diff options
Diffstat (limited to 'indra')
24 files changed, 385 insertions, 140 deletions
diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 5429489075..81a97c7661 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -216,6 +216,11 @@ PFNGLGETQUERYIVARBPROC glGetQueryivARB = NULL; PFNGLGETQUERYOBJECTIVARBPROC glGetQueryObjectivARB = NULL; PFNGLGETQUERYOBJECTUIVARBPROC glGetQueryObjectuivARB = NULL; +// GL_ARB_timer_query +PFNGLQUERYCOUNTERPROC glQueryCounter = NULL; +PFNGLGETQUERYOBJECTI64VPROC glGetQueryObjecti64v = NULL; +PFNGLGETQUERYOBJECTUI64VPROC glGetQueryObjectui64v = NULL; + // GL_ARB_point_parameters PFNGLPOINTPARAMETERFARBPROC glPointParameterfARB = NULL; PFNGLPOINTPARAMETERFVARBPROC glPointParameterfvARB = NULL; @@ -421,6 +426,7 @@ LLGLManager::LLGLManager() : mHasFragmentShader(FALSE), mNumTextureImageUnits(0), mHasOcclusionQuery(FALSE), + mHasTimerQuery(FALSE), mHasOcclusionQuery2(FALSE), mHasPointParameters(FALSE), mHasDrawBuffers(FALSE), @@ -956,6 +962,7 @@ void LLGLManager::initExtensions() mHasARBEnvCombine = ExtensionExists("GL_ARB_texture_env_combine", gGLHExts.mSysExts); mHasCompressedTextures = glh_init_extensions("GL_ARB_texture_compression"); mHasOcclusionQuery = ExtensionExists("GL_ARB_occlusion_query", gGLHExts.mSysExts); + mHasTimerQuery = ExtensionExists("GL_ARB_timer_query", gGLHExts.mSysExts); mHasOcclusionQuery2 = ExtensionExists("GL_ARB_occlusion_query2", gGLHExts.mSysExts); mHasVertexBufferObject = ExtensionExists("GL_ARB_vertex_buffer_object", gGLHExts.mSysExts); mHasVertexArrayObject = ExtensionExists("GL_ARB_vertex_array_object", gGLHExts.mSysExts); @@ -1271,6 +1278,13 @@ void LLGLManager::initExtensions() glGetQueryObjectivARB = (PFNGLGETQUERYOBJECTIVARBPROC)GLH_EXT_GET_PROC_ADDRESS("glGetQueryObjectivARB"); glGetQueryObjectuivARB = (PFNGLGETQUERYOBJECTUIVARBPROC)GLH_EXT_GET_PROC_ADDRESS("glGetQueryObjectuivARB"); } + if (mHasTimerQuery) + { + llinfos << "initExtensions() TimerQuery-related procs..." << llendl; + glQueryCounter = (PFNGLQUERYCOUNTERPROC) GLH_EXT_GET_PROC_ADDRESS("glQueryCounter"); + glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC) GLH_EXT_GET_PROC_ADDRESS("glGetQueryObjecti64v"); + glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC) GLH_EXT_GET_PROC_ADDRESS("glGetQueryObjectui64v"); + } if (mHasPointParameters) { llinfos << "initExtensions() PointParameters-related procs..." << llendl; diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 767d49cbf2..60597fd090 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -98,6 +98,7 @@ public: BOOL mHasFragmentShader; S32 mNumTextureImageUnits; BOOL mHasOcclusionQuery; + BOOL mHasTimerQuery; BOOL mHasOcclusionQuery2; BOOL mHasPointParameters; BOOL mHasDrawBuffers; diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h index 509de51f4d..dace572953 100644 --- a/indra/llrender/llglheaders.h +++ b/indra/llrender/llglheaders.h @@ -116,6 +116,11 @@ extern PFNGLGETQUERYIVARBPROC glGetQueryivARB; extern PFNGLGETQUERYOBJECTIVARBPROC glGetQueryObjectivARB; extern PFNGLGETQUERYOBJECTUIVARBPROC glGetQueryObjectuivARB; +// GL_ARB_timer_query +extern PFNGLQUERYCOUNTERPROC glQueryCounter; +extern PFNGLGETQUERYOBJECTI64VPROC glGetQueryObjecti64v; +extern PFNGLGETQUERYOBJECTUI64VPROC glGetQueryObjectui64v; + // GL_ARB_point_parameters extern PFNGLPOINTPARAMETERFARBPROC glPointParameterfARB; extern PFNGLPOINTPARAMETERFVARBPROC glPointParameterfvARB; @@ -378,6 +383,11 @@ extern PFNGLGETQUERYIVARBPROC glGetQueryivARB; extern PFNGLGETQUERYOBJECTIVARBPROC glGetQueryObjectivARB; extern