From 1df7760d315430766bba44d4d4c64480b4a6138f Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 14 Sep 2018 21:52:52 +0100 Subject: SL-9632 add uniform and code to supress atmospherics in all shaders that could be used by HUDs Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl --- indra/newview/lldrawpoolbump.cpp | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) (limited to 'indra/newview/lldrawpoolbump.cpp') diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 7b9fd5c6c6..e27b6867b9 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -351,6 +351,14 @@ void LLDrawPoolBump::beginShiny(bool invisible) shader = &gObjectShinyProgram; } shader->bind(); + if (LLPipeline::sRenderingHUDs) + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } else { @@ -534,6 +542,15 @@ void LLDrawPoolBump::beginFullbrightShiny() LLVector4(gGLModelView+8), LLVector4(gGLModelView+12)); shader->bind(); + if (LLPipeline::sRenderingHUDs) + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } + LLVector3 vec = LLVector3(gShinyOrigin) * mat; LLVector4 vec4(vec, gShinyOrigin.mV[3]); shader->uniform4fv(LLViewerShaderMgr::SHINY_ORIGIN, 1, vec4.mV); -- cgit v1.2.3 From 7e9033821a96a9d6e80b58fafb4c7da63807b9d4 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 6 Dec 2018 10:59:11 -0800 Subject: De-duplicate deferred gbuffer access for getPosition/getNorm. De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl --- indra/newview/lldrawpoolbump.cpp | 30 +++++++++++++++--------------- 1 file changed, 15 insertions(+), 15 deletions(-) (limited to 'indra/newview/lldrawpoolbump.cpp') diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index e27b6867b9..14069fa6c2 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -193,7 +193,7 @@ LLDrawPoolBump::LLDrawPoolBump() void LLDrawPoolBump::prerender() { - mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); + mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } // static @@ -201,7 +201,7 @@ S32 LLDrawPoolBump::numBumpPasses() { if (gSavedSettings.getBOOL("RenderObjectBump")) { - if (mVertexShaderLevel > 1) + if (mShaderLevel > 1) { if (LLPipeline::sImpostorRender) { @@ -241,7 +241,7 @@ void LLDrawPoolBump::beginRenderPass(S32 pass) beginShiny(); break; case 1: - if (mVertexShaderLevel > 1) + if (mShaderLevel > 1) { beginFullbrightShiny(); } @@ -274,7 +274,7 @@ void LLDrawPoolBump::render(S32 pass) renderShiny(); break; case 1: - if (mVertexShaderLevel > 1) + if (mShaderLevel > 1) { renderFullbrightShiny(); } @@ -301,7 +301,7 @@ void LLDrawPoolBump::endRenderPass(S32 pass) endShiny(); break; case 1: - if (mVertexShaderLevel > 1) + if (mShaderLevel > 1) { endFullbrightShiny(); } @@ -335,12 +335,12 @@ void LLDrawPoolBump::beginShiny(bool invisible) mShiny = TRUE; sVertexMask = VERTEX_MASK_SHINY; // Second pass: environment map - if (!invisible && mVertexShaderLevel > 1) + if (!invisible && mShaderLevel > 1) { sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD0; } - if (getVertexShaderLevel() > 0) + if (getShaderLevel() > 0) { if (LLPipeline::sUnderWaterRender) { @@ -365,9 +365,9 @@ void LLDrawPoolBump::beginShiny(bool invisible) shader = NULL; } - bindCubeMap(shader, mVertexShaderLevel, diffuse_channel, cube_channel, invisible); + bindCubeMap(shader, mShaderLevel, diffuse_channel, cube_channel, invisible); - if (mVertexShaderLevel > 1) + if (mShaderLevel > 1) { //indexed texture rendering, channel 0 is always diffuse diffuse_channel = 0; } @@ -436,7 +436,7 @@ void LLDrawPoolBump::renderShiny(bool invisible) if( gSky.mVOSkyp->getCubeMap() ) { LLGLEnable blend_enable(GL_BLEND); - if (!invisible && mVertexShaderLevel > 1) + if (!invisible && mShaderLevel > 1) { LLRenderPass::pushBatches(LLRenderPass::PASS_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } @@ -461,7 +461,7 @@ void LLDrawPoolBump::unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& { shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0) + if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0) { if (diffuse_channel != 0) { @@ -494,7 +494,7 @@ void LLDrawPoolBump::endShiny(bool invisible) return; } - unbindCubeMap(shader, mVertexShaderLevel, diffuse_channel, cube_channel, invisible); + unbindCubeMap(shader, mShaderLevel, diffuse_channel, cube_channel, invisible); if (shader) { shader->unbind(); @@ -568,7 +568,7 @@ void LLDrawPoolBump::beginFullbrightShiny() gGL.getTexUnit(0)->activate(); } - if (mVertexShaderLevel > 1) + if (mShaderLevel > 1) { //indexed texture rendering, channel 0 is always diffuse diffuse_channel = 0; } @@ -588,7 +588,7 @@ void LLDrawPoolBump::renderFullbrightShiny() { LLGLEnable blend_enable(GL_BLEND); - if (mVertexShaderLevel > 1) + if (mShaderLevel > 1) { LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } @@ -1541,7 +1541,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL tex_setup = true; } - if (mShiny && mVertexShaderLevel > 1 && texture) + if (mShiny && mShaderLevel > 1 && texture) { if (params.mTexture.notNull()) { -- cgit v1.2.3 From c1d2416826406631807f153e7de9d2b790b0caa5 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 28 Feb 2019 14:06:19 -0800 Subject: EEP performance WIP Mods to improve alpha obj render performance. Removes hacky fix for HUD elements getting atmospherics. Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding. Fix up default classes and basic shader loading (remove unused shared modules). --- indra/newview/lldrawpoolbump.cpp | 16 ---------------- 1 file changed, 16 deletions(-) (limited to 'indra/newview/lldrawpoolbump.cpp') diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 14069fa6c2..3f36fd04ae 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -351,14 +351,6 @@ void LLDrawPoolBump::beginShiny(bool invisible) shader = &gObjectShinyProgram; } shader->bind(); - if (LLPipeline::sRenderingHUDs) - { - shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } } else { @@ -542,14 +534,6 @@ void LLDrawPoolBump::beginFullbrightShiny() LLVector4(gGLModelView+8), LLVector4(gGLModelView+12)); shader->bind(); - if (LLPipeline::sRenderingHUDs) - { - shader->uniform1i(LLShaderMgr::NO_ATMO, 1); - } - else - { - shader->uniform1i(LLShaderMgr::NO_ATMO, 0); - } LLVector3 vec = LLVector3(gShinyOrigin) * mat; LLVector4 vec4(vec, gShinyOrigin.mV[3]); -- cgit v1.2.3 From 4c3050a3953153aa8753fc10706ad2ef464f3e3d Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Sun, 3 Mar 2019 10:42:19 -0800 Subject: SL-10664, SL-10666 Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly. Baseline for performance work. --- indra/newview/lldrawpoolbump.cpp | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) (limited to 'indra/newview/lldrawpoolbump.cpp') diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 3f36fd04ae..14069fa6c2 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -351,6 +351,14 @@ void LLDrawPoolBump::beginShiny(bool invisible) shader = &gObjectShinyProgram; } shader->bind(); + if (LLPipeline::sRenderingHUDs) + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } else { @@ -534,6 +542,14 @@ void LLDrawPoolBump::beginFullbrightShiny() LLVector4(gGLModelView+8), LLVector4(gGLModelView+12)); shader->bind(); + if (LLPipeline::sRenderingHUDs) + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } LLVector3 vec = LLVector3(gShinyOrigin) * mat; LLVector4 vec4(vec, gShinyOrigin.mV[3]); -- cgit v1.2.3