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-rwxr-xr-x[-rw-r--r--]indra/newview/pipeline.h178
1 files changed, 111 insertions, 67 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 36abeca295..ce2f4b17b1 100644..100755
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -29,38 +29,27 @@
#include "llcamera.h"
#include "llerror.h"
-#include "lldarrayptr.h"
-#include "lldqueueptr.h"
#include "lldrawpool.h"
#include "llspatialpartition.h"
#include "m4math.h"
#include "llpointer.h"
-#include "lldrawpool.h"
+#include "lldrawpoolalpha.h"
+#include "lldrawpoolmaterials.h"
#include "llgl.h"
#include "lldrawable.h"
#include "llrendertarget.h"
#include <stack>
-#include <stack>
-
-#include <stack>
-
class LLViewerTexture;
-class LLEdge;
class LLFace;
class LLViewerObject;
-class LLAgent;
-class LLDisplayPrimitive;
class LLTextureEntry;
-class LLRenderFunc;
-class LLCubeMap;
class LLCullResult;
class LLVOAvatar;
+class LLVOPartGroup;
class LLGLSLShader;
-class LLCurlRequest;
-
-class LLMeshResponder;
+class LLDrawPoolAlpha;
typedef enum e_avatar_skinning_method
{
@@ -81,25 +70,26 @@ glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar);
glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up);
-extern LLFastTimer::DeclareTimer FTM_RENDER_GEOMETRY;
-extern LLFastTimer::DeclareTimer FTM_RENDER_GRASS;
-extern LLFastTimer::DeclareTimer FTM_RENDER_INVISIBLE;
-extern LLFastTimer::DeclareTimer FTM_RENDER_OCCLUSION;
-extern LLFastTimer::DeclareTimer FTM_RENDER_SHINY;
-extern LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE;
-extern LLFastTimer::DeclareTimer FTM_RENDER_TERRAIN;
-extern LLFastTimer::DeclareTimer FTM_RENDER_TREES;
-extern LLFastTimer::DeclareTimer FTM_RENDER_UI;
-extern LLFastTimer::DeclareTimer FTM_RENDER_WATER;
-extern LLFastTimer::DeclareTimer FTM_RENDER_WL_SKY;
-extern LLFastTimer::DeclareTimer FTM_RENDER_ALPHA;
-extern LLFastTimer::DeclareTimer FTM_RENDER_CHARACTERS;
-extern LLFastTimer::DeclareTimer FTM_RENDER_BUMP;
-extern LLFastTimer::DeclareTimer FTM_RENDER_FULLBRIGHT;
-extern LLFastTimer::DeclareTimer FTM_RENDER_GLOW;
-extern LLFastTimer::DeclareTimer FTM_STATESORT;
-extern LLFastTimer::DeclareTimer FTM_PIPELINE;
-extern LLFastTimer::DeclareTimer FTM_CLIENT_COPY;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_OCCLUSION;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_TREES;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_WATER;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW;
+extern LLTrace::BlockTimerStatHandle FTM_STATESORT;
+extern LLTrace::BlockTimerStatHandle FTM_PIPELINE;
+extern LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY;
class LLPipeline
@@ -111,7 +101,7 @@ public:
void destroyGL();
void restoreGL();
void resetVertexBuffers();
- void doResetVertexBuffers();
+ void doResetVertexBuffers(bool forced = false);
void resizeScreenTexture();
void releaseGLBuffers();
void releaseLUTBuffers();
@@ -173,6 +163,12 @@ public:
// Object related methods
void markVisible(LLDrawable *drawablep, LLCamera& camera);
void markOccluder(LLSpatialGroup* group);
+
+ //downsample source to dest, taking the maximum depth value per pixel in source and writing to dest
+ // if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided
+ void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
+
+ void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera);
void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
void markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE);
@@ -185,21 +181,27 @@ public:
void markMeshDirty(LLSpatialGroup* group);
//get the object between start and end that's closest to start.
