diff options
Diffstat (limited to 'indra/newview/pipeline.h')
-rwxr-xr-x[-rw-r--r--] | indra/newview/pipeline.h | 178 |
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; |