PFNGLGETQUERYOBJECTUIVARBPROC glGetQueryObjectuivARB; +// GL_ARB_timer_query +extern PFNGLQUERYCOUNTERPROC glQueryCounter; +extern PFNGLGETQUERYOBJECTI64VPROC glGetQueryObjecti64v; +extern PFNGLGETQUERYOBJECTUI64VPROC glGetQueryObjectui64v; + // GL_ARB_point_parameters extern PFNGLPOINTPARAMETERFARBPROC glPointParameterfARB; extern PFNGLPOINTPARAMETERFVARBPROC glPointParameterfvARB; @@ -619,6 +629,12 @@ extern PFNGLGETQUERYIVARBPROC glGetQueryivARB; extern PFNGLGETQUERYOBJECTIVARBPROC glGetQueryObjectivARB; extern PFNGLGETQUERYOBJECTUIVARBPROC glGetQueryObjectuivARB; +// GL_ARB_timer_query +extern PFNGLQUERYCOUNTERPROC glQueryCounter; +extern PFNGLGETQUERYOBJECTI64VPROC glGetQueryObjecti64v; +extern PFNGLGETQUERYOBJECTUI64VPROC glGetQueryObjectui64v; + + // GL_ARB_point_parameters extern PFNGLPOINTPARAMETERFARBPROC glPointParameterfARB; extern PFNGLPOINTPARAMETERFVARBPROC glPointParameterfvARB; diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 39ad9b9e9b..2c6bcdfe00 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -53,6 +53,12 @@ GLhandleARB LLGLSLShader::sCurBoundShader = 0; LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL; S32 LLGLSLShader::sIndexedTextureChannels = 0; bool LLGLSLShader::sNoFixedFunction = false; +bool LLGLSLShader::sProfileEnabled = false; +std::set<LLGLSLShader*> LLGLSLShader::sInstances; +U64 LLGLSLShader::sTotalTimeElapsed = 0; +U32 LLGLSLShader::sTotalTrianglesDrawn = 0; +U64 LLGLSLShader::sTotalSamplesDrawn = 0; +U32 LLGLSLShader::sTotalDrawCalls = 0; //UI shader -- declared here so llui_libtest will link properly LLGLSLShader gUIProgram; @@ -87,19 +93,184 @@ LLShaderFeatures::LLShaderFeatures() //=============================== // LLGLSL Shader implementation //=============================== + +//static +void LLGLSLShader::initProfile() +{ + sProfileEnabled = true; + sTotalTimeElapsed = 0; + sTotalTrianglesDrawn = 0; + sTotalSamplesDrawn = 0; + sTotalDrawCalls = 0; + + for (std::set<LLGLSLShader*>::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter) + { + (*iter)->clearStats(); + } +} + + +//static +void LLGLSLShader::finishProfile() +{ + sProfileEnabled = false; + + std::vector<LLGLSLShader*> sorted; + + for (std::set<LLGLSLShader*>::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter) + { + sorted.push_back(*iter); + } + + struct comp_func + { + bool operator()(const LLGLSLShader* const& lhs, const LLGLSLShader* const& rhs) + { + return lhs->mTimeElapsed < rhs->mTimeElapsed; + } + } func; + + std::sort(sorted.begin(), sorted.end(), func); + + for (std::vector<LLGLSLShader*>::iterator iter = sorted.begin(); iter != sorted.end(); ++iter) + { + (*iter)->dumpStats(); + } + + llinfos << "-----------------------------------" << llendl; + llinfos << "Total rendering time: " << llformat("%.4f ms", sTotalTimeElapsed/1000000.f) << llendl; + llinfos << "Total samples drawn: " << llformat("%.4f million", sTotalSamplesDrawn/1000000.f) << llendl; + llinfos << "Total triangles drawn: " << llformat("%.3f million", sTotalTrianglesDrawn/1000000.f) << llendl; +} + +void LLGLSLShader::clearStats() +{ + mTrianglesDrawn = 0; + mTimeElapsed = 0; + mSamplesDrawn = 0; + mDrawCalls = 0; +} + +void LLGLSLShader::dumpStats() +{ + if (mDrawCalls > 0) + { + llinfos << "=============================================" << llendl; + llinfos << mName << llendl; + for (U32 i = 0; i < mShaderFiles.size(); ++i) + { + llinfos << mShaderFiles[i].first << llendl; + } + llinfos << "=============================================" << llendl; + + F32 ms = mTimeElapsed/1000000.f; + F32 