- LLViewerObject* lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end,
+ LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end,
BOOL pick_transparent,
S32* face_hit, // return the face hit
- LLVector3* intersection = NULL, // return the intersection point
+ LLVector4a* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
- LLVector3* normal = NULL, // return the surface normal at the intersection point
- LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point
+ LLVector4a* normal = NULL, // return the surface normal at the intersection point
+ LLVector4a* tangent = NULL // return the surface tangent at the intersection point
);
- LLViewerObject* lineSegmentIntersectInHUD(const LLVector3& start, const LLVector3& end,
+
+ //get the closest particle to start between start and end, returns the LLVOPartGroup and particle index
+ LLVOPartGroup* lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
+ S32* face_hit);
+
+
+ LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
BOOL pick_transparent,
S32* face_hit, // return the face hit
- LLVector3* intersection = NULL, // return the intersection point
+ LLVector4a* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
- LLVector3* normal = NULL, // return the surface normal at the intersection point
- LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point
+ LLVector4a* normal = NULL, // return the surface normal at the intersection point
+ LLVector4a* tangent = NULL // return the surface tangent at the intersection point
);
// Something about these textures has changed. Dirty them.
@@ -243,6 +245,7 @@ public:
void rebuildPriorityGroups();
void rebuildGroups();
void clearRebuildGroups();
+ void clearRebuildDrawables();
//calculate pixel area of given box from vantage point of given camera
static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera);
@@ -256,6 +259,8 @@ public:
void forAllVisibleDrawables(void (*func)(LLDrawable*));
void renderObjects(U32 type, U32 mask, BOOL texture = TRUE, BOOL batch_texture = FALSE);
+ void renderMaskedObjects(U32 type, U32 mask, BOOL texture = TRUE, BOOL batch_texture = FALSE);
+
void renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture);
void grabReferences(LLCullResult& result);
@@ -270,13 +275,14 @@ public:
void renderGeom(LLCamera& camera, BOOL forceVBOUpdate = FALSE);
void renderGeomDeferred(LLCamera& camera);
- void renderGeomPostDeferred(LLCamera& camera);
+ void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true);
void renderGeomShadow(LLCamera& camera);
void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader);
void renderDeferredLighting();
+ void renderDeferredLightingToRT(LLRenderTarget* target);
void generateWaterReflection(LLCamera& camera);
void generateSunShadow(LLCamera& camera);
@@ -324,20 +330,28 @@ public:
BOOL hasRenderDebugFeatureMask(const U32 mask) const { return (mRenderDebugFeatureMask & mask) ? TRUE : FALSE; }
BOOL hasRenderDebugMask(const U32 mask) const { return (mRenderDebugMask & mask) ? TRUE : FALSE; }
-
-
+ void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; }
+ void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; }
+ void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffff; }
+ void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; }
BOOL hasRenderType(const U32 type) const;
BOOL hasAnyRenderType(const U32 type, ...) const;
void setRenderTypeMask(U32 type, ...);
