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-rw-r--r--indra/newview/pipeline.h41
1 files changed, 24 insertions, 17 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 024303d5f0..309665f80a 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 +155,12 @@ public:
void copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst);
void generateLuminance(LLRenderTarget* src, LLRenderTarget* dst);
void generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history = true);
- void gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst);
+ void tonemap(LLRenderTarget* src, LLRenderTarget* dst, bool gamma_correct = true);
void generateGlow(LLRenderTarget* src);
- void applyFXAA(LLRenderTarget* src, LLRenderTarget* dst);
+ void applyCAS(LLRenderTarget* src, LLRenderTarget* dst);
+ void applyFXAA(LLRenderTarget* src, LLRenderTarget* dst, bool combine_glow);
+ void generateSMAABuffers(LLRenderTarget* src);
+ void applySMAA(LLRenderTarget* src, LLRenderTarget* dst, bool combine_glow);
void renderDoF(LLRenderTarget* src, LLRenderTarget* dst);
void copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst);
void combineGlow(LLRenderTarget* src, LLRenderTarget* dst);
@@ -333,15 +336,13 @@ public:
// should be called just before rendering pre-water alpha objects
void doWaterHaze();
- void postDeferredGammaCorrect(LLRenderTarget* screen_target);
-
void generateSunShadow(LLCamera& camera);
LLRenderTarget* getSunShadowTarget(U32 i);
LLRenderTarget* getSpotShadowTarget(U32 i);
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();
@@ -721,10 +722,12 @@ public:
LLRenderTarget mLastExposure;
// tonemapped and gamma corrected render ready for post
- LLRenderTarget mPostMap;
+ LLRenderTarget mPostPingMap;
+ LLRenderTarget mPostPongMap;
// FXAA helper target
LLRenderTarget mFXAAMap;
+ LLRenderTarget mSMAABlendBuffer;
// render ui to buffer target
LLRenderTarget mUIScreen;
@@ -732,6 +735,9 @@ public:
// downres scratch space for GPU downscaling of textures
LLRenderTarget mDownResMap;
+ // 2k bom scratch target
+ LLRenderTarget mBakeMap;
+
LLCullResult mSky;
LLCullResult mReflectedObjects;
LLCullResult mRefractedObjects;
@@ -755,10 +761,10 @@ 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];
@@ -771,7 +777,7 @@ 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];
@@ -781,6 +787,11 @@ public:
U32 mTrueNoiseMap;
U32 mLightFunc;
+ //smaa
+ U32 mSMAAAreaMap = 0;
+ U32 mSMAASearchMap = 0;
+ U32 mSMAASampleMap = 0;
+
LLColor4 mSunDiffuse;
LLColor4 mMoonDiffuse;
LLVector4 mSunDir;
@@ -987,8 +998,7 @@ public:
//cached settings
static bool WindLightUseAtmosShaders;
static bool RenderDeferred;
- static F32 RenderDeferredSunWash;
- static U32 RenderFSAASamples;
+ static U32 RenderFSAAType;
static U32 RenderResolutionDivisor;
static bool RenderUIBuffer;
static S32 RenderShadowDetail;
@@ -1029,7 +1039,6 @@ public:
static F32 CameraFNumber;
static F32 CameraFocalLength;
static F32 CameraFieldOfView;
- static F32 RenderShadowNoise;
static F32 RenderShadowBlurSize;
static F32 RenderSSAOScale;
static U32 RenderSSAOMaxScale;
@@ -1042,8 +1051,6 @@ public:
static F32 RenderSpotShadowOffset;
static F32 RenderSpotShadowBias;
static LLDrawable* RenderSpotLight;
- static F32 RenderEdgeDepthCutoff;
- static F32 RenderEdgeNormCutoff;
static LLVector3 RenderShadowGaussian;
static F32 RenderShadowBlurDistFactor;
static bool RenderDeferredAtmospheric;