From a10ec81e82d79bd79d5b058fda1b370073bfb480 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 15 Mar 2019 08:13:04 -0700 Subject: SL-10743, SL-10744 Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set. Put drawpool alpha render loop lighting setup changes as they were (this will give back some performance and possibly require reopening 10566). --- indra/newview/lldrawpoolalpha.cpp | 59 ++++++++++++++++++++++++++++++++++++--- 1 file changed, 55 insertions(+), 4 deletions(-) (limited to 'indra/newview/lldrawpoolalpha.cpp') diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 7aaab2e3af..4c625eb684 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -67,6 +67,7 @@ static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS("Alp static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS("Alpha Def Tex Binds"); static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MESH_REBUILD("Alpha Mesh Rebuild"); static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_EMISSIVE("Alpha Emissive"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_LIGHT_SETUP("Alpha Light Setup"); LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) : LLRenderPass(type), current_shader(NULL), target_shader(NULL), @@ -640,11 +641,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } +#if BATCH_FULLBRIGHTS if (params.mFullbright) { fullbrights.push_back(¶ms); continue; } +#endif LLRenderPass::applyModelMatrix(params); @@ -654,10 +657,31 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) { mat = params.mMaterial; } - + + if (params.mFullbright) + { + // Turn off lighting if it hasn't already been so. + if (light_enabled || !initialized_lighting) + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_LIGHT_SETUP); + + initialized_lighting = TRUE; + if (use_shaders) + { + target_shader = fullbright_shader; + } + else + { + gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + } + light_enabled = FALSE; + } + } // Turn on lighting if it isn't already. - if (!light_enabled || !initialized_lighting) + else if (!light_enabled || !initialized_lighting) { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_LIGHT_SETUP); + initialized_lighting = TRUE; if (use_shaders) { @@ -689,10 +713,14 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) current_shader = target_shader; } } - else + else if (!params.mFullbright) { target_shader = simple_shader; } + else + { + target_shader = fullbright_shader; + } if(use_shaders && (current_shader != target_shader)) {// If we need shaders, and we're not ALREADY using the proper shader, then bind it @@ -754,7 +782,26 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE)) { LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_EMISSIVE); +#if BATCH_EMISSIVES emissives.push_back(¶ms); +#else +// install glow-accumulating blend mode + gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color + LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow) + + emissive_shader->bind(); + + params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE); + + // do the actual drawing, again + params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + + // restore our alpha blend mode + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + + current_shader->bind(); +#endif } if (tex_setup) @@ -766,9 +813,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } +#if BATCH_FULLBRIGHTS renderFullbrights(mask, fullbrights); - renderEmissives(mask, emissives); +#endif +#if BATCH_EMISSIVES + renderEmissives(mask, emissives); +#endif if (current_shader) { current_shader->bind(); -- cgit v1.2.3