- void orRenderTypeMask(U32 type, ...);
+ // This is equivalent to 'setRenderTypeMask'
+ //void orRenderTypeMask(U32 type, ...);
void andRenderTypeMask(U32 type, ...);
void clearRenderTypeMask(U32 type, ...);
+ void setAllRenderTypes();
+ void clearAllRenderTypes();
void pushRenderTypeMask();
void popRenderTypeMask();
+ void pushRenderDebugFeatureMask();
+ void popRenderDebugFeatureMask();
+
static void toggleRenderType(U32 type);
// For UI control of render features
@@ -381,12 +395,16 @@ public:
static void setRenderHighlights(BOOL val);
static void toggleRenderHighlights(void* data);
static BOOL getRenderHighlights(void* data);
+ static void setRenderHighlightTextureChannel(LLRender::eTexIndex channel); // sets which UV setup to display in highlight overlay
+ static void updateRenderBump();
static void updateRenderDeferred();
static void refreshCachedSettings();
static void throttleNewMemoryAllocation(BOOL disable);
+
+
void addDebugBlip(const LLVector3& position, const LLColor4& color);
void hidePermanentObjects( std::vector<U32>& restoreList );
@@ -417,8 +435,11 @@ public:
RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN,
RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE,
RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS,
+ RENDER_TYPE_ALPHA_MASK = LLDrawPool::POOL_ALPHA_MASK,
+ RENDER_TYPE_FULLBRIGHT_ALPHA_MASK = LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK,
RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT,
RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
+ RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS,
RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR,
RENDER_TYPE_TREE = LLDrawPool::POOL_TREE,
RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE,
@@ -439,6 +460,22 @@ public:
RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,
RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK,
+ RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA = LLRenderPass::PASS_MATERIAL_ALPHA,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK = LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE= LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
+ RENDER_TYPE_PASS_SPECMAP = LLRenderPass::PASS_SPECMAP,
+ RENDER_TYPE_PASS_SPECMAP_BLEND = LLRenderPass::PASS_SPECMAP_BLEND,
+ RENDER_TYPE_PASS_SPECMAP_MASK = LLRenderPass::PASS_SPECMAP_MASK,
+ RENDER_TYPE_PASS_SPECMAP_EMISSIVE = LLRenderPass::PASS_SPECMAP_EMISSIVE,
+ RENDER_TYPE_PASS_NORMMAP = LLRenderPass::PASS_NORMMAP,
+ RENDER_TYPE_PASS_NORMMAP_BLEND = LLRenderPass::PASS_NORMMAP_BLEND,
+ RENDER_TYPE_PASS_NORMMAP_MASK = LLRenderPass::PASS_NORMMAP_MASK,
+ RENDER_TYPE_PASS_NORMMAP_EMISSIVE = LLRenderPass::PASS_NORMMAP_EMISSIVE,
+ RENDER_TYPE_PASS_NORMSPEC = LLRenderPass::PASS_NORMSPEC,
+ RENDER_TYPE_PASS_NORMSPEC_BLEND = LLRenderPass::PASS_NORMSPEC_BLEND,
+ RENDER_TYPE_PASS_NORMSPEC_MASK = LLRenderPass::PASS_NORMSPEC_MASK,
+ RENDER_TYPE_PASS_NORMSPEC_EMISSIVE = LLRenderPass::PASS_NORMSPEC_EMISSIVE,
// Following are object types (only used in drawable mRenderType)
RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES,
RENDER_TYPE_VOLUME,
@@ -485,15 +522,16 @@ public:
RENDER_DEBUG_SHADOW_FRUSTA = 0x00040000,
RENDER_DEBUG_SCULPTED = 0x00080000,
RENDER_DEBUG_AVATAR_VOLUME = 0x00100000,
- RENDER_DEBUG_BUILD_QUEUE = 0x00200000,
- RENDER_DEBUG_AGENT_TARGET = 0x00400000,
- RENDER_DEBUG_UPDATE_TYPE = 0x00800000,
- RENDER_DEBUG_PHYSICS_SHAPES = 0x01000000,
