From 7f0c81918575d3f05e4eadc160b600eaa8b383d1 Mon Sep 17 00:00:00 2001 From: mobserveur Date: Sat, 30 Aug 2025 01:59:43 +0200 Subject: Performance Optimisations, Bloom effect, Visuals Panel This commit contains performance optimisations in the the pipeline, framebuffer, vertexbuffer, reflection probes, shadows. It also fixes many opengl errors, modifies the opengl debugging, and adds a visuals effects panel. --- indra/newview/pipeline.cpp | 1513 ++++++++++++++++++++++++++------------------ 1 file changed, 890 insertions(+), 623 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 6b3a5b1892..924efde89b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1,28 +1,28 @@ /** - * @file pipeline.cpp - * @brief Rendering pipeline. - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, 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 - * $/LicenseInfo$ - */ +* @file pipeline.cpp +* @brief Rendering pipeline. +* +* $LicenseInfo:firstyear=2005&license=viewerlgpl$ +* Second Life Viewer Source Code +* Copyright (C) 2010, 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 +* $/LicenseInfo$ +*/ #include "llviewerprecompiledheaders.h" @@ -141,7 +141,7 @@ bool LLPipeline::WindLightUseAtmosShaders; bool LLPipeline::RenderDeferred; F32 LLPipeline::RenderDeferredSunWash; U32 LLPipeline::RenderFSAAType; -U32 LLPipeline::RenderResolutionDivisor; +F32 LLPipeline::RenderResolutionDivisor; bool LLPipeline::RenderUIBuffer; S32 LLPipeline::RenderShadowDetail; S32 LLPipeline::MPRenderShadowOpti; @@ -229,6 +229,9 @@ const F32 ALPHA_BLEND_CUTOFF = 0.598f; const F32 DEFERRED_LIGHT_FALLOFF = 0.5f; const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; +const U32 SHADOWS_RESX = 1024; +const U32 SHADOWS_RESY = 768; + extern S32 gBoxFrame; extern bool gDisplaySwapBuffers; extern bool gDebugGL; @@ -268,6 +271,7 @@ LLTrace::BlockTimerStatHandle FTM_STATESORT("Sort Draw State"); LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline"); LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy"); LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading"); +LLTrace::BlockTimerStatHandle FTM_RENDER_SHADOWS("Shadows"); LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD("HUD"); LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D("3D"); @@ -346,18 +350,20 @@ void validate_framebuffer_object(); // target -- RenderTarget to add attachments to bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) { - U32 orm = GL_RGBA; + U32 orm = GL_RGBA8; U32 norm = GL_RGBA16F; U32 emissive = GL_RGB16F; + static LLCachedControl MPLowColorPrecision(gSavedSettings, "MPLowColorPrecision", 0); + static LLCachedControl has_emissive(gSavedSettings, "RenderEnableEmissiveBuffer", false); static LLCachedControl has_hdr(gSavedSettings, "RenderHDREnabled", true); bool hdr = has_hdr() && gGLManager.mGLVersion > 4.05f; - if (!hdr) + if (!hdr || MPLowColorPrecision) { norm = GL_RGB10_A2; - emissive = GL_RGB; + emissive = GL_RGB8; } bool valid = true; @@ -429,7 +435,7 @@ void LLPipeline::init() mInitialized = true; - stop_glerror(); + LOG_GLERROR("LLPipeline::init()"); //create render pass pools getPool(LLDrawPool::POOL_WATEREXCLUSION); @@ -701,7 +707,8 @@ void LLPipeline::cleanup() void LLPipeline::destroyGL() { - stop_glerror(); + LOG_GLERROR("LLPipeline::destroyGL()"); + unloadShaders(); mHighlightFaces.clear(); @@ -730,9 +737,9 @@ void LLPipeline::resizeShadowTexture() { releaseSunShadowTargets(); releaseSpotShadowTargets(); - GLuint resX = gViewerWindow->getWorldViewWidthRaw(); - GLuint resY = gViewerWindow->getWorldViewHeightRaw(); - allocateShadowBuffer(resX, resY); + //GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + //GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + allocateShadowBuffer(SHADOWS_RESX, SHADOWS_RESY); gResizeShadowTexture = false; } @@ -762,6 +769,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) return ret == FBO_SUCCESS_FULLRES; } +void LLPipeline::renderTriangle() +{ + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); +} + LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) { @@ -843,28 +856,31 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mRT->width = resX; mRT->height = resY; - U32 res_mod = RenderResolutionDivisor; + F32 res_mod = fmin(RenderResolutionDivisor, 4.0); - if (res_mod > 1 && res_mod < resX && res_mod < resY) + LL_WARNS() << "res_mod=" << res_mod << " resX=" << resX << " resY=" << resY << LL_ENDL; + + if (res_mod >= 0.5 && res_mod <= 4.0) { - resX /= res_mod; - resY /= res_mod; + resX = (U32)(floor((F32)resX / res_mod)); + resY = (U32)(floor((F32)resY / res_mod)); + LL_WARNS() << "res_mod=" << res_mod << " resX=" << resX << " resY=" << resY << LL_ENDL; } S32 shadow_detail = RenderShadowDetail; bool ssao = RenderDeferredSSAO; //allocate deferred rendering color buffers - if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true)) return false; + if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA8, true)) return false; if (!addDeferredAttachments(mRT->deferredScreen)) return false; - GLuint screenFormat = hdr ? GL_RGBA16F : GL_RGBA; + GLuint screenFormat = hdr ? GL_RGBA16F : GL_RGBA8; - if (!mRT->screen.allocate(resX, resY, GL_RGBA16F)) return false; + if (!mRT->screen.allocate(resX, resY, screenFormat)) return false; mRT->deferredScreen.shareDepthBuffer(mRT->screen); - if (shadow_detail > 0 || ssao || RenderDepthOfField) + if (hdr || shadow_detail > 0 || ssao || RenderDepthOfField) { //only need mRT->deferredLight for shadows OR ssao OR dof if (!mRT->deferredLight.allocate(resX, resY, screenFormat)) return false; } @@ -873,13 +889,14 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mRT->deferredLight.release(); } - allocateShadowBuffer(resX, resY); + //allocateShadowBuffer(resX, resY); + allocateShadowBuffer(SHADOWS_RESX, SHADOWS_RESY); if (!gCubeSnapshot) // hack to not re-allocate various targets for cube snapshots { if (RenderUIBuffer) { - if (!mUIScreen.allocate(resX, resY, GL_RGBA)) + if (!mUIScreen.allocate(resX, resY, GL_RGBA8)) { return false; } @@ -887,10 +904,10 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) if (RenderFSAAType > 0) { - if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false; + if (!mFXAAMap.allocate(resX, resY, GL_RGBA8)) return false; if (RenderFSAAType == 2) { - if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA, false)) return false; + if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA8, false)) return false; } } else @@ -911,7 +928,10 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mSceneMap.release(); } - mPostMap.allocate(resX, resY, screenFormat); + //mPostMaps[0].allocate(resX, resY, screenFormat); + //mPostMaps[1].allocate(resX, resY, screenFormat); + mPostMaps[0].allocate(resX, resY, GL_RGBA); + mPostMaps[1].allocate(resX, resY, GL_RGBA); // The water exclusion mask needs its own depth buffer so we can take care of the problem of multiple water planes. // Should we ever make water not just a plane, it also aids with that as well as the water planes will be rendered into the mask. @@ -924,9 +944,9 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) // used to scale down textures // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown - mDownResMap.allocate(1024, 1024, GL_RGBA); + mDownResMap.allocate(1024, 1024, GL_RGBA8); - mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA); + mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA8); } //HACK make screenbuffer allocations start failing after 30 seconds if (gSavedSettings.getBOOL("SimulateFBOFailure")) @@ -936,7 +956,7 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) gGL.getTexUnit(0)->disable(); - stop_glerror(); + LOG_GLERROR("LLPipeline::allocateScreenBufferInternal end"); return true; } @@ -950,15 +970,18 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) S32 shadow_detail = RenderShadowDetail; F32 scale = gCubeSnapshot ? 1.0f : llmax(0.5f, RenderShadowResolutionScale); // Don't scale probe shadow maps - U32 sun_shadow_map_width = BlurHappySize(resX, scale); - U32 sun_shadow_map_height = BlurHappySize(resY, scale); + //U32 sun_shadow_map_width = BlurHappySize(resX, scale); + //U32 sun_shadow_map_height = BlurHappySize(resY, scale); + U32 sun_shadow_map_width = resX * scale; + U32 sun_shadow_map_height = resY * scale; if (shadow_detail > 0) { //allocate 4 sun shadow maps for (U32 i = 0; i < 4; i++) { - if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true)) + if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_NONE)) { + LL_WARNS() << "failed allocating shadow buffer " << i << " w:" << sun_shadow_map_width << " h:" << sun_shadow_map_height << LL_ENDL; return false; } } @@ -1058,10 +1081,9 @@ void LLPipeline::refreshCachedSettings() RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); RenderFSAAType = gSavedSettings.getU32("RenderFSAAType"); - RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); + RenderResolutionDivisor = gSavedSettings.getF32("RenderResolutionDivisor"); RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); - MPRenderShadowOpti = gSavedSettings.getS32("MPRenderShadowOpti"); RenderShadowSplits = gSavedSettings.getS32("RenderShadowSplits"); RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); @@ -1152,6 +1174,13 @@ void LLPipeline::releaseGLBuffers() { assertInitialized(); + mBloomMap.release(); + + for (U32 i = 0; i < 2; i++) + { + mBloomBlur[i].release(); + } + if (mNoiseMap) { LLImageGL::deleteTextures(1, &mNoiseMap); @@ -1184,7 +1213,8 @@ void LLPipeline::releaseGLBuffers() mWaterExclusionMask.release(); - mPostMap.release(); + mPostMaps[0].release(); + mPostMaps[1].release(); mFXAAMap.release(); @@ -1272,23 +1302,28 @@ void LLPipeline::releaseSpotShadowTargets() void LLPipeline::createGLBuffers() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - stop_glerror(); + LOG_GLERROR("LLPipeline::createGLBuffers()"); assertInitialized(); - stop_glerror(); - GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); // allocate screen space glow buffers const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); const bool glow_hdr = gSavedSettings.getBOOL("RenderGlowHDR"); - const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA; + const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA8; for (U32 i = 0; i < 3; i++) { mGlow[i].allocate(512, glow_res, glow_color_fmt); } + mBloomMap.allocate(resX/2.0, resY/2.0, glow_color_fmt); + + for (U32 i = 0; i < 2; i++) + { + mBloomBlur[i].allocate(resX/2.0, resY/2.0, glow_color_fmt); + } + allocateScreenBuffer(resX, resY); // Do not zero out mRT dimensions here. allocateScreenBuffer() above // already sets the correct dimensions. Zeroing them caused resizeShadowTexture() @@ -1397,7 +1432,7 @@ void LLPipeline::createGLBuffers() gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB, raw_image->getWidth(), raw_image->getHeight(), format, GL_UNSIGNED_BYTE, raw_image->getData(), false); - stop_glerror(); + LOG_GLERROR("LLPipeline::createGLBuffers after setManualImage"); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } @@ -1457,11 +1492,7 @@ void LLPipeline::createLUTBuffers() } U32 pix_format = GL_R16F; -#if 0 && LL_DARWIN - // Need to work around limited precision with 10.6.8 and older drivers - // - pix_format = GL_R32F; -#endif + LLImageGL::generateTextures(1, &mLightFunc); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); @@ -1474,7 +1505,7 @@ void LLPipeline::createLUTBuffers() } mPbrBrdfLut.allocate(512, 512, GL_RG16F); - mPbrBrdfLut.bindTarget(); + mPbrBrdfLut.bindTarget("mPbrBrdfLut", 1); if (gDeferredGenBrdfLutProgram.isComplete()) { @@ -1498,13 +1529,13 @@ void LLPipeline::createLUTBuffers() mPbrBrdfLut.flush(); mExposureMap.allocate(1, 1, GL_R16F); - mExposureMap.bindTarget(); + mExposureMap.bindTarget("mExposureMap", 1); glClearColor(1, 1, 1, 0); mExposureMap.clear(); glClearColor(0, 0, 0, 0); mExposureMap.flush(); - mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE); + mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_AUTO); mLastExposure.allocate(1, 1, GL_R16F); } @@ -1526,7 +1557,7 @@ void LLPipeline::restoreGL() if (part) { part->restoreGL(); - } + } } } } @@ -2062,7 +2093,7 @@ void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list) { LL_PROFILE_ZONE_SCOPED; for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin(); - iter != moved_list.end(); ) + iter != moved_list.end(); ) { LLDrawable::drawable_vector_t::iterator curiter = iter++; LLDrawable *drawablep = *curiter; @@ -2529,7 +2560,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) gSky.mVOSkyp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOSkyp->mDrawable); gSky.updateCull(); - stop_glerror(); + LOG_GLERROR("LLPipeline::updateCull sky"); } if (hasRenderType(LLPipeline::RENDER_TYPE_WL_SKY) && @@ -2539,6 +2570,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) { gSky.mVOWLSkyp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable); + LOG_GLERROR("LLPipeline::updateCull pushDrawable"); } } @@ -2691,6 +2723,8 @@ void LLPipeline::doOcclusion(LLCamera& camera) gGL.setColorMask(true, true); } + + LOG_GLERROR("LLPipeline::doOcclusion()"); } bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep) @@ -2725,7 +2759,7 @@ void LLPipeline::clearRebuildGroups() mGroupQ1Locked = true; // Iterate through all drawables on the priority build queue, for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin(); - iter != mGroupQ1.end(); ++iter) + iter != mGroupQ1.end(); ++iter) { LLSpatialGroup* group = *iter; @@ -2753,7 +2787,7 @@ void LLPipeline::clearRebuildDrawables() { // Clear all drawables on the priority build queue, for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin(); - iter != mBuildQ1.end(); ++iter) + iter != mBuildQ1.end(); ++iter) { LLDrawable* drawablep = *iter; if (drawablep && !drawablep->isDead()) @@ -2765,7 +2799,7 @@ void LLPipeline::clearRebuildDrawables() //clear all moving bridges for (LLDrawable::drawable_vector_t::iterator iter = mMovedBridge.begin(); - iter != mMovedBridge.end(); ++iter) + iter != mMovedBridge.end(); ++iter) { LLDrawable *drawablep = *iter; drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD); @@ -2774,7 +2808,7 @@ void LLPipeline::clearRebuildDrawables() //clear all moving drawables for (LLDrawable::drawable_vector_t::iterator iter = mMovedList.begin(); - iter != mMovedList.end(); ++iter) + iter != mMovedList.end(); ++iter) { LLDrawable *drawablep = *iter; drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD); @@ -2803,7 +2837,7 @@ void LLPipeline::rebuildPriorityGroups() mGroupQ1Locked = true; // Iterate through all drawables on the priority build queue, for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin(); - iter != mGroupQ1.end(); ++iter) + iter != mGroupQ1.end(); ++iter) { LLSpatialGroup* group = *iter; group->rebuildGeom(); @@ -2835,7 +2869,7 @@ void LLPipeline::updateGeom(F32 max_dtime) // Iterate through all drawables on the priority build queue, for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin(); - iter != mBuildQ1.end();) + iter != mBuildQ1.end();) { LLDrawable::drawable_list_t::iterator curiter = iter++; LLDrawable* drawablep = *curiter; @@ -2860,6 +2894,7 @@ void LLPipeline::updateGeom(F32 max_dtime) } updateMovedList(mMovedBridge); + LOG_GLERROR("LLPipeline::updateGeom()"); } void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) @@ -2884,8 +2919,8 @@ void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) LLVOAvatar* av = vobj->asAvatar(); if (av && ((!sImpostorRender && av->isImpostor()) //ignore impostor flag during impostor pass - || av->isInMuteList() - || (LLVOAvatar::AOA_JELLYDOLL == av->getOverallAppearance() && !av->needsImpostorUpdate()) )) + || av->isInMuteList() + || (LLVOAvatar::AOA_JELLYDOLL == av->getOverallAppearance() && !av->needsImpostorUpdate()) )) { return; } @@ -3102,13 +3137,13 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) LL_PROFILE_GPU_ZONE("stateSort"); if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR, - LLPipeline::RENDER_TYPE_CONTROL_AV, - LLPipeline::RENDER_TYPE_TERRAIN, - LLPipeline::RENDER_TYPE_TREE, - LLPipeline::RENDER_TYPE_SKY, - LLPipeline::RENDER_TYPE_VOIDWATER, - LLPipeline::RENDER_TYPE_WATER, - LLPipeline::END_RENDER_TYPES)) + LLPipeline::RENDER_TYPE_CONTROL_AV, + LLPipeline::RENDER_TYPE_TERRAIN, + LLPipeline::RENDER_TYPE_TREE, + LLPipeline::RENDER_TYPE_SKY, + LLPipeline::RENDER_TYPE_VOIDWATER, + LLPipeline::RENDER_TYPE_WATER, + LLPipeline::END_RENDER_TYPES)) { //clear faces from face pools gPipeline.resetDrawOrders(); @@ -3206,7 +3241,7 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWABLE("stateSort"); // LL_RECORD_BLOCK_TIME(FTM_STATESORT_DRAWABLE); for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); - iter != sCull->endVisibleList(); ++iter) + iter != sCull->endVisibleList(); ++iter) { LLDrawable *drawablep = *iter; if (!drawablep->isDead()) @@ -3341,8 +3376,8 @@ void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera) void forAllDrawables(LLCullResult::sg_iterator begin, - LLCullResult::sg_iterator end, - void (*func)(LLDrawable*)) + LLCullResult::sg_iterator end, + void (*func)(LLDrawable*)) { for (LLCullResult::sg_iterator i = begin; i != end; ++i) { @@ -3405,7 +3440,7 @@ void renderScriptedTouchBeacons(LLDrawable *drawablep) if (gPipeline.sRenderBeacons) { gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), - LLPipeline::DebugBeaconLineWidth); + LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -3435,7 +3470,7 @@ void renderPhysicalBeacons(LLDrawable *drawablep) if (gPipeline.sRenderBeacons) { gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), - LLPipeline::DebugBeaconLineWidth); + LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -3476,7 +3511,7 @@ void renderMOAPBeacons(LLDrawable *drawablep) if (gPipeline.sRenderBeacons) { gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), - LLPipeline::DebugBeaconLineWidth); + LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -3505,7 +3540,7 @@ void renderParticleBeacons(LLDrawable *drawablep) { LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f); gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), - LLPipeline::DebugBeaconLineWidth); + LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -3590,7 +3625,7 @@ void LLPipeline::postSort(LLCamera &camera) if ((sUseOcclusion && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) || (RenderAutoHideSurfaceAreaLimit > 0.f && - group->mSurfaceArea > RenderAutoHideSurfaceAreaLimit * llmax(group->mObjectBoxSize, 10.f))) + group->mSurfaceArea > RenderAutoHideSurfaceAreaLimit * llmax(group->mObjectBoxSize, 10.f))) { continue; } @@ -3858,6 +3893,8 @@ void render_hud_elements() } gUIProgram.unbind(); + + LOG_GLERROR("LLPipeline::render_hud_elements()"); } static inline void bindHighlightProgram(LLGLSLShader& program) @@ -3962,6 +3999,8 @@ void LLPipeline::renderHighlights() unbindHighlightProgram(gHighlightSpecularProgram); } } + + LOG_GLERROR("LLPipeline::renderHighlights()"); } //debug use @@ -3971,6 +4010,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) { LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred"); LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); + LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); LL_PROFILE_GPU_ZONE("renderGeomDeferred"); llassert(!sRenderingHUDs); @@ -3999,6 +4039,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled; setupHWLights(); + LOG_GLERROR("LLPipeline::renderGeomDeferred() setupHWLights"); { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pools"); @@ -4087,7 +4128,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) } } iter1 = iter2; - stop_glerror(); + LOG_GLERROR(""); } gGLLastMatrix = NULL; @@ -4110,6 +4151,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LL_PROFILE_GPU_ZONE("renderGeomPostDeferred"); + LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); if (gUseWireframe) { @@ -4226,7 +4268,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) } } iter1 = iter2; - stop_glerror(); + LOG_GLERROR("after pools"); } gGLLastMatrix = NULL; @@ -4246,6 +4288,8 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } + + LOG_GLERROR("LLPipeline::renderGeomPostDeferred()"); } void LLPipeline::renderGeomShadow(LLCamera& camera) @@ -4305,11 +4349,12 @@ void LLPipeline::renderGeomShadow(LLCamera& camera) } } iter1 = iter2; - stop_glerror(); + LOG_GLERROR(""); } gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); + LOG_GLERROR("LLPipeline::renderGeomShadow()"); } @@ -4340,7 +4385,7 @@ void LLPipeline::renderPhysicsDisplay() LLGLEnable(GL_POLYGON_OFFSET_LINE); glPolygonOffset(3.f, 3.f); - glLineWidth(3.f); + //glLineWidth(3.f); LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -4382,7 +4427,7 @@ void LLPipeline::renderPhysicsDisplay() glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } - glLineWidth(1.f); + //glLineWidth(1.f); gDebugProgram.unbind(); } @@ -4467,7 +4512,7 @@ void LLPipeline::renderDebug() if ( pathfindingConsole->isRenderNavMesh() ) { gGL.flush(); - glLineWidth(2.0f); + //glLineWidth(2.0f); LLGLEnable cull(GL_CULL_FACE); LLGLDisable blend(GL_BLEND); @@ -4491,7 +4536,7 @@ void LLPipeline::renderDebug() gGL.flush(); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - glLineWidth(1.0f); + //glLineWidth(1.0f); gGL.flush(); } //User designated path @@ -4607,11 +4652,11 @@ void LLPipeline::renderDebug() gPathfindingProgram.uniform1f(sTint, 1.f); gPathfindingProgram.uniform1f(sAlphaScale, 1.f); - glLineWidth(gSavedSettings.getF32("PathfindingLineWidth")); + //glLineWidth(gSavedSettings.getF32("PathfindingLineWidth")); LLGLDisable blendOut(GL_BLEND); llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); gGL.flush(); - glLineWidth(1.f); + //glLineWidth(1.f); } glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); @@ -4634,7 +4679,7 @@ void LLPipeline::renderDebug() LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); gGL.flush(); - glLineWidth(2.0f); + //glLineWidth(2.0f); LLGLEnable cull(GL_CULL_FACE); gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); @@ -4661,7 +4706,7 @@ void LLPipeline::renderDebug() gPathfindingProgram.bind(); gGL.flush(); - glLineWidth(1.0f); + //glLineWidth(1.0f); } glPolygonOffset(0.f, 0.f); @@ -4798,12 +4843,11 @@ void LLPipeline::renderDebug() LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display"); bindDeferredShader(gReflectionProbeDisplayProgram, NULL); - mScreenTriangleVB->setBuffer(); LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(GL_FALSE); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); unbindDeferredShader(gReflectionProbeDisplayProgram); } @@ -5564,8 +5608,8 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) LLDrawable* drawable = light->drawable; const LLViewerObject *vobj = light->drawable->getVObj(); if(vobj && vobj->getAvatar() - && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList() || vobj->getAvatar()->isTooSlow()) - ) + && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList() || vobj->getAvatar()->isTooSlow()) + ) { drawable->clearState(LLDrawable::NEARBY_LIGHT); continue; @@ -5626,7 +5670,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) // FIND NEW LIGHTS THAT ARE IN RANGE light_set_t new_nearby_lights; for (LLDrawable::ordered_drawable_set_t::iterator iter = mLights.begin(); - iter != mLights.end(); ++iter) + iter != mLights.end(); ++iter) { LLDrawable* drawable = *iter; LLVOVolume* light = drawable->getVOVolume(); @@ -5664,7 +5708,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) // INSERT ANY NEW LIGHTS for (light_set_t::iterator iter = new_nearby_lights.begin(); - iter != new_nearby_lights.end(); iter++) + iter != new_nearby_lights.end(); iter++) { const Light* light = &(*iter); if (LLPipeline::sRenderDeferred || mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS) @@ -5706,7 +5750,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) //mark nearby lights not-removable. for (light_set_t::iterator iter = mNearbyLights.begin(); - iter != mNearbyLights.end(); iter++) + iter != mNearbyLights.end(); iter++) { const Light* light = &(*iter); ((LLViewerOctreeEntryData*) light->drawable)->setVisible(); @@ -5810,7 +5854,7 @@ void LLPipeline::setupHWLights() if (local_light_count >= 1) { for (light_set_t::iterator iter = mNearbyLights.begin(); - iter != mNearbyLights.end(); ++iter) + iter != mNearbyLights.end(); ++iter) { LLDrawable* drawable = iter->drawable; LLVOVolume* light = drawable->getVOVolume(); @@ -6654,7 +6698,7 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, !drawable->getVObj()->isAttachment() || delta.getLength3().getF32() > ATTACHMENT_OVERRIDE_DIST) { //avatar overrides if previously hit drawable is not an attachment or - //attachment is far enough away from detected intersection + //attachment is far enough away from detected intersection drawable = hit; local_end = position; } @@ -6724,12 +6768,12 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, } LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end, - bool pick_transparent, - S32* face_hit, - LLVector4a* intersection, // return the intersection point - LLVector2* tex_coord, // return the texture coordinates of the intersection point - LLVector4a* normal, // return the surface normal at the intersection point - LLVector4a* tangent // return the surface tangent at the intersection point + bool pick_transparent, + S32* face_hit, + LLVector4a* intersection, // return the intersection point + LLVector2* tex_coord, // return the texture coordinates of the intersection point + LLVector4a* normal, // return the surface normal at the intersection point + LLVector4a* tangent // return the surface tangent at the intersection point ) { LLDrawable* drawable = NULL; @@ -6792,6 +6836,8 @@ void LLPipeline::resetVertexBuffers(LLDrawable* drawable) facep->clearVertexBuffer(); } } + + LOG_GLERROR("LLPipeline::resetVertexBuffers()"); } void LLPipeline::renderObjects(U32 type, bool texture, bool batch_texture, bool rigged) @@ -6811,6 +6857,7 @@ void LLPipeline::renderObjects(U32 type, bool texture, bool batch_texture, bool gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderObjects()"); } void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) @@ -6839,6 +6886,7 @@ void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) { LL::GLTFSceneManager::instance().render(true, true); } + LOG_GLERROR("LLPipeline::renderGLTFObjects()"); } // Currently only used for shadows -Cosmic,2023-04-19 @@ -6919,6 +6967,7 @@ void LLPipeline::renderAlphaObjects(bool rigged) gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderAlphaObjects()"); } // Currently only used for shadows -Cosmic,2023-04-19 @@ -6937,6 +6986,7 @@ void LLPipeline::renderMaskedObjects(U32 type, bool texture, bool batch_texture, } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderMaskedObjects()"); } // Currently only used for shadows -Cosmic,2023-04-19 @@ -6955,6 +7005,7 @@ void LLPipeline::renderFullbrightMaskedObjects(U32 type, bool texture, bool batc } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderFullbrightMaskedObjects()"); } void apply_cube_face_rotation(U32 face) @@ -7017,11 +7068,12 @@ void LLPipeline::bindScreenToTexture() } -static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Post processing"); void LLPipeline::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex) { - dst->bindTarget(); + dst->bindTarget("visualizeBuffers", 1); + dst->clear(); gDeferredBufferVisualProgram.bind(); gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_BILINEAR, bufferIndex); @@ -7031,8 +7083,7 @@ void LLPipeline::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 else gDeferredBufferVisualProgram.uniform1f(mipLevel, 8); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); gDeferredBufferVisualProgram.unbind(); dst->flush(); } @@ -7043,7 +7094,8 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) { LL_PROFILE_GPU_ZONE("luminance sample"); - dst->bindTarget(); + dst->bindTarget("generateLuminance", 0); + dst->clear(); LLGLDepthTest depth(GL_FALSE, GL_FALSE); @@ -7074,14 +7126,15 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) static LLStaticHashedString diffuse_luminance_scale_s("diffuse_luminance_scale"); gLuminanceProgram.uniform1f(diffuse_luminance_scale_s, diffuse_luminance_scale); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst->flush(); // note -- unbind AFTER the glGenerateMipMap so time in generatemipmap can be profiled under "Luminance" // also note -- keep an eye on the performance of glGenerateMipmap, might need to replace it with a mip generation shader gLuminanceProgram.unbind(); } + + LOG_GLERROR("LLPipeline::generateLuminance()"); } void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history) { @@ -7092,17 +7145,15 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool if (use_history) { // copy last frame's exposure into mLastExposure - mLastExposure.bindTarget(); + mLastExposure.bindTarget("mLastExposure", 1); gCopyProgram.bind(); gGL.getTexUnit(0)->bind(dst); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - + renderTriangle(); mLastExposure.flush(); } - dst->bindTarget(); + dst->bindTarget("generateExposure", 1); + //dst->clear(); LLGLDepthTest depth(GL_FALSE, GL_FALSE); @@ -7185,23 +7236,24 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool shader->uniform4f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max, dynamic_exposure_speed_error); shader->uniform4f(dynamic_exposure_params2, sky->getHDROffset(should_auto_adjust()), exp_min, exp_max, dynamic_exposure_speed_target); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); if (use_history) { - gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); + //gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); } shader->unbind(); dst->flush(); } + + LOG_GLERROR("LLPipeline::generateExposure()"); } extern LLPointer gEXRImage; void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) { - dst->bindTarget(); + dst->bindTarget("tonemap", 1); // gamma correct lighting { LL_PROFILE_GPU_ZONE("tonemap"); @@ -7221,7 +7273,7 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) shader.bind(); - S32 channel = 0; + //S32 channel = 0; shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); @@ -7243,18 +7295,19 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) shader.uniform1i(tonemap_type, tonemap_type_setting); shader.uniform1f(tonemap_mix, psky->getTonemapMix(should_auto_adjust())); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); - gGL.getTexUnit(channel)->unbind(src->getUsage()); + //gGL.getTexUnit(channel)->unbind(src->getUsage()); shader.unbind(); } dst->flush(); + LOG_GLERROR("LLPipeline::tonemap()"); } void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { - dst->bindTarget(); + dst->bindTarget("gammaCorrect", 1); + dst->clear(); // gamma correct lighting { LL_PROFILE_GPU_ZONE("gamma correct"); @@ -7272,12 +7325,12 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); shader.unbind(); } dst->flush(); + LOG_GLERROR("LLPipeline::gammaCorrect()"); } void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst) @@ -7290,7 +7343,7 @@ void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* LLRenderTarget& depth_src = mRT->deferredScreen; - dst->bindTarget(); + dst->bindTarget("copyScreenSpaceReflections", 1); dst->clear(); gCopyDepthProgram.bind(); @@ -7300,11 +7353,11 @@ void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* gGL.getTexUnit(diff_map)->bind(src); gGL.getTexUnit(depth_map)->bind(&depth_src, true); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst->flush(); } + LOG_GLERROR("LLPipeline::copyScreenSpaceReflection()"); } void LLPipeline::generateGlow(LLRenderTarget* src) @@ -7312,7 +7365,9 @@ void LLPipeline::generateGlow(LLRenderTarget* src) if (sRenderGlow) { LL_PROFILE_GPU_ZONE("glow"); - mGlow[2].bindTarget(); + LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW); + + mGlow[2].bindTarget("mGlow[2]", 1); mGlow[2].clear(); gGlowExtractProgram.bind(); @@ -7338,8 +7393,8 @@ void LLPipeline::generateGlow(LLRenderTarget* src) gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } gGlowExtractProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, - (GLfloat)mGlow[2].getWidth(), - (GLfloat)mGlow[2].getHeight()); + (GLfloat)mGlow[2].getWidth(), + (GLfloat)mGlow[2].getHeight()); } { @@ -7352,8 +7407,8 @@ void LLPipeline::generateGlow(LLRenderTarget* src) gGL.color4f(1, 1, 1, 1); gPipeline.enableLightsFullbright(); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); + gGlowExtractProgram.unbindTexture(LLShaderMgr::GLOW_NOISE_MAP); mGlow[2].flush(); } @@ -7379,7 +7434,7 @@ void LLPipeline::generateGlow(LLRenderTarget* src) for (S32 i = 0; i < kernel; i++) { - mGlow[i % 2].bindTarget(); + mGlow[i % 2].bindTarget("mGlow[i % 2]", 1); mGlow[i % 2].clear(); if (i == 0) @@ -7400,8 +7455,7 @@ void LLPipeline::generateGlow(LLRenderTarget* src) gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); } - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); mGlow[i % 2].flush(); } @@ -7411,25 +7465,26 @@ void LLPipeline::generateGlow(LLRenderTarget* src) } else // !sRenderGlow, skip the glow ping-pong and just clear the result target { - mGlow[1].bindTarget(); + mGlow[1].bindTarget("mGlow[1]", 1); mGlow[1].clear(); mGlow[1].flush(); } + LOG_GLERROR("LLPipeline::generateGlow()"); } -void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) +bool LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) { static LLCachedControl cas_sharpness(gSavedSettings, "RenderCASSharpness", 0.4f); if (cas_sharpness == 0.0f || !gCASProgram.isComplete()) { - gPipeline.copyRenderTarget(src, dst); - return; + return false; } LLGLSLShader* sharpen_shader = &gCASProgram; // Bind setup: - dst->bindTarget(); + dst->bindTarget("applyCAS", 1); + dst->clear(); sharpen_shader->bind(); @@ -7451,100 +7506,105 @@ void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) sharpen_shader->uniform2f(out_screen_res, (AF1)dst->getWidth(), (AF1)dst->getHeight()); } - sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); - - // Draw - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - + S32 channel = sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + renderTriangle(); + sharpen_shader->unbindTexture(channel); sharpen_shader->unbind(); dst->flush(); + + return true; } -void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) +bool LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { - { - llassert(!gCubeSnapshot); - bool multisample = RenderFSAAType == 1 && gFXAAProgram[0].isComplete() && mFXAAMap.isComplete(); + llassert(!gCubeSnapshot); + bool multisample = RenderFSAAType == 1 && gFXAAProgram[0].isComplete() && mFXAAMap.isComplete(); - // Present everything. - if (multisample) - { - LL_PROFILE_GPU_ZONE("aa"); - S32 width = dst->getWidth(); - S32 height = dst->getHeight(); + if(!multisample) return false; - // bake out texture2D with RGBL for FXAA shader - mFXAAMap.bindTarget(); - mFXAAMap.clear(GL_COLOR_BUFFER_BIT); + LL_PROFILE_GPU_ZONE("aa"); + S32 width = dst->getWidth(); + S32 height = dst->getHeight(); - LLGLSLShader* shader = &gGlowCombineFXAAProgram; - shader->bind(); + //LL_WARNS() << "dst width=" << width << LL_ENDL; - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); - if (channel > -1) - { - src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); - } + // bake out texture2D with RGBL for FXAA shader + mFXAAMap.bindTarget("applyFXAA", 1); + mFXAAMap.clear(GL_COLOR_BUFFER_BIT); - { - LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } + LLGLSLShader* shader = &gGlowCombineFXAAProgram; + shader->bind(); - shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); - shader->unbind(); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + if (channel > -1) + { + src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } - mFXAAMap.flush(); + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + renderTriangle(); + } - dst->bindTarget(); + shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + shader->unbind(); - static LLCachedControl aa_quality(gSavedSettings, "RenderFSAASamples", 0U); - U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); + mFXAAMap.flush(); - shader = &gFXAAProgram[fsaa_quality]; - shader->bind(); + dst->bindTarget("applyFXAA", 1); + dst->clear(); - channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAAMap.getUsage()); - if (channel > -1) - { - mFXAAMap.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); - } + static LLCachedControl aa_quality(gSavedSettings, "RenderFSAASamples", 0U); + U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + shader = &gFXAAProgram[fsaa_quality]; + shader->bind(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAAMap.getUsage()); + if (channel > -1) + { + mFXAAMap.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } - F32 scale_x = (F32)width / mFXAAMap.getWidth(); - F32 scale_y = (F32)height / mFXAAMap.getHeight(); - shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); - shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, - 0.5f / width * scale_x, 0.5f / height * scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y, - 2.f / width * scale_x, 2.f / height * scale_y); + /* + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - { - LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); - gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); +*/ - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } + F32 scale_x = (F32)width / mFXAAMap.getWidth(); + F32 scale_y = (F32)height / mFXAAMap.getHeight(); - shader->unbind(); - dst->flush(); - } - else { - copyRenderTarget(src, dst); - } + //LL_WARNS() << "vp width=" << gGLViewport[2] << " scale=" << scale_x << LL_ENDL; + + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); + shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, + 0.5f / width * scale_x, 0.5f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y, + 2.f / width * scale_x, 2.f / height * scale_y); + + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); + gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); + + renderTriangle(); + } + + if (channel > -1) + { + shader->unbindTexture(channel); } + + shader->unbind(); + dst->flush(); + + return true; } void LLPipeline::generateSMAABuffers(LLRenderTarget* src) @@ -7576,7 +7636,7 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) LLRenderTarget& dest = mFXAAMap; LLGLSLShader& edge_shader = gSMAAEdgeDetectProgram[fsaa_quality]; - dest.bindTarget(); + dest.bindTarget("generateSMAABuffers", 1); dest.clear(GL_COLOR_BUFFER_BIT); edge_shader.bind(); @@ -7587,14 +7647,17 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) { if (!use_sample) { - src->bindTexture(0, channel, LLTexUnit::TFO_POINT); - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + //src->bindTexture(0, channel, LLTexUnit::TFO_POINT); + //gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); } else { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + //gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); } + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } //if (use_stencil) @@ -7603,13 +7666,13 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) // glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // glStencilMask(0xFF); //} - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + renderTriangle(); edge_shader.unbind(); dest.flush(); - gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE); + //gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE); } { @@ -7619,7 +7682,7 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) LLRenderTarget& dest = mSMAABlendBuffer; LLGLSLShader& blend_weights_shader = gSMAABlendWeightsProgram[fsaa_quality]; - dest.bindTarget(); + dest.bindTarget("mSMAABlendBuffer", 1); dest.clear(GL_COLOR_BUFFER_BIT); blend_weights_shader.bind(); @@ -7651,22 +7714,25 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) // glStencilFunc(GL_EQUAL, 1, 0xFF); // glStencilMask(0x00); //} - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + renderTriangle(); //if (use_stencil) //{ // glStencilFunc(GL_ALWAYS, 0, 0xFF); //} + blend_weights_shader.unbind(); dest.flush(); + gGL.getTexUnit(edge_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(area_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(search_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); } } + LOG_GLERROR("LLPipeline::generateSMAABuffers()"); } -void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) +bool LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) { llassert(!gCubeSnapshot); @@ -7677,79 +7743,75 @@ void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) multisample = gSMAAEdgeDetectProgram[0].isComplete() && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); } - // Present everything. - if (multisample) - { - LL_PROFILE_GPU_ZONE("aa"); - static LLCachedControl aa_quality(gSavedSettings, "RenderFSAASamples", 0U); - U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); + if(!multisample) return false; - S32 width = src->getWidth(); - S32 height = src->getHeight(); + LL_PROFILE_GPU_ZONE("aa"); - float rt_metrics[] = { 1.f / width, 1.f / height, (float)width, (float)height }; + generateSMAABuffers(src); - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - static LLCachedControl use_sample(gSavedSettings, "RenderSMAAUseSample", false); - //static LLCachedControl use_stencil(gSavedSettings, "RenderSMAAUseStencil", true); + static