diff options
Diffstat (limited to 'indra')
-rw-r--r-- | indra/llrender/llvertexbuffer.cpp | 22 | ||||
-rw-r--r-- | indra/newview/app_settings/settings.xml | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/cofF.glsl | 86 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 76 | ||||
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 12 | ||||
-rw-r--r-- | indra/newview/llviewershadermgr.h | 1 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 107 |
7 files changed, 211 insertions, 95 deletions
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 7f73977010..b426421f88 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -938,7 +938,7 @@ void LLVertexBuffer::releaseIndices() { sStreamIBOPool.release(mGLIndices, mMappedIndexData, mIndicesSize); } - else if (mUsage == GL_DYNAMIC_DRAW_ARB) + else { sDynamicIBOPool.release(mGLIndices, mMappedIndexData, mIndicesSize); } @@ -1122,6 +1122,8 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) } } +static LLFastTimer::DeclareTimer FTM_SETUP_VERTEX_ARRAY("Setup VAO"); + void LLVertexBuffer::setupVertexArray() { if (!mGLArray) @@ -1129,6 +1131,7 @@ void LLVertexBuffer::setupVertexArray() return; } + LLFastTimer t(FTM_SETUP_VERTEX_ARRAY); #if GL_ARB_vertex_array_object glBindVertexArray(mGLArray); #endif @@ -1201,6 +1204,9 @@ void LLVertexBuffer::setupVertexArray() } } + //draw a dummy triangle to set index array pointer + //glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_SHORT, NULL); + unbind(); } @@ -1843,14 +1849,18 @@ bool LLVertexBuffer::getClothWeightStrider(LLStrider<LLVector4>& strider, S32 in //---------------------------------------------------------------------------- +static LLFastTimer::DeclareTimer FTM_BIND_GL_ARRAY("Bind Array"); bool LLVertexBuffer::bindGLArray() { if (mGLArray && sGLRenderArray != mGLArray) { + { + LLFastTimer t(FTM_BIND_GL_ARRAY); #if GL_ARB_vertex_array_object - glBindVertexArray(mGLArray); + glBindVertexArray(mGLArray); #endif - sGLRenderArray = mGLArray; + sGLRenderArray = mGLArray; + } //really shouldn't be necessary, but some drivers don't properly restore the //state of GL_ELEMENT_ARRAY_BUFFER_BINDING @@ -1862,6 +1872,8 @@ bool LLVertexBuffer::bindGLArray() return false; } +static LLFastTimer::DeclareTimer FTM_BIND_GL_BUFFER("Bind Buffer"); + bool LLVertexBuffer::bindGLBuffer(bool force_bind) { bindGLArray(); @@ -1870,6 +1882,7 @@ bool LLVertexBuffer::bindGLBuffer(bool force_bind) if (useVBOs() && (force_bind || (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive)))) { + LLFastTimer t(FTM_BIND_GL_BUFFER); /*if (sMapped) { llerrs << "VBO bound while another VBO mapped!" << llendl; @@ -1891,6 +1904,8 @@ bool LLVertexBuffer::bindGLBuffer(bool force_bind) return ret; } +static LLFastTimer::DeclareTimer FTM_BIND_GL_INDICES("Bind Indices"); + bool LLVertexBuffer::bindGLIndices(bool force_bind) { bindGLArray(); @@ -1898,6 +1913,7 @@ bool LLVertexBuffer::bindGLIndices(bool force_bind) bool ret = false; if (useVBOs() && (force_bind || (mGLIndices && (mGLIndices != sGLRenderIndices || !sIBOActive)))) { + LLFastTimer t(FTM_BIND_GL_INDICES); /*if (sMapped) { llerrs << "VBO bound while another VBO mapped!" << llendl; diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 53ba005b8a..fb73ddf219 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9054,7 +9054,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>1</integer> + <integer>0</integer> </map> <key>RenderVBOMappingDisable</key> <map> diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl new file mode 100644 index 0000000000..81f00f7d0f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -0,0 +1,86 @@ +/** + * @file cofF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect depthMap; +uniform sampler2D bloomMap; + +uniform float depth_cutoff; +uniform float norm_cutoff; +uniform float focal_distance; +uniform float blur_constant; +uniform float tan_pixel_angle; +uniform float magnification; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +VARYING vec2 vary_fragcoord; + +float getDepth(vec2 pos_screen) +{ + float z = texture2DRect(depthMap, pos_screen.xy).r; + z = z*2.0-1.0; + vec4 ndc = vec4(0.0, 0.0, z, 1.0); + vec4 p = inv_proj*ndc; + return p.z/p.w; +} + +float calc_cof(float depth) +{ + float sc = abs(depth-focal_distance)/-depth*blur_constant; + + sc /= magnification; + + // tan_pixel_angle = pixel_length/-depth; + float pixel_length = tan_pixel_angle*-focal_distance; + + sc = sc/pixel_length; + sc *= 1.414; + + return sc; +} + +void main() +{ + vec2 tc = vary_fragcoord.xy; + + float depth = getDepth(tc); + + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + float sc = calc_cof(depth); + sc = min(abs(sc), 10.0); + + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor.rgb = diff.rgb + bloom.rgb; + gl_FragColor.a = sc/10.f; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 985f44fb6c..f684e25df8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -30,13 +30,7 @@ out vec4 gl_FragColor; #endif uniform sampler2DRect diffuseRect; -uniform sampler2DRect edgeMap; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2D bloomMap; -uniform float depth_cutoff; -uniform float norm_cutoff; uniform float focal_distance; uniform float blur_constant; uniform float tan_pixel_angle; @@ -47,59 +41,16 @@ uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -float getDepth(vec2 pos_screen) +void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - float z = texture2DRect(depthMap, pos_screen.xy).