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Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp347
1 files changed, 186 insertions, 161 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 6c9c4751d7..98fdb68222 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -776,9 +776,11 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
if (mRT == &mMainRT)
{ // hacky -- allocate auxillary buffer
+
+ gCubeSnapshot = true;
+
if (sReflectionProbesEnabled)
{
- gCubeSnapshot = true;
mReflectionMapManager.initReflectionMaps();
}
@@ -810,17 +812,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
resY /= res_mod;
}
- //water reflection texture (always needed as scratch space whether or not transparent water is enabled)
- mWaterDis.allocate(resX, resY, GL_RGBA16F, true);
-
- if (RenderUIBuffer)
- {
- if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA))
- {
- return false;
- }
- }
-
S32 shadow_detail = RenderShadowDetail;
bool ssao = RenderDeferredSSAO;
@@ -834,15 +825,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
mRT->deferredScreen.shareDepthBuffer(mRT->screen);
- if (samples > 0)
- {
- if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA)) return false;
- }
- else
- {
- mRT->fxaaBuffer.release();
- }
-
if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
{ //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa
if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false;
@@ -854,15 +836,45 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
allocateShadowBuffer(resX, resY);
- if (!gCubeSnapshot && RenderScreenSpaceReflections) // hack to not allocate mSceneMap for cube snapshots
+ if (!gCubeSnapshot) // hack to not re-allocate various targets for cube snapshots
{
- mSceneMap.allocate(resX, resY, GL_RGB, true);
- }
+ if (RenderUIBuffer)
+ {
+ if (!mUIScreen.allocate(resX, resY, GL_RGBA))
+ {
+ return false;
+ }
+ }
+
+ if (samples > 0)
+ {
+ if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false;
+ }
+ else
+ {
+ mFXAAMap.release();
+ }
+
+ //water reflection texture (always needed as scratch space whether or not transparent water is enabled)
+ mWaterDis.allocate(resX, resY, GL_RGBA16F, true);
- const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR");
- const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA;
- mPostMap.allocate(resX, resY, post_color_fmt);
+ if(RenderScreenSpaceReflections)
+ {
+ mSceneMap.allocate(resX, resY, GL_RGB, true);
+ }
+ else
+ {
+ mSceneMap.release();
+ }
+ const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR");
+ const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA;
+ mPostMap.allocate(resX, resY, post_color_fmt);
+
+ // used to scale down textures
+ // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown
+ mDownResMap.allocate(4, 4, GL_RGBA);
+ }
//HACK make screenbuffer allocations start failing after 30 seconds
if (gSavedSettings.getBOOL("SimulateFBOFailure"))
{
@@ -884,7 +896,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
S32 shadow_detail = RenderShadowDetail;
- F32 scale = llmax(0.f, RenderShadowResolutionScale);
+ F32 scale = gCubeSnapshot ? 1.0f : llmax(0.f, RenderShadowResolutionScale); // Don't scale probe shadow maps
U32 sun_shadow_map_width = BlurHappySize(resX, scale);
U32 sun_shadow_map_height = BlurHappySize(resY, scale);
@@ -1066,12 +1078,7 @@ void LLPipeline::refreshCachedSettings()
RenderScreenSpaceReflectionAdaptiveStepMultiplier = gSavedSettings.getF32("RenderScreenSpaceReflectionAdaptiveStepMultiplier");
RenderScreenSpaceReflectionGlossySamples = gSavedSettings.getS32("RenderScreenSpaceReflectionGlossySamples");
RenderBufferVisualization = gSavedSettings.getS32("RenderBufferVisualization");
- if (gSavedSettings.getBOOL("RenderMirrors") != RenderMirrors)
- {
- RenderMirrors = gSavedSettings.getBOOL("RenderMirrors");
- LLViewerShaderMgr::instance()->clearShaderCache();