seconds = ms/1000.f; + + F32 pct_tris = (F32) mTrianglesDrawn/(F32)sTotalTrianglesDrawn*100.f; + F32 tris_sec = (F32) (mTrianglesDrawn/1000000.0); + tris_sec /= seconds; + + F32 pct_samples = (F32) ((F64)mSamplesDrawn/(F64)sTotalSamplesDrawn)*100.f; + F32 samples_sec = (F32) mSamplesDrawn/1000000000.0; + samples_sec /= seconds; + + F32 pct_calls = (F32) mDrawCalls/(F32)sTotalDrawCalls*100.f; + U32 avg_batch = mTrianglesDrawn/mDrawCalls; + + llinfos << "Triangles Drawn: " << mTrianglesDrawn << " " << llformat("(%.2f pct of total, %.3f million/sec)", pct_tris, tris_sec ) << llendl; + llinfos << "Draw Calls: " << mDrawCalls << " " << llformat("(%.2f pct of total, avg %d tris/call)", pct_calls, avg_batch) << llendl; + llinfos << "SamplesDrawn: " << mSamplesDrawn << " " << llformat("(%.2f pct of total, %.3f billion/sec)", pct_samples, samples_sec) << llendl; + llinfos << "Time Elapsed: " << mTimeElapsed << " " << llformat("(%.2f pct of total, %.5f ms)\n", (F32) ((F64)mTimeElapsed/(F64)sTotalTimeElapsed)*100.f, ms) << llendl; + } +} + +//static +void LLGLSLShader::startProfile() +{ + if (sProfileEnabled && sCurBoundShaderPtr) + { + sCurBoundShaderPtr->placeProfileQuery(); + } + +} + +//static +void LLGLSLShader::stopProfile(U32 count, U32 mode) +{ + if (sProfileEnabled) + { + sCurBoundShaderPtr->readProfileQuery(count, mode); + } +} + +void LLGLSLShader::placeProfileQuery() +{ + if (mTimerQuery == 0) + { + glGenQueriesARB(1, &mTimerQuery); + } + + glBeginQueryARB(GL_SAMPLES_PASSED, 1); + glBeginQueryARB(GL_TIME_ELAPSED, mTimerQuery); +} + +void LLGLSLShader::readProfileQuery(U32 count, U32 mode) +{ + glEndQueryARB(GL_TIME_ELAPSED); + glEndQueryARB(GL_SAMPLES_PASSED); + + U64 time_elapsed = 0; + glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed); + + U64 samples_passed = 0; + glGetQueryObjectui64v(1, GL_QUERY_RESULT, &samples_passed); + + sTotalTimeElapsed += time_elapsed; + mTimeElapsed += time_elapsed; + + sTotalSamplesDrawn += samples_passed; + mSamplesDrawn += samples_passed; + + U32 tri_count = 0; + switch (mode) + { + case LLRender::TRIANGLES: tri_count = count/3; break; + case LLRender::TRIANGLE_FAN: tri_count = count-2; break; + case LLRender::TRIANGLE_STRIP: tri_count = count-2; break; + default: tri_count = count; break; //points lines etc just use primitive count + } + + mTrianglesDrawn += tri_count; + sTotalTrianglesDrawn += tri_count; + + sTotalDrawCalls++; + mDrawCalls++; +} + + + LLGLSLShader::LLGLSLShader() : mProgramObject(0), mAttributeMask(0), + mTotalUniformSize(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), - mUniformsDirty(FALSE) + mUniformsDirty(FALSE), + mTimerQuery(0) { + +} +LLGLSLShader::~LLGLSLShader() +{ + } void LLGLSLShader::unload() { + sInstances.erase(this); + stop_glerror(); mAttribute.clear(); mTexture.clear(); @@ -138,6 +309,8 @@ BOOL LLGLSLShader::createShader(vector<string> * attributes, U32 varying_count, const char** varyings) { + sInstances.insert(this); + //reloading, reset matrix hash values for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i) { @@ -333,11 +506,54 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms) GLenum type; GLsizei length; - GLint size; + GLint size = -1; char name[1024]; /* Flawfinder: ignore */ name[0] = 0; + glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, (GLcharARB *)name); + if (size > 0) + { + switch(type) + { + case GL_FLOAT_VEC2: size *= 2; break; + case GL_FLOAT_VEC3: size *= 3; break; + case GL_FLOAT_VEC4: size *= 4; break; + case GL_DOUBLE: size *= 2; break; + case