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -float calc_cof(float depth) -{ - float sc = abs(depth-focal_distance)/-depth*blur_constant; - - sc /= magnification; - - // tan_pixel_angle = pixel_length/-depth; - float pixel_length = tan_pixel_angle*-focal_distance; - - sc = sc/pixel_length; - sc *= 1.414; - - return sc; -} - -void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) -{ - float d = getDepth(tc); - - float sc = calc_cof(d); - - float wg = 0.25; - vec4 s = texture2DRect(diffuseRect, tc); - // de-weight dull areas to make highlights 'pop' - wg += s.r+s.g+s.b; - - diff += wg*s; - - w += wg; -} -void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc) -{ - float d = getDepth(tc); - - float sc = calc_cof(d); - - if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius - || d < cur_depth) //sampled pixel is further away than current pixel + float sc = s.a*10.0; + + if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius { float wg = 0.25; - vec4 s = texture2DRect(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; @@ -109,30 +60,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve } } - void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - vec2 tc = vary_fragcoord.xy; - float depth = getDepth(tc); - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); { float w = 1.0; - float sc = calc_cof(depth); - sc = min(abs(sc), 10.0); - - float fd = depth*0.5f; - + float sc = diff.a*10.0; + float PI = 3.14159265358979323846264; // sample quite uniformly spaced points within a circle, for a circular 'bokeh' - //if (depth < focal_distance) { while (sc > 0.5) { @@ -143,7 +84,7 @@ void main() float samp_x = sc*sin(ang); float samp_y = sc*cos(ang); // you could test sample coords against an interesting non-circular aperture shape here, if desired. - dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y)); + dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); } sc -= 1.0; } @@ -152,6 +93,5 @@ void main() diff /= w; } - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; + gl_FragColor = diff; } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 108f008f58..8118d32dc4 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -186,6 +186,7 @@ LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredPostProgram; +LLGLSLShader gDeferredCoFProgram; LLGLSLShader gFXAAProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; @@ -1013,6 +1014,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); gDeferredPostProgram.unload(); + gDeferredCoFProgram.unload(); gFXAAProgram.unload(); gDeferredWaterProgram.unload(); gDeferredWLSkyProgram.unload(); @@ -1427,6 +1429,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredCoFProgram.mName = "Deferred CoF Shader"; + gDeferredCoFProgram.mShaderFiles.clear(); + gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredCoFProgram.createShader(NULL, NULL); + } + + if (success) + { gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; gDeferredPostNoDoFProgram.mShaderFiles.clear(); gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 3f670dfb14..f746d3f115 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -330,6 +330,7 @@ extern LLGLSLShader gDeferredSoftenProgram; extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredShadowAlphaMaskProgram; extern LLGLSLShader gDeferredPostProgram; +extern LLGLSLShader gDeferredCoFProgram; extern LLGLSLShader gFXAAProgram; extern LLGLSLShader gDeferredPostNoDoFProgram; extern LLGLSLShader gDeferredAvatarShadowProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 152f4728dd..85899b5ad6 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -443,7 +443,7 @@ void LLPipeline::init() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); - LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseVAO"); + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); @@ -6136,7 +6136,7 @@ void LLPipeline::resetVertexBuffers() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); - LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseVAO"); + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable"); LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ; @@ -6487,7 +6487,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } LLGLDisable blend(GL_BLEND); - bindDeferredShader(*shader); + if (dof_enabled) { @@ -6595,41 +6595,102 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) blur_constant /= 1000.f; //convert to meters for shader F32 magnification = focal_length/(subject_distance-focal_length); + mDeferredLight.bindTarget(); + shader = &gDeferredCoFProgram; + + bindDeferredShader(*shader); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + + if (multisample) + { //bloom has already been added, bind black + channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); + if (channel > -1) + { + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); + } + } + shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); - } - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); + + gGL.end(); + + unbindDeferredShader(*shader); + mDeferredLight.flush(); - if (multisample) - { //bloom has already been added, bind black - channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); + + shader = &gDeferredPostProgram; + bindDeferredShader(*shader); + channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); if (channel > -1) { - gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); + mDeferredLight.bindTexture(0, channel); } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); + + gGL.end(); + + unbindDeferredShader(*shader); } + else + { + bindDeferredShader(*shader); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + + if (multisample) + { //bloom has already been added, bind black + channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); + if (channel > -1) + { + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); + } + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); - gGL.end(); + gGL.end(); - unbindDeferredShader(*shader); + unbindDeferredShader(*shader); + } } } else |