- LLViewerShaderMgr::instance()->setShaders();
- }
+ RenderMirrors = gSavedSettings.getBOOL("RenderMirrors");
RenderHeroProbeUpdateRate = gSavedSettings.getS32("RenderHeroProbeUpdateRate");
RenderHeroProbeConservativeUpdateMultiplier = gSavedSettings.getS32("RenderHeroProbeConservativeUpdateMultiplier");
@@ -1109,11 +1116,19 @@ void LLPipeline::releaseGLBuffers()
mPostMap.release();
+ mFXAAMap.release();
+
+ mUIScreen.release();
+
+ mDownResMap.release();
+
for (U32 i = 0; i < 3; i++)
{
mGlow[i].release();
}
+ mHeroProbeManager.cleanup(); // release hero probes
+
releaseScreenBuffers();
gBumpImageList.destroyGL();
@@ -1144,15 +1159,15 @@ void LLPipeline::releaseShadowBuffers()
void LLPipeline::releaseScreenBuffers()
{
- mRT->uiScreen.release();
mRT->screen.release();
- mRT->fxaaBuffer.release();
mRT->deferredScreen.release();
mRT->deferredLight.release();
- mHeroProbeRT.uiScreen.release();
+ mAuxillaryRT.screen.release();
+ mAuxillaryRT.deferredScreen.release();
+ mAuxillaryRT.deferredLight.release();
+
mHeroProbeRT.screen.release();
- mHeroProbeRT.fxaaBuffer.release();
mHeroProbeRT.deferredScreen.release();
mHeroProbeRT.deferredLight.release();
}
@@ -1233,7 +1248,7 @@ void LLPipeline::createGLBuffers()
F32 noise[noiseRes*noiseRes*3];
for (U32 i = 0; i < noiseRes*noiseRes*3; i++)
{
- noise[i] = ll_frand()*2.0-1.0;
+ noise[i] = ll_frand()*2.0f-1.0f;
}
LLImageGL::generateTextures(1, &mTrueNoiseMap);
@@ -3577,9 +3592,12 @@ void LLPipeline::postSort(LLCamera &camera)
{
mSelectedFaces.clear();
+ bool tex_index_changed = false;
if (!gNonInteractive)
{
- LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit());
+ LLRender::eTexIndex tex_index = sRenderHighlightTextureChannel;
+ setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit());
+ tex_index_changed = sRenderHighlightTextureChannel != tex_index;
}
// Draw face highlights for selected faces.
@@ -3601,6 +3619,24 @@ void LLPipeline::postSort(LLCamera &camera)
}
} func;
LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func);
+
+ if (tex_index_changed)
+ {
+ // Rebuild geometry for all selected faces with PBR textures
+ for (const LLFace* face : gPipeline.mSelectedFaces)
+ {
+ if (const LLViewerObject* vobj = face->getViewerObject())
+ {
+ if (const LLTextureEntry* tep = vobj->getTE(face->getTEOffset()))
+ {
+ if (tep->getGLTFRenderMaterial())
+ {
+ gPipeline.markRebuild(face->getDrawable(), LLDrawable::REBUILD_VOLUME);
+ }
+ }
+ }
+ }
+ }
}
}
@@ -3653,28 +3689,31 @@ void render_hud_elements()
gUIProgram.unbind();
}
-void LLPipeline::renderHighlights()
+static inline void bindHighlightProgram(LLGLSLShader& program)
{
- assertInitialized();
-
- // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
- // Render highlighted faces.
- LLGLSPipelineAlpha gls_pipeline_alpha;
- LLColor4 color(1.f, 1.f, 1.f, 0.5f);
- disableLights();
-
if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
- gHighlightProgram.bind();
- gGL.diffuseColor4f(1,1,1,0.5f);
+ program.bind();
+ gGL.diffuseColor4f(1, 1, 1, 0.5f);
}
+}
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep)
- {
- mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
- }
+static inline void unbindHighlightProgram(LLGLSLShader& program)
+{
+ if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
+ {
+ program.unbind();
+ }
+}
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP))
+void LLPipeline::renderSelectedFaces(const LLColor4& color)
+{
+ if (!mFaceSelectImagep)
+ {
+ mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
+ }
+
+ if (mFaceSelectImagep)
{
// Make sure the selection image gets downloaded and decoded
mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
@@ -3690,81 +3729,61 @@ void LLPipeline::renderHighlights()
facep->renderSelected(mFaceSelectImagep, color);
}
}
+}
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
- {
- // Paint 'em red!
