From 4fea7dcb3ef35cae9e31ba467403d31ce9083905 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 15 Sep 2011 17:10:33 -0500 Subject: SH-2243 work in progress -- use a hash check to avoid redundantly setting light state --- indra/llrender/llglslshader.cpp | 1 + indra/llrender/llglslshader.h | 1 + indra/llrender/llrender.cpp | 60 ++++++++++++++++++++++++++++------------- indra/llrender/llrender.h | 4 ++- 4 files changed, 46 insertions(+), 20 deletions(-) diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 95ce227171..2488e4c539 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -80,6 +80,7 @@ LLGLSLShader::LLGLSLShader() { mMatHash[i] = 0xFFFFFFFF; } + mLightHash = 0xFFFFFFFF; } void LLGLSLShader::unload() diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index c1765e2701..04dc594d87 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -132,6 +132,7 @@ public: static void bindNoShader(void); U32 mMatHash[LLRender::NUM_MATRIX_MODES]; + U32 mLightHash; GLhandleARB mProgramObject; std::vector mAttribute; //lookup table of attribute enum to attribute channel diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index bebf1455d3..5f5b76d425 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -814,14 +814,16 @@ LLLightState::LLLightState(S32 index) mAmbient.set(0,0,0,1); mPosition.set(0,0,1,0); mSpotDirection.set(0,0,-1); - } void LLLightState::enable() { if (!mEnabled) { - glEnable(GL_LIGHT0+mIndex); + if (!LLGLSLShader::sNoFixedFunction) + { + glEnable(GL_LIGHT0+mIndex); + } mEnabled = true; } } @@ -830,7 +832,10 @@ void LLLightState::disable() { if (mEnabled) { - glDisable(GL_LIGHT0+mIndex); + if (!LLGLSLShader::sNoFixedFunction) + { + glDisable(GL_LIGHT0+mIndex); + } mEnabled = false; } } @@ -839,6 +844,7 @@ void LLLightState::setDiffuse(const LLColor4& diffuse) { if (mDiffuse != diffuse) { + ++gGL.mLightHash; mDiffuse = diffuse; if (!LLGLSLShader::sNoFixedFunction) { @@ -851,6 +857,7 @@ void LLLightState::setAmbient(const LLColor4& ambient) { if (mAmbient != ambient) { + ++gGL.mLightHash; mAmbient = ambient; if (!LLGLSLShader::sNoFixedFunction) { @@ -863,6 +870,7 @@ void LLLightState::setSpecular(const LLColor4& specular) { if (mSpecular != specular) { + ++gGL.mLightHash; mSpecular = specular; if (!LLGLSLShader::sNoFixedFunction) { @@ -874,6 +882,7 @@ void LLLightState::setSpecular(const LLColor4& specular) void LLLightState::setPosition(const LLVector4& position) { //always set position because modelview matrix may have changed + ++gGL.mLightHash; mPosition = position; if (!LLGLSLShader::sNoFixedFunction) { @@ -896,6 +905,7 @@ void LLLightState::setConstantAttenuation(const F32& atten) if (mConstantAtten != atten) { mConstantAtten = atten; + ++gGL.mLightHash; if (!LLGLSLShader::sNoFixedFunction) { glLightf(GL_LIGHT0+mIndex, GL_CONSTANT_ATTENUATION, atten); @@ -907,6 +917,7 @@ void LLLightState::setLinearAttenuation(const F32& atten) { if (mLinearAtten != atten) { + ++gGL.mLightHash; mLinearAtten = atten; if (!LLGLSLShader::sNoFixedFunction) { @@ -919,6 +930,7 @@ void LLLightState::setQuadraticAttenuation(const F32& atten) { if (mQuadraticAtten != atten) { + ++gGL.mLightHash; mQuadraticAtten = atten; if (!LLGLSLShader::sNoFixedFunction) { @@ -931,6 +943,7 @@ void LLLightState::setSpotExponent(const F32& exponent) { if (mSpotExponent != exponent) { + ++gGL.mLightHash; mSpotExponent = exponent; if (!LLGLSLShader::sNoFixedFunction) { @@ -943,6 +956,7 @@ void LLLightState::setSpotCutoff(const F32& cutoff) { if (mSpotCutoff != cutoff) { + ++gGL.mLightHash; mSpotCutoff = cutoff; if (!LLGLSLShader::sNoFixedFunction) { @@ -954,6 +968,7 @@ void LLLightState::setSpotCutoff(const F32& cutoff) void LLLightState::setSpotDirection(const LLVector3& direction) { //always set direction because modelview matrix may have changed + ++gGL.mLightHash; mSpotDirection = direction; if (!LLGLSLShader::sNoFixedFunction) { @@ -1009,6 +1024,8 @@ LLRender::LLRender() mMatHash[i] = 0; mCurMatHash[i] = 0xFFFFFFFF; } + + mLightHash = 0; } LLRender::~LLRender() @@ -1074,25 +1091,30 @@ void LLRender::syncLightState() return; } - LLVector4 position[8]; - LLVector3 direction[8]; - LLVector3 attenuation[8]; - LLVector3 diffuse[8]; - - for (U32 i = 0; i < 8; i++) + if (shader->mLightHash != mLightHash) { - LLLightState* light = mLightState[i]; + shader->mLightHash = mLightHash; - position[i] = light->mPosition; - direction[i] = light->mSpotDirection; - attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]); - diffuse[i].set(light->mDiffuse.mV); - } + LLVector4 position[8]; + LLVector3 direction[8]; + LLVector3 attenuation[8]; + LLVector3 diffuse[8]; + + for (U32 i = 0; i < 8; i++) + { + LLLightState* light = mLightState[i]; - shader->uniform4fv("light_position", 8, position[0].mV); - shader->uniform3fv("light_direction", 8, direction[0].mV); - shader->uniform3fv("light_attenuation", 8, attenuation[0].mV); - shader->uniform3fv("light_diffuse", 8, diffuse[0].mV); + position[i] = light->mPosition; + direction[i] = light->mSpotDirection; + attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]); + diffuse[i].set(light->mDiffuse.mV); + } + + shader->uniform4fv("light_position", 8, position[0].mV); + shader->uniform3fv("light_direction", 8, direction[0].mV); + shader->uniform3fv("light_attenuation", 8, attenuation[0].mV); + shader->uniform3fv("light_diffuse", 8, diffuse[0].mV); + } } void LLRender::syncMatrices() diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 0805ebb61a..3f319022f6 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -429,12 +429,14 @@ public: static U32 sUIVerts; private: + friend class LLLightState; + U32 mMatrixMode; U32 mMatIdx[NUM_MATRIX_MODES]; U32 mMatHash[NUM_MATRIX_MODES]; glh::matrix4f mMatrix[NUM_MATRIX_MODES][LL_MATRIX_STACK_DEPTH]; - U32 mCurMatHash[NUM_MATRIX_MODES]; + U32 mLightHash; bool mDirty; U32 mCount; -- cgit v1.2.3