GL_DOUBLE_VEC2: size *= 2; break; + case GL_DOUBLE_VEC3: size *= 6; break; + case GL_DOUBLE_VEC4: size *= 8; break; + case GL_INT_VEC2: size *= 2; break; + case GL_INT_VEC3: size *= 3; break; + case GL_INT_VEC4: size *= 4; break; + case GL_UNSIGNED_INT_VEC2: size *= 2; break; + case GL_UNSIGNED_INT_VEC3: size *= 3; break; + case GL_UNSIGNED_INT_VEC4: size *= 4; break; + case GL_BOOL_VEC2: size *= 2; break; + case GL_BOOL_VEC3: size *= 3; break; + case GL_BOOL_VEC4: size *= 4; break; + case GL_FLOAT_MAT2: size *= 4; break; + case GL_FLOAT_MAT3: size *= 9; break; + case GL_FLOAT_MAT4: size *= 16; break; + case GL_FLOAT_MAT2x3: size *= 6; break; + case GL_FLOAT_MAT2x4: size *= 8; break; + case GL_FLOAT_MAT3x2: size *= 6; break; + case GL_FLOAT_MAT3x4: size *= 12; break; + case GL_FLOAT_MAT4x2: size *= 8; break; + case GL_FLOAT_MAT4x3: size *= 12; break; + case GL_DOUBLE_MAT2: size *= 8; break; + case GL_DOUBLE_MAT3: size *= 18; break; + case GL_DOUBLE_MAT4: size *= 32; break; + case GL_DOUBLE_MAT2x3: size *= 12; break; + case GL_DOUBLE_MAT2x4: size *= 16; break; + case GL_DOUBLE_MAT3x2: size *= 12; break; + case GL_DOUBLE_MAT3x4: size *= 24; break; + case GL_DOUBLE_MAT4x2: size *= 16; break; + case GL_DOUBLE_MAT4x3: size *= 24; break; + } + mTotalUniformSize += size; + } + S32 location = glGetUniformLocationARB(mProgramObject, name); if (location != -1) { @@ -408,6 +624,7 @@ BOOL LLGLSLShader::mapUniforms(const vector<string> * uniforms) { BOOL res = TRUE; + mTotalUniformSize = 0; mActiveTextureChannels = 0; mUniform.clear(); mUniformMap.clear(); @@ -431,6 +648,7 @@ BOOL LLGLSLShader::mapUniforms(const vector<string> * uniforms) unbind(); + LL_DEBUGS("ShaderLoading") << "Total Uniform Size: " << mTotalUniformSize << llendl; return res; } diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 725a7e2573..d67ece018f 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -67,14 +67,29 @@ public: SG_WATER }; + static std::set<LLGLSLShader*> sInstances; + static bool sProfileEnabled; + LLGLSLShader(); + ~LLGLSLShader(); static GLhandleARB sCurBoundShader; static LLGLSLShader* sCurBoundShaderPtr; static S32 sIndexedTextureChannels; static bool sNoFixedFunction; + static void initProfile(); + static void finishProfile(); + + static void startProfile(); + static void stopProfile(U32 count, U32 mode); + void unload(); + void clearStats(); + void dumpStats(); + void placeProfileQuery(); + void readProfileQuery(U32 count, U32 mode); + BOOL createShader(std::vector<std::string> * attributes, std::vector<std::string> * uniforms, U32 varying_count = 0, @@ -157,6 +172,7 @@ public: std::map<std::string, GLint> mUniformMap; //lookup map of uniform name to uniform location std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value std::vector<GLint> mTexture; + S32 mTotalUniformSize; S32 mActiveTextureChannels; S32 mShaderLevel; S32 mShaderGroup; @@ -165,6 +181,17 @@ public: std::vector< std::pair< std::string, GLenum > > mShaderFiles; std::string mName; boost::unordered_map<std::string, std::string> mDefines; + + //statistcis for profiling shader performance + U32 mTimerQuery; + U64 mTimeElapsed; + static U64 sTotalTimeElapsed; + U32 mTrianglesDrawn; + static U32 sTotalTrianglesDrawn; + U64 mSamplesDrawn; + static U64 sTotalSamplesDrawn; + U32 mDrawCalls; + static U32 sTotalDrawCalls; }; //UI shader (declared here so llui_libtest will link properly) diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 29fe5400a3..6108c6f821 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -613,8 +613,9 @@ void LLVertexBuffer::drawArrays(U32 mode, const std::vector<LLVector3>& pos, con glVertexPointer(3, GL_FLOAT, 0, pos[0].mV); glNormalPointer(GL_FLOAT, 0, norm[0].mV); } - + LLGLSLShader::startProfile(); glDrawArrays(sGLMode[mode], 0, count); + LLGLSLShader::stopProfile(count, mode); } //static @@ -651,7 +652,9 @@ void LLVertexBuffer::drawElements(U32 mode, const LLVector4a* pos, const LLVecto glVertexPointer(3, GL_FLOAT, 16, pos); } + LLGLSLShader::startProfile(); glDrawElements(sGLMode[mode], num_indices, GL_UNSIGNED_SHORT, indicesp); + LLGLSLShader::stopProfile(num_indices, mode); } void LLVertexBuffer::validateRange(U32 start, U32 end, U32 count, U32 indices_offset) const @@ -751,9 +754,14 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi U16* idx = ((U16*) getIndicesPointer())+indices_offset; stop_glerror(); + LLGLSLShader::startProfile(); glDrawRangeElements(sGLMode[mode], start, end, count, GL_UNSIGNED_SHORT, idx); + LLGLSLShader::stopProfile(count, mode); stop_glerror(); + + + placeFence(); } @@ -797,8 +805,10 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const } stop_glerror(); + LLGLSLShader::startProfile(); glDrawElements(sGLMode[mode], count, GL_UNSIGNED_SHORT, ((U16*) getIndicesPointer()) + indices_offset); + LLGLSLShader::stopProfile(count, mode); stop_glerror(); placeFence(); } @@ -838,7 +848,9 @@ void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const } stop_glerror(); + LLGLSLShader::startProfile(); glDrawArrays(sGLMode[mode], first, count); + LLGLSLShader::stopProfile(count, mode); stop_glerror(); placeFence(); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index 81961d7746..3f90600ace 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -39,7 +39,12 @@ void main() mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + vec4 p = projection_matrix * vec4(pos, 1.0); +#if !DEPTH_CLAMP p.z = max(p.z, -p.w+0.01); gl_Position = p; +#else + gl_Position = p; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 3686f2f647..b809b73973 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -31,12 +31,16 @@ out vec4 frag_color; uniform sampler2D diffuseMap; +#if !DEPTH_CLAMP VARYING vec4 post_pos; +#endif void main() { frag_color = vec4(1,1,1,1); +#if !DEPTH_CLAMP gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 23feb09d72..bde1ad4e9f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -31,7 +31,9 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; +#if !DEPTH_CLAMP VARYING vec4 post_pos; +#endif void main() { @@ -51,9 +53,13 @@ void main() norm = normalize(norm); pos = projection_matrix * pos; +#if !DEPTH_CLAMP post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 40b980bf51..a2c3ec3355 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -46,7 +46,7 @@ void main() frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec - //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 76d29b1df7..3c026796c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -47,6 +47,6 @@ void main() passTextureIndex(); vary_normal = normalize(normal_matrix * normal); - + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index bced4a5577..91a96977f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -31,8 +31,12 @@ out vec4 frag_color; uniform sampler2D diffuseMap; +#if !DEPTH_CLAMP VARYING float pos_zd2; +#endif + VARYING float pos_w; + VARYING float target_pos_x; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -56,5 +60,7 @@ void main() frag_color = vec4(1,1,1,1); +#if !DEPTH_CLAMP gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index