- color.setVec(1.f, 0.f, 0.f, 0.5f);
-
- for (auto facep : mHighlightFaces)
- {
- facep->renderSelected(LLViewerTexture::sNullImagep, color);
- }
- }
+void LLPipeline::renderHighlights()
+{
+ assertInitialized();
- // Contains a list of the faces of objects that are physical or
- // have touch-handlers.
- mHighlightFaces.clear();
+ // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
+ // Render highlighted faces.
+ LLGLSPipelineAlpha gls_pipeline_alpha;
+ disableLights();
- if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
{
- gHighlightProgram.unbind();
- }
+ bindHighlightProgram(gHighlightProgram);
-
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP))
- {
- color.setVec(1.0f, 0.5f, 0.5f, 0.5f);
- if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP ||
+ sRenderHighlightTextureChannel == LLRender::BASECOLOR_MAP ||
+ sRenderHighlightTextureChannel == LLRender::METALLIC_ROUGHNESS_MAP ||
+ sRenderHighlightTextureChannel == LLRender::GLTF_NORMAL_MAP ||
+ sRenderHighlightTextureChannel == LLRender::EMISSIVE_MAP ||
+ sRenderHighlightTextureChannel == LLRender::NUM_TEXTURE_CHANNELS)
{
- gHighlightNormalProgram.bind();
- gGL.diffuseColor4f(1,1,1,0.5f);
+ static const LLColor4 highlight_selected_color(1.f, 1.f, 1.f, 0.5f);
+ renderSelectedFaces(highlight_selected_color);
}
- mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
-
- for (auto facep : mSelectedFaces)
+ // Paint 'em red!
+ static const LLColor4 highlight_face_color(1.f, 0.f, 0.f, 0.5f);
+ for (auto facep : mHighlightFaces)
{
- if (!facep || facep->getDrawable()->isDead())
- {
- LL_ERRS() << "Bad face on selection" << LL_ENDL;
- return;
- }
-
- facep->renderSelected(mFaceSelectImagep, color);
+ facep->renderSelected(LLViewerTexture::sNullImagep, highlight_face_color);
}
- if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightNormalProgram.unbind();
- }
+ unbindHighlightProgram(gHighlightProgram);
}
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP))
+ // Contains a list of the faces of objects that are physical or
+ // have touch-handlers.
+ mHighlightFaces.clear();
+
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
{
- color.setVec(0.0f, 0.3f, 1.0f, 0.8f);
- if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP)
{
- gHighlightSpecularProgram.bind();
- gGL.diffuseColor4f(1,1,1,0.5f);
+ static const LLColor4 highlight_normal_color(1.0f, 0.5f, 0.5f, 0.5f);
+ bindHighlightProgram(gHighlightNormalProgram);
+ renderSelectedFaces(highlight_normal_color);
+ unbindHighlightProgram(gHighlightNormalProgram);
}
-
- mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
-
- for (auto facep : mSelectedFaces)
+ else if (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP)
{
- if (!facep || facep->getDrawable()->isDead())
- {
- LL_ERRS() << "Bad face on selection" << LL_ENDL;
- return;
- }
-
- facep->renderSelected(mFaceSelectImagep, color);
- }
-
- if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightSpecularProgram.unbind();
+ static const LLColor4 highlight_specular_color(0.0f, 0.3f, 1.0f, 0.8f);
+ bindHighlightProgram(gHighlightSpecularProgram);
+ renderSelectedFaces(highlight_specular_color);
+ unbindHighlightProgram(gHighlightSpecularProgram);
}
}
}
@@ -4562,7 +4581,8 @@ void LLPipeline::renderDebug()
mReflectionMapManager.renderDebug();
}
- if (gSavedSettings.getBOOL("RenderReflectionProbeVolumes") && !hud_only)
+ static LLCachedControl<bool> render_ref_probe_volumes(gSavedSettings, "RenderReflectionProbeVolumes");
+ if (render_ref_probe_volumes && !hud_only)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display");
@@ -5284,7 +5304,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
assertInitialized();
- if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs)
+ if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs || LLApp::isExiting())
{
return;
}
@@ -6252,7 +6272,10 @@ bool LLPipeline::getRenderHighlights()
// static
void LLPipeline::setRenderHighlightTextureChannel(LLRender::eTexIndex channel)
{
- sRenderHighlightTextureChannel = channel;
+ if (channel != sRenderHighlightTextureChannel)
+ {
+ sRenderHighlightTextureChannel = channel;
+ }
}
LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
@@ -6434,16 +6457,14 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start,
}
}
- //check all avatar nametags (silly, isn't it?)
