap.allocate(resX, resY, GL_RGBA); + mPostPongMap.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. @@ -1179,7 +1182,8 @@ void LLPipeline::releaseGLBuffers() mWaterExclusionMask.release(); - mPostMap.release(); + mPostPingMap.release(); + mPostPongMap.release(); mFXAAMap.release(); @@ -1453,9 +1457,12 @@ void LLPipeline::createLUTBuffers() U32 pix_format = GL_R16F; #if LL_DARWIN - // Need to work around limited precision with 10.6.8 and older drivers - // - pix_format = GL_R32F; + if(!gGLManager.mIsApple) + { + // 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); @@ -7193,13 +7200,13 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool extern LLPointer<LLImageGL> gEXRImage; -void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) +void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst, bool gamma_correct) { + LL_PROFILE_GPU_ZONE("tonemap"); + dst->bindTarget(); // gamma correct lighting { - LL_PROFILE_GPU_ZONE("tonemap"); - static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); LLGLDepthTest depth(GL_FALSE, GL_FALSE); @@ -7211,17 +7218,33 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); bool no_post = gSnapshotNoPost || psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f || (buildNoPost && gFloaterTools && gFloaterTools->isAvailable()); - LLGLSLShader& shader = no_post ? gNoPostTonemapProgram : gDeferredPostTonemapProgram; + LLGLSLShader* shader = nullptr; + if(gamma_correct) + { + bool legacy_gamma = psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f; + if(legacy_gamma) + { + shader = no_post ? &gNoPostTonemapLegacyGammaCorrectProgram : &gDeferredPostTonemapLegacyGammaCorrectProgram; + } + else + { + shader = no_post ? &gNoPostTonemapGammaCorrectProgram : &gDeferredPostTonemapGammaCorrectProgram; + } + } + else + { + shader = no_post ? &gNoPostTonemapProgram : &gDeferredPostTonemapProgram; + } - shader.bind(); + shader->bind(); S32 channel = 0; - shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); - shader.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); + shader->bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); - shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); + shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f); @@ -7231,28 +7254,28 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) static LLStaticHashedString tonemap_mix("tonemap_mix"); static LLStaticHashedString tonemap_type("tonemap_type"); - shader.uniform1f(s_exposure, e); + shader->uniform1f(s_exposure, e); static LLCachedControl<U32> tonemap_type_setting(gSavedSettings, "RenderTonemapType", 0U); - shader.uniform1i(tonemap_type, tonemap_type_setting); - shader.uniform1f(tonemap_mix, psky->getTonemapMix(should_auto_adjust())); + shader->uniform1i(tonemap_type, tonemap_type_setting); + shader->uniform1f(tonemap_mix, psky->getTonemapMix(should_auto_adjust())); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); gGL.getTexUnit(channel)->unbind(src->getUsage()); - shader.unbind(); + shader->unbind(); } dst->flush(); } void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { + LL_PROFILE_GPU_ZONE("gamma correct"); + dst->bindTarget(); // gamma correct lighting { - LL_PROFILE_GPU_ZONE("gamma correct"); - LLGLDepthTest depth(GL_FALSE, GL_FALSE); static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); @@ -7303,9 +7326,9 @@ void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* void LLPipeline::generateGlow(LLRenderTarget* src) { + LL_PROFILE_GPU_ZONE("glow generate"); if (sRenderGlow) { - LL_PROFILE_GPU_ZONE("glow"); mGlow[2].bindTarget(); mGlow[2].clear(); @@ -7414,13 +7437,22 @@ void LLPipeline::generateGlow(LLRenderTarget* src) void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) { static LLCachedControl<F32> cas_sharpness(gSavedSettings, "RenderCASSharpness", 0.4f); - if (cas_sharpness == 0.0f || !gCASProgram.isComplete()) + LL_PROFILE_GPU_ZONE("cas"); + if (cas_sharpness == 0.0f || !gCASProgram.isComplete() || !gCASLegacyGammaProgram.isComplete()) { gPipeline.copyRenderTarget(src, dst); return; } LLGLSLShader* sharpen_shader = &gCASProgram; + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", false); + + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + bool legacy_gamma = psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f; + if(legacy_gamma) + { + sharpen_shader = &gCASLegacyGammaProgram; + } // Bind setup: dst->bindTarget(); @@ -7458,6 +7490,7 @@ void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { + LL_PROFILE_GPU_ZONE("FXAA"); { llassert(!gCubeSnapshot); bool multisample = RenderFSAAType == 1 && gFXAAProgram[0].isComplete() && mFXAAMap.isComplete(); @@ -7549,7 +7582,7 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) // Present everything. if (multisample) { - LL_PROFILE_GPU_ZONE("aa"); + LL_PROFILE_GPU_ZONE("SMAA Edge"); static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U); U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); @@ -7580,14 +7613,14 @@ 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_BILINEAR); } else { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); } + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } //if (use_stencil) @@ -7661,13 +7694,13 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) { + LL_PROFILE_GPU_ZONE("SMAA"); llassert(!gCubeSnapshot); bool multisample = RenderFSAAType == 2 && gSMAAEdgeDetectProgram[0].isComplete() && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); // Present everything. if (multisample) { - LL_PROFILE_GPU_ZONE("aa"); static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U); U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); @@ -7745,8 +7778,9 @@ void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst) 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. + LL_PROFILE_GPU_ZONE("glow combine"); + // Go ahead and do our glow combine here in our destination. We blit this later into the front buffer. dst->bindTarget(); { @@ -7765,6 +7799,7 @@ void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst) void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) { + LL_PROFILE_GPU_ZONE("dof"); { bool dof_enabled = (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && @@ -7775,7 +7810,6 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) if (dof_enabled) { - LL_PROFILE_GPU_ZONE("dof"); LLGLDisable blend(GL_BLEND); // depth of field focal plane calculations @@ -7980,7 +8014,6 @@ void LLPipeline::renderFinalize() static LLCachedControl<bool> has_hdr(gSavedSettings, "RenderHDREnabled", true); bool hdr = gGLManager.mGLVersion > 4.05f && has_hdr(); - if (hdr) { copyScreenSpaceReflections(&mRT->screen, &mSceneMap); @@ -7989,22 +8022,31 @@ void LLPipeline::renderFinalize() generateExposure(&mLuminanceMap, &mExposureMap); - tonemap(&mRT->screen, &mPostMap); - - applyCAS(&mPostMap, &mRT->screen); - } + static LLCachedControl<F32> cas_sharpness(gSavedSettings, "RenderCASSharpness", 0.4f); + bool apply_cas = cas_sharpness != 0.0f && gCASProgram.isComplete() && gCASLegacyGammaProgram.isComplete(); - generateSMAABuffers(&mRT->screen); + tonemap(&mRT->screen, apply_cas ? &mRT->deferredLight : &mPostPingMap, !apply_cas); - gammaCorrect(&mRT->screen, &mPostMap); + if (apply_cas) + { + // Gamma Corrects + applyCAS(&mRT->deferredLight, &mPostPingMap); + } + } + else + { + gammaCorrect(&mRT->screen, &mPostPingMap); + } LLVertexBuffer::unbind(); - applySMAA(&mPostMap, &mRT->screen); + generateGlow(&mPostPingMap); - generateGlow(&mRT->screen); + LLRenderTarget* sourceBuffer = &mPostPingMap; + LLRenderTarget* targetBuffer = &mPostPongMap; - combineGlow(&mRT->screen, &mPostMap); + combineGlow(sourceBuffer, targetBuffer); + std::swap(sourceBuffer, targetBuffer); gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; @@ -8012,13 +8054,24 @@ void LLPipeline::renderFinalize() gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - renderDoF(&mPostMap, &mRT->screen); + if((RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && + RenderDepthOfField && + !gCubeSnapshot) + { + renderDoF(sourceBuffer, targetBuffer); + std::swap(sourceBuffer, targetBuffer); + } - LLRenderTarget* finalBuffer = &mRT->screen; - if (RenderFSAAType == 1) + if (RenderFSAAType == 1) + { + applyFXAA(sourceBuffer, targetBuffer); + std::swap(sourceBuffer, targetBuffer); + } + else if (RenderFSAAType == 2) { - applyFXAA(&mRT->screen, &mPostMap); - finalBuffer = &mPostMap; + generateSMAABuffers(sourceBuffer); + applySMAA(sourceBuffer, targetBuffer); + std::swap(sourceBuffer, targetBuffer); } if (RenderBufferVisualization > -1) @@ -8029,16 +8082,16 @@ void LLPipeline::renderFinalize() case 1: case 2: case 3: - visualizeBuffers(&mRT->deferredScreen, finalBuffer, RenderBufferVisualization); + visualizeBuffers(&mRT->deferredScreen, sourceBuffer, RenderBufferVisualization); break; case 4: - visualizeBuffers(&mLuminanceMap, finalBuffer, 0); + visualizeBuffers(&mLuminanceMap, sourceBuffer, 0); break; case 5: { if (RenderFSAAType > 0) { - visualizeBuffers(&mFXAAMap, finalBuffer, 0); + visualizeBuffers(&mFXAAMap, sourceBuffer, 0); } break; } @@ -8046,7 +8099,7 @@ void LLPipeline::renderFinalize() { if (RenderFSAAType == 2) { - visualizeBuffers(&mSMAABlendBuffer, finalBuffer, 0); + visualizeBuffers(&mSMAABlendBuffer, sourceBuffer, 0); } break; } @@ -8060,10 +8113,10 @@ void LLPipeline::renderFinalize() gDeferredPostNoDoFNoiseProgram.bind(); // Add noise as part of final render to screen pass to avoid damaging other post effects // Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems. - gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer); + gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, sourceBuffer); gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - gDeferredPostNoDoFNoiseProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)finalBuffer->getWidth(), (GLfloat)finalBuffer->getHeight()); + gDeferredPostNoDoFNoiseProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)sourceBuffer->getWidth(), (GLfloat)sourceBuffer->getHeight()); { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); |
