diff options
Diffstat (limited to 'indra/newview/pipeline.h')
-rw-r--r-- | indra/newview/pipeline.h | 52 |
1 files changed, 39 insertions, 13 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 62eba72e81..315e38ed8c 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); @@ -277,7 +281,7 @@ public: void stateSort(LLCamera& camera, LLCullResult& result); void stateSort(LLSpatialGroup* group, LLCamera& camera); - void stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed = FALSE); + void stateSort(LLSpatialBridge* bridge, LLCamera& camera, bool fov_changed = false); void stateSort(LLDrawable* drawablep, LLCamera& camera); void postSort(LLCamera& camera); @@ -333,6 +337,9 @@ public: // should be called just before rendering pre-water alpha objects void doWaterHaze(); + // Generate the water exclusion surface mask. + void doWaterExclusionMask(); + void postDeferredGammaCorrect(LLRenderTarget* screen_target); void generateSunShadow(LLCamera& camera); @@ -341,7 +348,8 @@ 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(); void renderPhysicsDisplay(); @@ -351,7 +359,7 @@ public: void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object bool verify(); // Verify that all data in the pipeline is "correct" - S32 getLightCount() const { return mLights.size(); } + S32 getLightCount() const { return static_cast<S32>(mLights.size()); } void calcNearbyLights(LLCamera& camera); void setupHWLights(); @@ -495,6 +503,7 @@ public: RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, RENDER_TYPE_CONTROL_AV = LLDrawPool::POOL_CONTROL_AV, // Animesh RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, + RENDER_TYPE_WATEREXCLUSION = LLDrawPool::POOL_WATEREXCLUSION, RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER, RENDER_TYPE_WATER = LLDrawPool::POOL_WATER, RENDER_TYPE_GLTF_PBR = LLDrawPool::POOL_GLTF_PBR, @@ -686,10 +695,7 @@ public: //screen texture LLRenderTarget screen; - LLRenderTarget uiScreen; LLRenderTarget deferredScreen; - LLRenderTarget fxaaBuffer; - LLRenderTarget edgeMap; LLRenderTarget deferredLight; //sun shadow map @@ -712,6 +718,7 @@ public: LLRenderTarget mSpotShadow[2]; LLRenderTarget mPbrBrdfLut; + LLRenderTarget mWaterExclusionMask; // copy of the color/depth buffer just before gamma correction // for use by SSR @@ -725,6 +732,19 @@ public: // tonemapped and gamma corrected render ready for post LLRenderTarget mPostMap; + // FXAA helper target + LLRenderTarget mFXAAMap; + LLRenderTarget mSMAABlendBuffer; + + // render ui to buffer target + LLRenderTarget mUIScreen; + + // downres scratch space for GPU downscaling of textures + LLRenderTarget mDownResMap; + + // 2k bom scratch target + LLRenderTarget mBakeMap; + LLCullResult mSky; LLCullResult mReflectedObjects; LLCullResult mRefractedObjects; @@ -748,10 +768,10 @@ 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]; @@ -764,7 +784,7 @@ public: //water distortion texture (refraction) LLRenderTarget mWaterDis; - static const U32 MAX_BAKE_WIDTH; + static const U32 MAX_PREVIEW_WIDTH; //texture for making the glow LLRenderTarget mGlow[3]; @@ -774,6 +794,11 @@ public: U32 mTrueNoiseMap; U32 mLightFunc; + //smaa + U32 mSMAAAreaMap = 0; + U32 mSMAASearchMap = 0; + U32 mSMAASampleMap = 0; + LLColor4 mSunDiffuse; LLColor4 mMoonDiffuse; LLVector4 mSunDir; @@ -933,6 +958,7 @@ protected: LLDrawPool* mWLSkyPool = nullptr; LLDrawPool* mPBROpaquePool = nullptr; LLDrawPool* mPBRAlphaMaskPool = nullptr; + LLDrawPool* mWaterExclusionPool = nullptr; // Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar @@ -981,7 +1007,7 @@ 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; |