c1f2d90712..11411a605c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -31,8 +31,12 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; +#if !DEPTH_CLAMP VARYING float pos_zd2; +#endif + VARYING float pos_w; + VARYING float target_pos_x; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -45,10 +49,16 @@ void main() vec4 pre_pos = vec4(position.xyz, 1.0); vec4 pos = modelview_projection_matrix * pre_pos; target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + pos_w = pos.w; + +#if !DEPTH_CLAMP pos_zd2 = pos.z * 0.5; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index 6195e2f1ec..ef153dfc5b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -27,7 +27,9 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +#if !DEPTH_CLAMP VARYING vec4 post_pos; +#endif uniform vec3 box_center; uniform vec3 box_size; @@ -37,8 +39,12 @@ void main() //transform vertex vec3 p = position*box_size+box_center; vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); - + +#if !DEPTH_CLAMP post_pos = pos; - + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 7e55fdc12a..3d1b182875 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -29,11 +29,16 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif +#if !DEPTH_CLAMP VARYING vec4 post_pos; +#endif void main() { frag_color = vec4(1,1,1,1); +#if !DEPTH_CLAMP gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +#endif + } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 8b46e81f90..cc77a4cea0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -27,14 +27,20 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +#if !DEPTH_CLAMP VARYING vec4 post_pos; +#endif void main() { //transform vertex vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); +#if !DEPTH_CLAMP post_pos = pos; - + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif } diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index f42586c715..f6e282ad87 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -89,7 +89,7 @@ class LLOcclusionQueryPool : public LLGLNamePool public: LLOcclusionQueryPool() { - mCurQuery = 1; + mCurQuery = 2; //1 is reserved for LLGLSLShader } protected: diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index abeef7097a..1e5c5097ea 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -98,6 +98,7 @@ BOOL gDepthDirty = FALSE; BOOL gResizeScreenTexture = FALSE; BOOL gWindowResized = FALSE; BOOL gSnapshot = FALSE; +BOOL gShaderProfileFrame = FALSE; U32 gRecentFrameCount = 0; // number of 'recent' frames LLFrameTimer gRecentFPSTime; @@ -340,6 +341,12 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) return; } + + if (gShaderProfileFrame) + { + LLGLSLShader::initProfile(); + } + //LLGLState::verify(FALSE); ///////////////////////////////////////////////// @@ -1018,6 +1025,12 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLAppViewer::instance()->pingMainloopTimeout("Display:Done"); gShiftFrame = false; + + if (gShaderProfileFrame) + { + gShaderProfileFrame = FALSE; + LLGLSLShader::finishProfile(); + } } void render_hud_attachments() diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index 84f6248a81..2735e908cd 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -147,6 +147,8 @@ void handle_test_load_url(void*); //extern BOOL gDebugAvatarRotation; extern BOOL gDebugClicks; extern BOOL gDebugWindowProc; +extern BOOL gShaderProfileFrame; + //extern BOOL gDebugTextEditorTips; //extern BOOL gDebugSelectMgr; @@ -7038,6 +7040,15 @@ class LLAdvancedClickRenderShadowOption: public view_listener_t } }; +class LLAdvancedClickRenderProfile: public