- for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin();
- iter != LLCharacter::sInstances.end();
- ++iter)
+ // check all avatar nametags (silly, isn't it?)
+ for (LLCharacter* character : LLCharacter::sInstances)
{
- LLVOAvatar* av = (LLVOAvatar*) *iter;
- if (av->mNameText.notNull()
- && av->mNameText->lineSegmentIntersect(start, local_end, position))
+ LLVOAvatar* avatar = (LLVOAvatar*)character;
+ if (avatar->mNameText.notNull() &&
+ avatar->mNameText->lineSegmentIntersect(start, local_end, position))
{
- drawable = av->mDrawable;
+ drawable = avatar->mDrawable;
local_end = position;
}
}
@@ -6906,7 +6927,7 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool
}
}
shader->uniform1f(dt, gFrameIntervalSeconds);
- shader->uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0);
+ shader->uniform2f(noiseVec, ll_frand() * 2.0f - 1.0f, ll_frand() * 2.0f - 1.0f);
shader->uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max);
mScreenTriangleVB->setBuffer();
@@ -6952,7 +6973,7 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) {
shader.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap);
- shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, src->getWidth(), src->getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight());
static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f);
@@ -7031,8 +7052,8 @@ void LLPipeline::generateGlow(LLRenderTarget* src)
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
gGlowExtractProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES,
- mGlow[2].getWidth(),
- mGlow[2].getHeight());
+ (GLfloat)mGlow[2].getWidth(),
+ (GLfloat)mGlow[2].getHeight());
}
{
@@ -7114,7 +7135,7 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
{
{
llassert(!gCubeSnapshot);
- bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete();
+ bool multisample = RenderFSAASamples > 1 && mFXAAMap.isComplete();
LLGLSLShader* shader = &gGlowCombineProgram;
S32 width = dst->getWidth();
@@ -7125,7 +7146,7 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
{
LL_PROFILE_GPU_ZONE("aa");
// bake out texture2D with RGBL for FXAA shader
- mRT->fxaaBuffer.bindTarget();
+ mFXAAMap.bindTarget();
shader = &gGlowCombineFXAAProgram;
shader->bind();
@@ -7145,16 +7166,16 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage());
shader->unbind();
- mRT->fxaaBuffer.flush();
+ mFXAAMap.flush();
dst->bindTarget();
shader = &gFXAAProgram;
shader->bind();
- channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage());
+ channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAAMap.getUsage());
if (channel > -1)
{
- mRT->fxaaBuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
+ mFXAAMap.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
}
gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
@@ -7164,8 +7185,8 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
- F32 scale_x = (F32)width / mRT->fxaaBuffer.getWidth();
- F32 scale_y = (F32)height / mRT->fxaaBuffer.getHeight();
+ F32 scale_x = (F32)width / mFXAAMap.getWidth();
+ F32 scale_y = (F32)height / mFXAAMap.getHeight();
shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y);
shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y,
@@ -7357,7 +7378,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
- gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight());
+ gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight());
gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f);
gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle));
@@ -7383,7 +7404,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
gDeferredPostProgram.bind();
gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT);
- gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight());
+ gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight());
gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
@@ -7399,7 +7420,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
{ // combine result based on alpha
dst->bindTarget();
- if (RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete())
+ if (RenderFSAASamples > 1 && mFXAAMap.isComplete())
{
glViewport(0, 0, dst->getWidth(), dst->getHeight());
}
@@ -7416,7 +7437,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT);
gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT);
- gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight());
+ gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight());
gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth());
@@ -7779,15 +7800,15 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, (GLfloat)RenderSSAOMaxScale);
F32 ssao_factor = RenderSSAOFactor;
shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0f/ssao_factor);
LLVector3 ssao_effect = RenderSSAOEffect;
- F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
- F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
+ F32 matrix_diag = (ssao_effect[0] + 2.0f*ssao_effect[1])/3.0f;
+ F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0f;
// This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
// value factor, and scales remainder by saturation factor
F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag,
@@ -7799,7 +7820,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f;
F32 shadow_bias = RenderShadowBias + shadow_bias_error;
- shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)deferred_target->getWidth(), (GLfloat)deferred_target->getHeight());
shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error);
shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias);
@@ -7808,8 +7829,8 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV);
- shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mRT->shadow[0].getWidth(), mRT->shadow[0].getHeight());
- shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mSpotShadow[0].getWidth(), mSpotShadow[0].getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, (GLfloat)mRT->shadow[0].getWidth(), (GLfloat)mRT->shadow[0].getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, (GLfloat)mSpotShadow[0].getWidth(), (GLfloat)mSpotShadow[0].getHeight());
shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
@@ -7940,8 +7961,8 @@ void LLPipeline::renderDeferredLighting()
gDeferredSunProgram.uniform3fv(sOffset, slice, offset);
gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES,
- deferred_light_target->getWidth(),
- deferred_light_target->getHeight());
+ (GLfloat)deferred_light_target->getWidth(),
+ (GLfloat)deferred_light_target->getHeight());
{
LLGLDisable blend(GL_BLEND);
@@ -8640,7 +8661,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
{
gGL.getTexUnit(channel)->bind(img);
- F32 lod_range = logf(img->getWidth())/logf(2.f);
+ F32 lod_range = logf((F32)img->getWidth())/logf(2.f);
shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus);
shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range);
@@ -8765,17 +8786,17 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader)
}
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, RenderScreenSpaceReflectionIterations);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, (GLfloat)RenderScreenSpaceReflectionIterations);
shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias);
shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, RenderScreenSpaceReflectionGlossySamples);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, (GLfloat)RenderScreenSpaceReflectionGlossySamples);
shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias);
mPoissonOffset++;
if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples)
mPoissonOffset = 0;
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, mPoissonOffset);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, (GLfloat)mPoissonOffset);
shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier);
channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH);
@@ -8957,7 +8978,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGL.diffuseColor4f(1, 1, 1, 1);
- S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
+ S32 shadow_detail = RenderShadowDetail;
// if not using VSM, disable color writes
if (shadow_detail <= 2)
@@ -9941,7 +9962,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
{
LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat();
F32 fade_amt = gFrameIntervalSeconds.value()
- * llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0);
+ * (F32)llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0);
// should never happen
llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull());
@@ -10108,8 +10129,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
for (U32 i = 0; i < 16; i++)
{
- gGLLastModelView[i] = last_modelview[i];
- gGLLastProjection[i] = last_projection[i];
+ gGLLastModelView[i] = (F32)last_modelview[i];
+ gGLLastProjection[i] = (F32)last_projection[i];
}
popRenderTypeMask();
@@ -10570,10 +10591,13 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool
sShadowRender = false;
popRenderTypeMask();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
+ if (!preview_avatar)
+ {
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
if (!preview_avatar && !for_profile)
{
@@ -10656,6 +10680,7 @@ bool LLPipeline::hasAnyRenderType(U32 type, ...) const
{
if (mRenderTypeEnabled[type])
{
+ va_end(args);
return true;
}
type = va_arg(args, U32);