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Diffstat (limited to 'indra/newview/pipeline.h')
-rw-r--r--indra/newview/pipeline.h27
1 files changed, 22 insertions, 5 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 1d2033b4f0..3687ab32fa 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);
@@ -342,6 +346,7 @@ public:
void renderHighlight(const LLViewerObject* obj, F32 fade);
void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool depth_clamp);
+ void renderSelectedFaces(const LLColor4& color);
void renderHighlights();
void renderDebug();
void renderPhysicsDisplay();
@@ -686,10 +691,7 @@ public:
//screen texture
LLRenderTarget screen;
- LLRenderTarget uiScreen;
LLRenderTarget deferredScreen;
- LLRenderTarget fxaaBuffer;
- LLRenderTarget edgeMap;
LLRenderTarget deferredLight;
//sun shadow map
@@ -725,6 +727,16 @@ 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;
+
LLCullResult mSky;
LLCullResult mReflectedObjects;
LLCullResult mRefractedObjects;
@@ -774,6 +786,11 @@ public:
U32 mTrueNoiseMap;
U32 mLightFunc;
+ //smaa
+ U32 mSMAAAreaMap = 0;
+ U32 mSMAASearchMap = 0;
+ U32 mSMAASampleMap = 0;
+
LLColor4 mSunDiffuse;
LLColor4 mMoonDiffuse;
LLVector4 mSunDir;
@@ -981,7 +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;