view_listener_t +{ + bool handleEvent(const LLSD& userdata) + { + gShaderProfileFrame = TRUE; + return true; + } +}; + void menu_toggle_attached_lights(void* user_data) { LLPipeline::sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); @@ -8473,7 +8484,7 @@ void initialize_menus() view_listener_t::addMenu(new LLAdvancedHandleAttachedLightParticles(), "Advanced.HandleAttachedLightParticles"); view_listener_t::addMenu(new LLAdvancedCheckRenderShadowOption(), "Advanced.CheckRenderShadowOption"); view_listener_t::addMenu(new LLAdvancedClickRenderShadowOption(), "Advanced.ClickRenderShadowOption"); - + view_listener_t::addMenu(new LLAdvancedClickRenderProfile(), "Advanced.ClickRenderProfile"); #ifdef TOGGLE_HACKED_GODLIKE_VIEWER view_listener_t::addMenu(new LLAdvancedHandleToggleHackedGodmode(), "Advanced.HandleToggleHackedGodmode"); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index ce066d85f1..ff66828e67 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1477,6 +1477,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); success = gDeferredShadowProgram.createShader(NULL, NULL); } @@ -1486,6 +1487,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredShadowCubeProgram.mShaderFiles.clear(); gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); gDeferredShadowCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredShadowCubeProgram.createShader(NULL, NULL); } @@ -1497,6 +1499,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredShadowAlphaMaskProgram.mShaderFiles.clear(); gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); gDeferredShadowAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL); } @@ -1508,6 +1511,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarShadowProgram.mShaderFiles.clear(); gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarShadowProgram.createShader(NULL, &mAvatarUniforms); } @@ -1519,6 +1523,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAttachmentShadowProgram.mShaderFiles.clear(); gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL); } diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp index 6687ce432f..3d9c4c59b3 100644 --- a/indra/newview/llvotree.cpp +++ b/indra/newview/llvotree.cpp @@ -1085,132 +1085,6 @@ void LLVOTree::calcNumVerts(U32& vert_count, U32& index_count, S32 trunk_LOD, S3 } } -U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha) -{ - U32 ret = 0; - // - // Draws a tree by recursing, drawing branches and then a 'leaf' texture. - // If stop_level = -1, simply draws the whole tree as a billboarded texture - // - - static F32 constant_twist; - static F32 width = 0; - - //F32 length = ((scale == 1.f)? mTrunkLength:mBranchLength); - //F32 aspect = ((scale == 1.f)? mTrunkAspect:mBranchAspect); - F32 length = ((trunk_depth || (scale == 1.f))? mTrunkLength:mBranchLength); - F32 aspect = ((trunk_depth || (scale == 1.f))? mTrunkAspect:mBranchAspect); - - constant_twist = 360.f/branches; - - if (!LLPipeline::sReflectionRender && stop_level >= 0) - { - // - // Draw the tree using recursion - // - if (depth > stop_level) - { - { - llassert(sLODIndexCount[trunk_LOD] > 0); - width = scale * length * aspect; - LLMatrix4 scale_mat; - scale_mat.mMatrix[0][0] = width; - scale_mat.mMatrix[1][1] = width; - scale_mat.mMatrix[2][2] = scale*length; - scale_mat *= matrix; - - gGL.loadMatrix((F32*) scale_mat.mMatrix); - gGL.syncMatrices(); - glDrawElements(GL_TRIANGLES, sLODIndexCount[trunk_LOD], GL_UNSIGNED_SHORT, indicesp + sLODIndexOffset[trunk_LOD]); - gPipeline.addTrianglesDrawn(LEAF_INDICES); - stop_glerror(); - ret += sLODIndexCount[trunk_LOD]; - } - - // Recurse to create more branches - for (S32 i=0; i < (S32)branches; i++) - { - LLMatrix4 trans_mat; - trans_mat.setTranslation(0,0,scale*length); - trans_mat *= matrix; - - LLQuaternion rot = - LLQuaternion(20.f*DEG_TO_RAD, LLVector4(0.f, 0.f, 1.f)) * - LLQuaternion(droop*DEG_TO_RAD, LLVector4(0.f, 1.f, 0.f)) * - LLQuaternion(((constant_twist + ((i%2==0)?twist:-twist))*i)*DEG_TO_RAD, LLVector4(0.f, 0.f, 1.f)); - - LLMatrix4 rot_mat(rot); - rot_mat *= trans_mat; - - ret += drawBranchPipeline(rot_mat, indicesp, trunk_LOD, stop_level, depth - 1, 0, scale*mScaleStep, twist, droop, branches, alpha); - } - // Recurse to continue trunk - if (trunk_depth) - { - LLMatrix4 trans_mat; - trans_mat.setTranslation(0,0,scale*length); - trans_mat *= matrix; - - LLMatrix4 rot_mat(70.5f*DEG_TO_RAD, LLVector4(0,0,1)); - rot_mat *= trans_mat; // rotate a bit around Z when ascending - ret += drawBranchPipeline(rot_mat, indicesp, trunk_LOD, stop_level, depth, trunk_depth-1, scale*mScaleStep, twist, droop, branches, alpha); - } - } - else - { - // - // Draw leaves as two 90 deg crossed quads with leaf textures - // - { - LLMatrix4 scale_mat; - scale_mat.mMatrix[0][0] = - scale_mat.mMatrix[1][1] = - scale_mat.mMatrix[2][2] = scale*mLeafScale; - - scale_mat *= matrix; - - - gGL.loadMatrix((F32*) scale_mat.mMatrix); - gGL.syncMatrices(); - glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp); - gPipeline.addTrianglesDrawn(LEAF_INDICES); - stop_glerror(); - ret += LEAF_INDICES; - } - } - } - else - { - // - // Draw the tree as a single billboard texture - // - - LLMatrix4 scale_mat; - scale_mat.mMatrix[0][0] = - scale_mat.mMatrix[1][1] = - scale_mat.mMatrix[2][2] = mBillboardScale*mBillboardRatio; - - scale_mat *= matrix; - - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.translatef(0.0, -0.5, 0.0); - gGL.matrixMode(LLRender::MM_MODELVIEW); - - gGL.loadMatrix((F32*) scale_mat.mMatrix); - gGL.syncMatrices(); - glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp); - gPipeline.addTrianglesDrawn(LEAF_INDICES); - stop_glerror(); - ret += LEAF_INDICES; - - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - } - - return ret; -} - void LLVOTree::updateRadius() { if (mDrawable.isNull()) diff --git a/indra/newview/llvotree.h b/indra/newview/llvotree.h index 52debc85ab..2a7eb21238 100644 --- a/indra/newview/llvotree.h +++ b/indra/newview/llvotree.h @@ -104,10 +104,7 @@ public: F32 twist, F32 droop, F32 branches, - F32 alpha); - - U32 drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha); - + F32 alpha); /*virtual*/ BOOL lineSegmentIntersect(const LLVector3& start, const LLVector3& end, S32 face = -1, // which face to check, -1 = ALL_SIDES diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 89df61919e..c074a0e16e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -9023,6 +9023,9 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera LLGLEnable cull(GL_CULL_FACE); + //enable depth clamping if available + LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0); + if (use_shader) { gDeferredShadowCubeProgram.bind(); diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index 5af02a238f..364c1df999 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -2359,6 +2359,12 @@ <menu_item_check.on_click function="Advanced.ToggleFrameTest" /> </menu_item_check> + <menu_item_call + label="Frame Profile" + name="Frame Profile"> + <menu_item_call.on_click + function="Advanced.ClickRenderProfile" /> + </menu_item_call> </menu> <menu create_jump_keys="true" |