LLCachedControl aa_quality(gSavedSettings, "RenderFSAASamples", 0U); + U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); - { - //LLGLDisable stencil(GL_STENCIL_TEST); + S32 width = src->getWidth(); + S32 height = src->getHeight(); - // Bind setup: - LLRenderTarget* bound_target = dst; - LLGLSLShader& blend_shader = gSMAANeighborhoodBlendProgram[fsaa_quality]; + float rt_metrics[] = { 1.f / width, 1.f / height, (float)width, (float)height }; - bound_target->bindTarget(); - bound_target->clear(GL_COLOR_BUFFER_BIT); + LLGLDepthTest depth(GL_FALSE, GL_FALSE); - blend_shader.bind(); - blend_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); + static LLCachedControl use_sample(gSavedSettings, "RenderSMAAUseSample", false); + //static LLCachedControl use_stencil(gSavedSettings, "RenderSMAAUseStencil", true); - S32 diffuse_channel = blend_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); - if(diffuse_channel > -1) - { - src->bindTexture(0, diffuse_channel, LLTexUnit::TFO_BILINEAR); - gGL.getTexUnit(diffuse_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - } + { + //LLGLDisable stencil(GL_STENCIL_TEST); - S32 blend_channel = blend_shader.enableTexture(LLShaderMgr::SMAA_BLEND_TEX); - if (blend_channel > -1) - { - mSMAABlendBuffer.bindTexture(0, blend_channel, LLTexUnit::TFO_BILINEAR); - } + // Bind setup: + LLRenderTarget* bound_target = dst; + LLGLSLShader& blend_shader = gSMAANeighborhoodBlendProgram[fsaa_quality]; + + bound_target->bindTarget("applySMAA", 1); + bound_target->clear(GL_COLOR_BUFFER_BIT); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + blend_shader.bind(); + blend_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); - bound_target->flush(); - blend_shader.unbind(); - gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(blend_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + S32 diffuse_channel = blend_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); + if(diffuse_channel > -1) + { + src->bindTexture(0, diffuse_channel, LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(diffuse_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } + + S32 blend_channel = blend_shader.enableTexture(LLShaderMgr::SMAA_BLEND_TEX); + if (blend_channel > -1) + { + mSMAABlendBuffer.bindTexture(0, blend_channel, LLTexUnit::TFO_BILINEAR); + } + + renderTriangle(); + + bound_target->flush(); + blend_shader.unbind(); + gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(blend_channel)->unbindFast(LLTexUnit::TT_TEXTURE); } - else - { - copyRenderTarget(src, dst); - } + + LOG_GLERROR("LLPipeline::applySMAA()"); + return true; } void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst) { - LL_PROFILE_GPU_ZONE("copyRenderTarget"); - dst->bindTarget(); - + dst->bindTarget("copyRenderTarget", 1); + dst->clear(GL_COLOR_BUFFER_BIT); gDeferredPostNoDoFProgram.bind(); gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + //gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - { - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } + renderTriangle(); gDeferredPostNoDoFProgram.unbind(); @@ -7760,214 +7822,323 @@ void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst) { // Go ahead and do our glow combine here in our destination. We blit this later into the front buffer. - dst->bindTarget(); + dst->bindTarget("combineGlow", 1); { - gGlowCombineProgram.bind(); gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } dst->flush(); + LOG_GLERROR("LLPipeline::combineGlow()"); } -void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) +bool LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) { - { - bool dof_enabled = + bool dof_enabled = (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && RenderDepthOfField && !gCubeSnapshot; - gViewerWindow->setup3DViewport(); + if(!dof_enabled) return false; - if (dof_enabled) - { - LL_PROFILE_GPU_ZONE("dof"); - LLGLDisable blend(GL_BLEND); + gViewerWindow->setup3DViewport(); - // depth of field focal plane calculations - static F32 current_distance = 16.f; - static F32 start_distance = 16.f; - static F32 transition_time = 1.f; + if (dof_enabled) + { + LL_PROFILE_GPU_ZONE("dof"); + LLGLDisable blend(GL_BLEND); - LLVector3 focus_point; + // depth of field focal plane calculations + static F32 current_distance = 16.f; + static F32 start_distance = 16.f; + static F32 transition_time = 1.f; - LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); - if (obj && obj->mDrawable && obj->isSelected()) - { // focus on selected media object - S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); - if (obj && obj->mDrawable) - { - LLFace* face = obj->mDrawable->getFace(face_idx); - if (face) - { - focus_point = face->getPositionAgent(); - } - } - } + LLVector3 focus_point; - if (focus_point.isExactlyZero()) + LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); + if (obj && obj->mDrawable && obj->isSelected()) + { // focus on selected media object + S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); + if (obj && obj->mDrawable) { - if (LLViewerJoystick::getInstance()->getOverrideCamera()) - { // focus on point under cursor - focus_point.set(gDebugRaycastIntersection.getF32ptr()); - } - else if (gAgentCamera.cameraMouselook()) - { // focus on point under mouselook crosshairs - LLVector4a result; - result.clear(); - - gViewerWindow->cursorIntersect(-1, -1, 512.f, nullptr, -1, false, false, true, true, nullptr, nullptr, nullptr, &result); - - focus_point.set(result.getF32ptr()); - } - else + LLFace* face = obj->mDrawable->getFace(face_idx); + if (face) { - // focus on alt-zoom target - LLViewerRegion* region = gAgent.getRegion(); - if (region) - { - focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal()); - } + focus_point = face->getPositionAgent(); } } + } - LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); - F32 target_distance = 16.f; - if (!focus_point.isExactlyZero()) - { - target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye); + if (focus_point.isExactlyZero()) + { + if (LLViewerJoystick::getInstance()->getOverrideCamera()) + { // focus on point under cursor + focus_point.set(gDebugRaycastIntersection.getF32ptr()); } + else if (gAgentCamera.cameraMouselook()) + { // focus on point under mouselook crosshairs + LLVector4a result; + result.clear(); - if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f) - { // large shift happened, interpolate smoothly to new target distance - transition_time = 0.f; - start_distance = current_distance; - } - else if (transition_time < 1.f) - { // currently in a transition, continue interpolating - transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value(); - transition_time = llmin(transition_time, 1.f); + gViewerWindow->cursorIntersect(-1, -1, 512.f, nullptr, -1, false, false, true, true, nullptr, nullptr, nullptr, &result); - F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f; - current_distance = start_distance + (target_distance - start_distance) * t; + focus_point.set(result.getF32ptr()); } else - { // small or no change, just snap to target distance - current_distance = target_distance; + { + // focus on alt-zoom target + LLViewerRegion* region = gAgent.getRegion(); + if (region) + { + focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal()); + } } + } + + LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); + F32 target_distance = 16.f; + if (!focus_point.isExactlyZero()) + { + target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye); + } + + if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f) + { // large shift happened, interpolate smoothly to new target distance + transition_time = 0.f; + start_distance = current_distance; + } + else if (transition_time < 1.f) + { // currently in a transition, continue interpolating + transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value(); + transition_time = llmin(transition_time, 1.f); - // convert to mm - F32 subject_distance = current_distance * 1000.f; - F32 fnumber = CameraFNumber; - F32 default_focal_length = CameraFocalLength; + F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f; + current_distance = start_distance + (target_distance - start_distance) * t; + } + else + { // small or no change, just snap to target distance + current_distance = target_distance; + } - F32 fov = LLViewerCamera::getInstance()->getView(); + // convert to mm + F32 subject_distance = current_distance * 1000.f; + F32 fnumber = CameraFNumber; + F32 default_focal_length = CameraFocalLength; - const F32 default_fov = CameraFieldOfView * F_PI / 180.f; + F32 fov = LLViewerCamera::getInstance()->getView(); - // F32 aspect_ratio = (F32) mRT->screen.getWidth()/(F32)mRT->screen.getHeight(); + const F32 default_fov = CameraFieldOfView * F_PI / 180.f; - F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f); + // F32 aspect_ratio = (F32) mRT->screen.getWidth()/(F32)mRT->screen.getHeight(); - F32 focal_length = dv / (2 * tanf(fov / 2.f)); + F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f); - // F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); + F32 focal_length = dv / (2 * tanf(fov / 2.f)); - // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) - // where N = fnumber - // s2 = dot distance - // s1 = subject distance - // f = focal length - // + // F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length)); - blur_constant /= 1000.f; // convert to meters for shader - F32 magnification = focal_length / (subject_distance - focal_length); + // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) + // where N = fnumber + // s2 = dot distance + // s1 = subject distance + // f = focal length + // - { // build diffuse+bloom+CoF - mRT->deferredLight.bindTarget(); + F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length)); + blur_constant /= 1000.f; // convert to meters for shader + F32 magnification = focal_length / (subject_distance - focal_length); - gDeferredCoFProgram.bind(); + { // build diffuse+bloom+CoF + mRT->deferredLight.bindTarget("renderDOF", 1); - gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); - gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + