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-rw-r--r--indra/newview/pipeline.h24
1 files changed, 17 insertions, 7 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 024303d5f0..a3ecab3208 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -129,7 +129,7 @@ public:
//attempt to allocate screen buffers at resX, resY
//returns true if allocation successful, false otherwise
- bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples);
+ bool allocateScreenBufferInternal(U32 resX, U32 resY);
bool allocateShadowBuffer(U32 resX, U32 resY);
// rebuild all LLVOVolume render batches
@@ -155,9 +155,13 @@ public:
void copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst);
void generateLuminance(LLRenderTarget* src, LLRenderTarget* dst);
void generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history = true);
+ void tonemap(LLRenderTarget* src, LLRenderTarget* dst);
void gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst);
void generateGlow(LLRenderTarget* src);
+ void applyCAS(LLRenderTarget* src, LLRenderTarget* dst);
void applyFXAA(LLRenderTarget* src, LLRenderTarget* dst);
+ void generateSMAABuffers(LLRenderTarget* src);
+ void applySMAA(LLRenderTarget* src, LLRenderTarget* dst);
void renderDoF(LLRenderTarget* src, LLRenderTarget* dst);
void copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst);
void combineGlow(LLRenderTarget* src, LLRenderTarget* dst);
@@ -341,7 +345,7 @@ public:
void renderHighlight(const LLViewerObject* obj, F32 fade);
- void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool depth_clamp);
+ void renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCamera& camera, LLCullResult& result, bool depth_clamp);
void renderSelectedFaces(const LLColor4& color);
void renderHighlights();
void renderDebug();
@@ -725,6 +729,7 @@ public:
// FXAA helper target
LLRenderTarget mFXAAMap;
+ LLRenderTarget mSMAABlendBuffer;
// render ui to buffer target
LLRenderTarget mUIScreen;
@@ -755,10 +760,10 @@ public:
LLCamera mShadowCamera[8];
LLVector3 mShadowExtents[4][2];
// TODO : separate Sun Shadow and Spot Shadow matrices
- glh::matrix4f mSunShadowMatrix[6];
- glh::matrix4f mShadowModelview[6];
- glh::matrix4f mShadowProjection[6];
- glh::matrix4f mReflectionModelView;
+ glm::mat4 mSunShadowMatrix[6];
+ glm::mat4 mShadowModelview[6];
+ glm::mat4 mShadowProjection[6];
+ glm::mat4 mReflectionModelView;
LLPointer<LLDrawable> mShadowSpotLight[2];
F32 mSpotLightFade[2];
@@ -781,6 +786,11 @@ public:
U32 mTrueNoiseMap;
U32 mLightFunc;
+ //smaa
+ U32 mSMAAAreaMap = 0;
+ U32 mSMAASearchMap = 0;
+ U32 mSMAASampleMap = 0;
+
LLColor4 mSunDiffuse;
LLColor4 mMoonDiffuse;
LLVector4 mSunDir;
@@ -988,7 +998,7 @@ public:
static bool WindLightUseAtmosShaders;
static bool RenderDeferred;
static F32 RenderDeferredSunWash;
- static U32 RenderFSAASamples;
+ static U32 RenderFSAAType;
static U32 RenderResolutionDivisor;
static bool RenderUIBuffer;
static S32 RenderShadowDetail;