- RENDER_DEBUG_NORMALS = 0x02000000,
- RENDER_DEBUG_LOD_INFO = 0x04000000,
- RENDER_DEBUG_RENDER_COMPLEXITY = 0x08000000,
- RENDER_DEBUG_ATTACHMENT_BYTES = 0x10000000,
- RENDER_DEBUG_TEXEL_DENSITY = 0x20000000
+ RENDER_DEBUG_AVATAR_JOINTS = 0x00200000,
+ RENDER_DEBUG_BUILD_QUEUE = 0x00400000,
+ RENDER_DEBUG_AGENT_TARGET = 0x00800000,
+ RENDER_DEBUG_UPDATE_TYPE = 0x01000000,
+ RENDER_DEBUG_PHYSICS_SHAPES = 0x02000000,
+ RENDER_DEBUG_NORMALS = 0x04000000,
+ RENDER_DEBUG_LOD_INFO = 0x08000000,
+ RENDER_DEBUG_RENDER_COMPLEXITY = 0x10000000,
+ RENDER_DEBUG_ATTACHMENT_BYTES = 0x20000000,
+ RENDER_DEBUG_TEXEL_DENSITY = 0x40000000
};
public:
@@ -506,23 +544,14 @@ public:
LLQuaternion mFlyCamRotation;
BOOL mBackfaceCull;
- S32 mBatchCount;
S32 mMatrixOpCount;
S32 mTextureMatrixOps;
- S32 mMaxBatchSize;
- S32 mMinBatchSize;
- S32 mMeanBatchSize;
- S32 mTrianglesDrawn;
S32 mNumVisibleNodes;
- S32 mVerticesRelit;
S32 mDebugTextureUploadCost;
S32 mDebugSculptUploadCost;
S32 mDebugMeshUploadCost;
- S32 mLightingChanges;
- S32 mGeometryChanges;
-
S32 mNumVisibleFaces;
static S32 sCompiles;
@@ -545,6 +574,7 @@ public:
static BOOL sPickAvatar;
static BOOL sReflectionRender;
static BOOL sImpostorRender;
+ static BOOL sImpostorRenderAlphaDepthPass;
static BOOL sUnderWaterRender;
static BOOL sRenderGlow;
static BOOL sTextureBindTest;
@@ -554,7 +584,10 @@ public:
static BOOL sRenderDeferred;
static BOOL sMemAllocationThrottled;
static S32 sVisibleLightCount;
- static F32 sMinRenderSize;
+ static F32 sMinRenderSize;
+ static BOOL sRenderingHUDs;
+
+ static LLTrace::EventStatHandle<S64> sStatBatchSize;
//screen texture
U32 mScreenWidth;
@@ -566,6 +599,7 @@ public:
LLRenderTarget mFXAABuffer;
LLRenderTarget mEdgeMap;
LLRenderTarget mDeferredDepth;
+ LLRenderTarget mOcclusionDepth;
LLRenderTarget mDeferredLight;
LLRenderTarget mHighlight;
LLRenderTarget mPhysicsDisplay;
@@ -578,6 +612,7 @@ public:
//sun shadow map
LLRenderTarget mShadow[6];
+ LLRenderTarget mShadowOcclusion[6];
std::vector<LLVector3> mShadowFrustPoints[4];
LLVector4 mShadowError;
LLVector4 mShadowFOV;
@@ -634,6 +669,7 @@ protected:
U32 mRenderDebugFeatureMask;
U32 mRenderDebugMask;
+ std::stack<U32> mRenderDebugFeatureStack;
U32 mOldRenderDebugMask;
@@ -764,17 +800,20 @@ protected:
// For quick-lookups into mPools (mapped by texture pointer)
std::map<uintptr_t, LLDrawPool*> mTerrainPools;
std::map<uintptr_t, LLDrawPool*> mTreePools;
- LLDrawPool* mAlphaPool;
+ LLDrawPoolAlpha* mAlphaPool;
LLDrawPool* mSkyPool;
LLDrawPool* mTerrainPool;
LLDrawPool* mWaterPool;
LLDrawPool* mGroundPool;
LLRenderPass* mSimplePool;
LLRenderPass* mGrassPool;
+ LLRenderPass* mAlphaMaskPool;
+ LLRenderPass* mFullbrightAlphaMaskPool;
LLRenderPass* mFullbrightPool;
LLDrawPool* mInvisiblePool;
LLDrawPool* mGlowPool;
LLDrawPool* mBumpPool;
+ LLDrawPool* mMaterialsPool;
LLDrawPool* mWLSkyPool;
// Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar
@@ -813,6 +852,10 @@ public:
static BOOL sRenderBeacons;
static BOOL sRenderHighlight;
+ // Determines which set of UVs to use in highlight display
+ //
+ static LLRender::eTexIndex sRenderHighlightTextureChannel;
+
//debug use
static U32 sCurRenderPoolType ;
@@ -857,6 +900,7 @@ public:
static F32 RenderGlowWidth;
static F32 RenderGlowStrength;
static BOOL RenderDepthOfField;
+ static BOOL RenderDepthOfFieldInEditMode;
static F32 CameraFocusTransitionTime;
static F32 CameraFNumber;
static F32 CameraFocalLength;