gDeferredCoFProgram.bind(); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); - gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); + gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - gDeferredCoFProgram.unbind(); - mRT->deferredLight.flush(); - } + gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); + gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - U32 dof_width = (U32)(mRT->screen.getWidth() * CameraDoFResScale); - U32 dof_height = (U32)(mRT->screen.getHeight() * CameraDoFResScale); + renderTriangle(); - { // perform DoF sampling at half-res (preserve alpha channel) - src->bindTarget(); - glViewport(0, 0, dof_width, dof_height); + gDeferredCoFProgram.unbind(); + mRT->deferredLight.flush(); + } - gGL.setColorMask(true, false); + U32 dof_width = (U32)(mRT->screen.getWidth() * CameraDoFResScale); + U32 dof_height = (U32)(mRT->screen.getHeight() * CameraDoFResScale); - gDeferredPostProgram.bind(); - gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT); + { // perform DoF sampling at half-res (preserve alpha channel) + src->bindTarget("DoF sampling", 1); + glViewport(0, 0, dof_width, dof_height); - gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); - gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + gGL.setColorMask(true, false); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + gDeferredPostProgram.bind(); + gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT); - gDeferredPostProgram.unbind(); + gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); + gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - src->flush(); - gGL.setColorMask(true, true); - } + renderTriangle(); - { // combine result based on alpha + gDeferredPostProgram.unbind(); - dst->bindTarget(); - glViewport(0, 0, dst->getWidth(), dst->getHeight()); + src->flush(); + gGL.setColorMask(true, true); + } - gDeferredDoFCombineProgram.bind(); - gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); - gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT); + { // combine result based on alpha - gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); - gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth()); - gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)src->getHeight()); + dst->bindTarget("DoF combine", 1); + glViewport(0, 0, dst->getWidth(), dst->getHeight()); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + gDeferredDoFCombineProgram.bind(); + gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); + gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT); - gDeferredDoFCombineProgram.unbind(); + gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth()); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)src->getHeight()); - dst->flush(); - } - } - else - { - copyRenderTarget(src, dst); + + renderTriangle(); + + gDeferredDoFCombineProgram.unbind(); + dst->flush(); } } + + return true; +} + +bool LLPipeline::renderBloom(LLRenderTarget* src, LLRenderTarget* dst) +{ + static LLCachedControl mp_render_bloom(gSavedSettings, "MPRenderBloom", 0); + + if(mp_render_bloom < 1) return false; + + static LLCachedControl mp_bloom_extract_brightness(gSavedSettings, "MPBloomExtractBrightness", 0.10); + static LLCachedControl mp_bloom_radius(gSavedSettings, "MPBloomBlurRadius", 1.5); + static LLCachedControl mp_bloom_radius_add(gSavedSettings, "MPBloomBlurRadiusAdd", 0); + static LLCachedControl mp_bloom_strength(gSavedSettings, "MPBloomStrength", 1.0); + static LLCachedControl mp_bloom_metal(gSavedSettings, "MPBloomExtractMetal", 0.2); + static LLCachedControl mp_bloom_nonmetal(gSavedSettings, "MPBloomExtractNonMetal", 0.2); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + LLGLDisable blend(GL_BLEND); + + mBloomMap.bindTarget("mBloomMap", 1); + + glClearColor(0, 0, 0, 0); + mBloomMap.clear(); + + gBloomExtractProgram.bind(); + gBloomExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); + gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_ORM, &mRT->deferredScreen, false, LLTexUnit::TFO_POINT, 1); + gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE, &mGlow[1], false, LLTexUnit::TFO_POINT, 0); + gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE2, &mRT->deferredScreen, false, LLTexUnit::TFO_POINT, 3); + + gBloomExtractProgram.uniform1f(LLShaderMgr::BLOOM_EXTRACT_BRIGHTNESS, 1.0 - mp_bloom_extract_brightness); + gBloomExtractProgram.uniform1f(LLShaderMgr::BLOOM_EXTRACT_METAL, mp_bloom_metal); + gBloomExtractProgram.uniform1f(LLShaderMgr::BLOOM_EXTRACT_NONMETAL, mp_bloom_nonmetal); + + renderTriangle(); + + gBloomExtractProgram.unbindTexture(LLShaderMgr::DIFFUSE_MAP); + gBloomExtractProgram.unbindTexture(LLShaderMgr::BLOOM_EXTRACT_ORM); + gBloomExtractProgram.unbindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE); + gBloomExtractProgram.unbindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE2); + + gBloomExtractProgram.unbind(); + mBloomMap.flush(); + + + // ping pong blur + + S16 horizontal = 1, first_iteration = true; + unsigned int amount = mp_render_bloom; + if(amount > 10) amount = 10; + + F32 radius = mp_bloom_radius; + + gBloomBlurProgram.bind(); + + + // Iteration 0 + + gBloomBlurProgram.uniform1f(LLShaderMgr::BLOOM_BLUR_RADIUS, radius); + + mBloomBlur[0].bindTarget("", 1); + //mBloomBlur[0].clear(); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 0); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomMap); + renderTriangle(); + mBloomBlur[0].flush(); + + mBloomBlur[1].bindTarget("", 1); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 1); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomBlur[0]); + renderTriangle(); + mBloomBlur[1].flush(); + + + // additional iterations + + for (unsigned int i = 1; i < amount; i++) + { + radius += mp_bloom_radius_add; + gBloomBlurProgram.uniform1f(LLShaderMgr::BLOOM_BLUR_RADIUS, radius); + + mBloomBlur[0].bindTarget("", 1); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 0); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomBlur[1]); + renderTriangle(); + mBloomBlur[0].flush(); + + mBloomBlur[1].bindTarget("", 1); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 1); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomBlur[0]); + renderTriangle(); + mBloomBlur[1].flush(); + } + + gBloomBlurProgram.unbindTexture(LLShaderMgr::BLOOM_EMAP); + gBloomBlurProgram.unbind(); + + + // combine + + dst->bindTarget("bloom combine", 1); + //dst->clear(); + + gBloomCombineProgram.bind(); + + gBloomCombineProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); + gBloomCombineProgram.bindTexture(LLShaderMgr::BLOOM_BMAP, &mBloomBlur[1]); + gBloomCombineProgram.uniform1f(LLShaderMgr::BLOOM_STRENGTH, mp_bloom_strength); + + renderTriangle(); + + gBloomCombineProgram.unbind(); + dst->flush(); + + return true; } void LLPipeline::renderFinalize() @@ -7986,7 +8157,11 @@ void LLPipeline::renderFinalize() LLGLDisable blend(GL_BLEND); LLGLDisable cull(GL_CULL_FACE); - enableLightsFullbright(); + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); @@ -7994,6 +8169,10 @@ void LLPipeline::renderFinalize() static LLCachedControl has_hdr(gSavedSettings, "RenderHDREnabled", true); bool hdr = gGLManager.mGLVersion > 4.05f && has_hdr(); + U16 activeRT = 0; + + LLRenderTarget* postHDRBuffer = &mRT->screen; + if (hdr) { copyScreenSpaceReflections(&mRT->screen, &mSceneMap); @@ -8002,38 +8181,49 @@ void LLPipeline::renderFinalize() generateExposure(&mLuminanceMap, &mExposureMap); - tonemap(&mRT->screen, &mPostMap); + tonemap(&mRT->screen, &mRT->deferredLight); + + postHDRBuffer = &mRT->deferredLight; - applyCAS(&mPostMap, &mRT->screen); } - generateSMAABuffers(&mRT->screen); + gammaCorrect(postHDRBuffer, &mPostMaps[0]); - gammaCorrect(&mRT->screen, &mPostMap); + generateGlow(&mPostMaps[0]); LLVertexBuffer::unbind(); - applySMAA(&mPostMap, &mRT->screen); + if(renderBloom(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } - generateGlow(&mRT->screen); + combineGlow(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]); + activeRT = 1 - activeRT; - combineGlow(&mRT->screen, &mPostMap); + if(applyFXAA(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + if(applyCAS(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } + + if(applySMAA(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } - renderDoF(&mPostMap, &mRT->screen); - LLRenderTarget* finalBuffer = &mRT->screen; - if (RenderFSAAType == 1) + if(renderDoF(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) { - applyFXAA(&mRT->screen, &mPostMap); - finalBuffer = &mPostMap; + activeRT = 1 - activeRT; } + LLRenderTarget* finalBuffer = &mPostMaps[activeRT]; + if (RenderBufferVisualization > -1) { switch (RenderBufferVisualization) @@ -8063,6 +8253,27 @@ void LLPipeline::renderFinalize() } break; } + case 7: + visualizeBuffers(&mBloomMap, finalBuffer, 0); + break; + case 8: + visualizeBuffers(&mBloomBlur[1], finalBuffer, 0); + break; + case 9: + visualizeBuffers(&mPostMaps[activeRT], finalBuffer, 0); + break; + case 10: + visualizeBuffers(&mGlow[0], finalBuffer, 0); + break; + case 11: + visualizeBuffers(&mGlow[1], finalBuffer, 0); + break; + case 12: + visualizeBuffers(&mGlow[2], finalBuffer, 0); + break; + case 13: + visualizeBuffers(&mSceneMap, finalBuffer, 0); + break; default: break; } @@ -8080,8 +8291,7 @@ void LLPipeline::renderFinalize() { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } gDeferredPostNoDoFNoiseProgram.unbind(); @@ -8096,8 +8306,8 @@ void LLPipeline::renderFinalize() /*if (LLRenderTarget::sUseFBO && !gCubeSnapshot) { // copy depth buffer from mRT->screen to framebuffer LLRenderTarget::copyContentsToFramebuffer(mRT->screen, 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), 0, 0, - mRT->screen.getWidth(), mRT->screen.getHeight(), - GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + mRT->screen.getWidth(), mRT->screen.getHeight(), + GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); }*/ LLVertexBuffer::unbind(); @@ -8106,6 +8316,7 @@ void LLPipeline::renderFinalize() // flush calls made to "addTrianglesDrawn" so far to stats machinery recordTrianglesDrawn(); + LOG_GLERROR("LLPipeline::renderFinalize()"); } void LLPipeline::bindLightFunc(LLGLSLShader& shader) @@ -8125,6 +8336,8 @@ void LLPipeline::bindLightFunc(LLGLSLShader& shader) void LLPipeline::bindShadowMaps(LLGLSLShader& shader) { + LOG_GLERROR("bindShadowMaps() 1"); + for (U32 i = 0; i < 4; i++) { LLRenderTarget* shadow_target = getSunShadowTarget(i); @@ -8138,6 +8351,8 @@ void LLPipeline::bindShadowMaps(LLGLSLShader& shader) } } + LOG_GLERROR("bindShadowMaps() 2"); + for (U32 i = 4; i < 6; i++) { S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i); @@ -8246,7 +8461,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ bindLightFunc(shader); - stop_glerror(); + LOG_GLERROR("bindDeferredShader()"); light_target = light_target ? light_target : deferred_light_target; channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage()); @@ -8262,11 +8477,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ } } - stop_glerror(); + LOG_GLERROR("bindDeferredShader() 2"); bindShadowMaps(shader); - stop_glerror(); + LOG_GLERROR("bindDeferredShader() 3"); F32 mat[16*6]; for (U32 i = 0; i < 16; i++) @@ -8281,7 +8496,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat); - stop_glerror(); + LOG_GLERROR("bindDeferredShader() 4"); if (!LLPipeline::sReflectionProbesEnabled) { @@ -8298,8 +8513,8 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ F32* m = gGLModelView; F32 mat[] = { m[0], m[1], m[2], - m[4], m[5], m[6], - m[8], m[9], m[10] }; + m[4], m[5], m[6], + m[8], m[9], m[10] }; shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); } @@ -8435,6 +8650,8 @@ void LLPipeline::renderDeferredLighting() return; } + LOG_GLERROR("renderDeferredLighting begin"); + llassert(!sRenderingHUDs); F32 light_scale = 1.f; @@ -8479,7 +8696,7 @@ void LLPipeline::renderDeferredLighting() if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0) { LL_PROFILE_GPU_ZONE("sun program"); - deferred_light_target->bindTarget(); + deferred_light_target->bindTarget("sun_shader", 1); { // paint shadow/SSAO light map (direct lighting lightmap) LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - sun shadow"); @@ -8491,8 +8708,8 @@ void LLPipeline::renderDeferredLighting() glClearColor(0, 0, 0, 0); sun_shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, - (GLfloat)deferred_light_target->getWidth(), - (GLfloat)deferred_light_target->getHeight()); + (GLfloat)deferred_light_target->getWidth(), + (GLfloat)deferred_light_target->getHeight()); { LLGLDisable blend(GL_BLEND); @@ -8511,7 +8728,7 @@ void LLPipeline::renderDeferredLighting() LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - soften shadow"); LL_PROFILE_GPU_ZONE("soften shadow"); // blur lightmap - screen_target->bindTarget(); + screen_target->bindTarget("SSAO", 1); glClearColor(1, 1, 1, 1); screen_target->clear(GL_COLOR_BUFFER_BIT); glClearColor(0, 0, 0, 0); @@ -8544,8 +8761,7 @@ void LLPipeline::renderDeferredLighting() { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } screen_target->flush(); @@ -8553,27 +8769,27 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredBlurLightProgram, screen_target); - deferred_light_target->bindTarget(); + deferred_light_target->bindTarget("blur light", 1); gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } deferred_light_target->flush(); unbindDeferredShader(gDeferredBlurLightProgram); } - screen_target->bindTarget(); + screen_target->bindTarget("renderDeferredLighting screen_target", 1); // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky glClearColor(0, 0, 0, 0); screen_target->clear(GL_COLOR_BUFFER_BIT); if (RenderDeferredAtmospheric) - { // apply sunlight contribution + { + // apply sunlight contribution LLGLSLShader &soften_shader = gDeferredSoftenProgram; LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - atmospherics"); @@ -8600,8 +8816,7 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } unbindDeferredShader(gDeferredSoftenProgram); @@ -8817,8 +9032,7 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::CLASSIC_MODE, (psky->canAutoAdjust()) ? 1 : 0); far_z = 0.f; count = 0; - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); unbindDeferredShader(gDeferredMultiLightProgram[idx]); } } @@ -8854,6 +9068,9 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiSpotLightProgram.uniform1i(LLShaderMgr::CLASSIC_MODE, (psky->canAutoAdjust()) ? 1 : 0); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + /* + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + */ } gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); @@ -8869,35 +9086,35 @@ void LLPipeline::renderDeferredLighting() pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, - LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER, - LLPipeline::RENDER_TYPE_ALPHA_POST_WATER, - LLPipeline::RENDER_TYPE_FULLBRIGHT, - LLPipeline::RENDER_TYPE_VOLUME, - LLPipeline::RENDER_TYPE_GLOW, - LLPipeline::RENDER_TYPE_BUMP, - LLPipeline::RENDER_TYPE_GLTF_PBR, - LLPipeline::RENDER_TYPE_PASS_SIMPLE, - LLPipeline::RENDER_TYPE_PASS_ALPHA, - LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_BUMP, - LLPipeline::RENDER_TYPE_PASS_POST_BUMP, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, - LLPipeline::RENDER_TYPE_PASS_GLOW, - LLPipeline::RENDER_TYPE_PASS_GLTF_GLOW, - LLPipeline::RENDER_TYPE_PASS_GRASS, - LLPipeline::RENDER_TYPE_PASS_SHINY, - LLPipeline::RENDER_TYPE_PASS_INVISIBLE, - LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, - LLPipeline::RENDER_TYPE_AVATAR, - LLPipeline::RENDER_TYPE_CONTROL_AV, - LLPipeline::RENDER_TYPE_ALPHA_MASK, - LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, - LLPipeline::RENDER_TYPE_TERRAIN, - LLPipeline::RENDER_TYPE_WATER, - LLPipeline::RENDER_TYPE_WATEREXCLUSION, - END_RENDER_TYPES); + LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER, + LLPipeline::RENDER_TYPE_ALPHA_POST_WATER, + LLPipeline::RENDER_TYPE_FULLBRIGHT, + LLPipeline::RENDER_TYPE_VOLUME, + LLPipeline::RENDER_TYPE_GLOW, + LLPipeline::RENDER_TYPE_BUMP, + LLPipeline::RENDER_TYPE_GLTF_PBR, + LLPipeline::RENDER_TYPE_PASS_SIMPLE, + LLPipeline::RENDER_TYPE_PASS_ALPHA, + LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_BUMP, + LLPipeline::RENDER_TYPE_PASS_POST_BUMP, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, + LLPipeline::RENDER_TYPE_PASS_GLOW, + LLPipeline::RENDER_TYPE_PASS_GLTF_GLOW, + LLPipeline::RENDER_TYPE_PASS_GRASS, + LLPipeline::RENDER_TYPE_PASS_SHINY, + LLPipeline::RENDER_TYPE_PASS_INVISIBLE, + LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, + LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + LLPipeline::RENDER_TYPE_ALPHA_MASK, + LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, + LLPipeline::RENDER_TYPE_TERRAIN, + LLPipeline::RENDER_TYPE_WATER, + LLPipeline::RENDER_TYPE_WATEREXCLUSION, + END_RENDER_TYPES); renderGeomPostDeferred(*LLViewerCamera::getInstance()); popRenderTypeMask(); @@ -8916,11 +9133,14 @@ void LLPipeline::renderDeferredLighting() } } gGL.setColorMask(true, true); + + LOG_GLERROR("renderDeferredLighting end"); } void LLPipeline::doAtmospherics() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LOG_GLERROR("doAtmospherics begin"); if (sImpostorRender) { // do not attempt atmospherics on impostors @@ -8938,7 +9158,7 @@ void LLPipeline::doAtmospherics() LLRenderTarget& dst = gPipeline.mWaterDis; mRT->screen.flush(); - dst.bindTarget(); + dst.bindTarget("doAtmospherics dst", 1); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); @@ -8948,11 +9168,10 @@ void LLPipeline::doAtmospherics() gGL.getTexUnit(depth_map)->bind(&depth_src, true); gGL.setColorMask(false, false); - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst.flush(); - mRT->screen.bindTarget(); + mRT->screen.bindTarget("atmospherics", 1); } LLGLEnable blend(GL_BLEND); @@ -8974,13 +9193,14 @@ void LLPipeline::doAtmospherics() LLGLDepthTest depth(GL_FALSE); // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); unbindDeferredShader(haze_shader); gGL.setSceneBlendType(LLRender::BT_ALPHA); } + + LOG_GLERROR("doAtmospherics end"); } void LLPipeline::doWaterHaze() @@ -9002,7 +9222,8 @@ void LLPipeline::doWaterHaze() LLRenderTarget& dst = gPipeline.mWaterDis; mRT->screen.flush(); - dst.bindTarget(); + + dst.bindTarget("water haze copy depth", 1); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); @@ -9012,11 +9233,10 @@ void LLPipeline::doWaterHaze() gGL.getTexUnit(depth_map)->bind(&depth_src, true); gGL.setColorMask(false, false); - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst.flush(); - mRT->screen.bindTarget(); + mRT->screen.bindTarget("water haze", 1); } LLGLEnable blend(GL_BLEND); @@ -9042,8 +9262,7 @@ void LLPipeline::doWaterHaze() LLGLDepthTest depth(GL_FALSE); // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } else { @@ -9062,14 +9281,15 @@ void LLPipeline::doWaterHaze() unbindDeferredShader(haze_shader); - gGL.setSceneBlendType(LLRender::BT_ALPHA); } + + LOG_GLERROR("after doWaterHaze()"); } void LLPipeline::doWaterExclusionMask() { - mWaterExclusionMask.bindTarget(); + mWaterExclusionMask.bindTarget("", 1); glClearColor(1, 1, 1, 1); mWaterExclusionMask.clear(); mWaterExclusionPool->render(); @@ -9222,6 +9442,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) } } + LOG_GLERROR("setupSpotLight() end"); } void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) @@ -9229,7 +9450,7 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) LLRenderTarget* deferred_target = &mRT->deferredScreen; LLRenderTarget* deferred_light_target = &mRT->deferredLight; - stop_glerror(); + LOG_GLERROR("unbindDeferredShader() begin"); shader.disableTexture(LLShaderMgr::NORMAL_MAP, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); @@ -9278,6 +9499,8 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); shader.unbind(); + + LOG_GLERROR("unbindDeferredShader() end"); } void LLPipeline::setEnvMat(LLGLSLShader& shader) @@ -9333,33 +9556,38 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) } // reflection probe shaders generally sample the scene map as well for SSR - channel = shader.enableTexture(LLShaderMgr::SCENE_MAP); - if (channel > -1) - { - gGL.getTexUnit(channel)->bind(&mSceneMap); - } + //if(RenderScreenSpaceReflections) + //{ + //LL_WARNS() << "binding SSR to reflection maps" << LL_ENDL; - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, (GLfloat)RenderScreenSpaceReflectionIterations); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, (GLfloat)RenderScreenSpaceReflectionGlossySamples); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias); - mPoissonOffset++; + channel = shader.enableTexture(LLShaderMgr::SCENE_MAP); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(&mSceneMap); + } - if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples) - mPoissonOffset = 0; + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, (GLfloat)RenderScreenSpaceReflectionIterations); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, (GLfloat)RenderScreenSpaceReflectionGlossySamples); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias); + mPoissonOffset++; - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, (GLfloat)mPoissonOffset); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier); + if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples) + mPoissonOffset = 0; - channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH); - if (channel > -1) - { - gGL.getTexUnit(channel)->bind(&mSceneMap, true); - } + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, (GLfloat)mPoissonOffset); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier); + channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(&mSceneMap, true); + } + //} + LOG_GLERROR("bindReflectionProbes() end"); } void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader) @@ -9373,6 +9601,8 @@ void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader) gGL.getTexUnit(channel)->enable(LLTexUnit::TT_TEXTURE); } } + + LOG_GLERROR("unbindReflectionProbes() end"); } @@ -9431,11 +9661,13 @@ static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MASKED("Alpha Masked"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_BLEND("Alpha Blend"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MATERIAL("Alpha Material"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked"); void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) { - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); LL_PROFILE_GPU_ZONE("renderShadow"); LLPipeline::sShadowRender = true; @@ -9512,8 +9744,10 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa gGL.setColorMask(false, false); } - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); //LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); LL_PROFILE_GPU_ZONE("shadow simple"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); + gGL.getTexUnit(0)->disable(); for (U32 type : types) @@ -9534,63 +9768,71 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_GEOM); renderGeomShadow(shadow_cam); } - if(MPRenderShadowOpti < 3) + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); + LL_PROFILE_GPU_ZONE("shadow alpha"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA); + + const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; + U32 target_width = LLRenderTarget::sCurResX; + + for (int i = 0; i < 2; ++i) { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); - LL_PROFILE_GPU_ZONE("shadow alpha"); - const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; - U32 target_width = LLRenderTarget::sCurResX; + bool rigged = i == 1; - for (int i = 0; i < 2; ++i) { - bool rigged = i == 1; + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked"); + LL_PROFILE_GPU_ZONE("shadow alpha masked"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MASKED); + gDeferredShadowAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, true, true, rigged); + } - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked"); - LL_PROFILE_GPU_ZONE("shadow alpha masked"); - gDeferredShadowAlphaMaskProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, true, true, rigged); - } + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend"); + LL_PROFILE_GPU_ZONE("shadow alpha blend"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_BLEND); + renderAlphaObjects(rigged); + } - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend"); - LL_PROFILE_GPU_ZONE("shadow alpha blend"); - renderAlphaObjects(rigged); - } + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked"); + LL_PROFILE_GPU_ZONE("shadow alpha masked"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED); + gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true, rigged); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass"); + LL_PROFILE_GPU_ZONE("shadow alpha grass"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_GRASS); + + gDeferredTreeShadowProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + + if (i == 0) { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked"); - LL_PROFILE_GPU_ZONE("shadow alpha masked"); - gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true, rigged); + renderObjects(LLRenderPass::PASS_GRASS, true); } { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass"); - LL_PROFILE_GPU_ZONE("shadow alpha grass"); - gDeferredTreeShadowProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material"); + LL_PROFILE_GPU_ZONE("shadow alpha material"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MATERIAL); - if (i == 0) - { - renderObjects(LLRenderPass::PASS_GRASS, true); - } - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material"); - LL_PROFILE_GPU_ZONE("shadow alpha material"); - renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged); - renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged); - renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged); - renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, true, false, rigged); - } + renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, true, false, rigged); } } @@ -9868,16 +10110,24 @@ public: void LLPipeline::generateSunShadow(LLCamera& camera) { - if (!sRenderDeferred || RenderShadowDetail <= 0 || (MPRenderShadowOpti > 0 && gCubeSnapshot)) + if (!sRenderDeferred || RenderShadowDetail <= 0) { return; } + if(gCubeSnapshot) + { + LL_WARNS() << "generateSunShadow() gCubeSnapshot" << LL_ENDL; + return; + } + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW); LL_PROFILE_GPU_ZONE("generateSunShadow"); LLDisableOcclusionCulling no_occlusion; + U32 splits = 4; + bool skip_avatar_update = false; if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson) { @@ -9982,7 +10232,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLPlane shadow_near_clip; { LLVector3 p = camera.getOrigin(); // gAgent.getPositionAgent(); - p += caster_dir * RenderFarClip*2.f; + p += caster_dir * RenderFarClip*1.1f; shadow_near_clip.setVec(p, caster_dir); } @@ -10055,30 +10305,36 @@ void LLPipeline::generateSunShadow(LLCamera& camera) update_min_max(min, max, fp[i]); } + F32 maxDist = gSavedSettings.getF32("MPRenderShadowMaxDist"); near_clip = llclamp(-max.mV[2], 0.01f, 4.0f); - F32 far_clip = llclamp(-min.mV[2]*2.f, 16.0f, 512.0f); - - //far_clip = llmin(far_clip, 128.f); + F32 far_clip = llclamp(-min.mV[2]*1.1, 16.0f, maxDist); far_clip = llmin(far_clip, camera.getFar()); F32 range = far_clip-near_clip; - LLVector3 split_exp = RenderShadowSplitExponent; + F32 closestDist = 2.0; + F32 closeDist = 10.0; - F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); + mSunClipPlanes.mV[0] = near_clip + closestDist; + mSunClipPlanes.mV[1] = near_clip + closeDist; + mSunClipPlanes.mV[2] = mSunClipPlanes.mV[1] + (range-closeDist)*0.4; + mSunClipPlanes.mV[3] = far_clip; + /* + LLVector3 split_exp = RenderShadowSplitExponent; + F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); da = powf(da, split_exp.mV[2]); - F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da; - for (U32 i = 0; i < 4; ++i) + for (U32 i = 0; i < splits; ++i) { - F32 x = (F32)(i+1)/4.f; + F32 x = (F32)(i+1)/(F32)splits; x = powf(x, sxp); mSunClipPlanes.mV[i] = near_clip+range*x; } + */ - mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding + //mSunClipPlanes.mV[0] *= 1.1f; //bump back first split for transition padding } if (gCubeSnapshot) @@ -10098,7 +10354,11 @@ void LLPipeline::generateSunShadow(LLCamera& camera) } else { - for (S32 j = 0; j < (gCubeSnapshot ? 2 : 4); j++) + S32 begin = 0; + S32 end = splits-1; + if(gCubeSnapshot) end = 1; + + for (S32 j = begin; j <= end; j++) { if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { @@ -10136,8 +10396,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f; delta.normVec(); F32 dp = delta*pn; - frust[i] = eye + (delta*dist[j]*0.75f)/dp; - frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp; + frust[i] = eye + (delta*dist[j]*0.9f)/dp; + frust[i+4] = eye + (delta*dist[j+1]*1.1f)/dp; } shadow_cam.calcAgentFrustumPlanes(frust); @@ -10150,12 +10410,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) std::vector fp; - U32 splits = 3; - if(MPRenderShadowOpti == 1) splits = 2; - else if(MPRenderShadowOpti >= 2) splits = 1; - - if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir) - || j > splits) + if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir)) { //no possible shadow receivers if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) @@ -10165,7 +10420,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadowCamera[j+4] = shadow_cam; } - mRT->shadow[j].bindTarget(); + mRT->shadow[j].bindTarget("", 1); { LLGLDepthTest depth(GL_TRUE); mRT->shadow[j].clear(); @@ -10455,8 +10710,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) stop_glerror(); - mRT->shadow[j].bindTarget(); - mRT->shadow[j].getViewport(gGLViewport); + mRT->shadow[j].bindTarget("mRT->shadow[j] (rendering)", 1); + //mRT->shadow[j].getViewport(gGLViewport); + //mRT->shadow[j].getViewport(0, 0, SHADOWS_RESX, SHADOWS_RESY); mRT->shadow[j].clear(); { @@ -10604,8 +10860,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) // - mSpotShadow[i].bindTarget(); - mSpotShadow[i].getViewport(gGLViewport); + mSpotShadow[i].bindTarget("mSpotShadow[i]", 1); + //mSpotShadow[i].getViewport(gGLViewport); mSpotShadow[i].clear(); static LLCullResult result[2]; @@ -10653,6 +10909,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); } + + LOG_GLERROR("LLPipeline::generateSunShadow()"); } void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, bool texture) @@ -10668,6 +10926,8 @@ void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, bool texture) pass->renderGroup(group,type,texture); } } + + LOG_GLERROR("LLPipeline::renderGroups()"); } void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture) @@ -10683,6 +10943,8 @@ void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture) pass->renderRiggedGroup(group, type, texture); } } + + LOG_GLERROR("LLPipeline::renderRiggedGroups()"); } void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) @@ -10699,7 +10961,7 @@ void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) LLGLSLShader* cur_shader = LLGLSLShader::sCurBoundShaderPtr; - mRT->deferredScreen.bindTarget(); + mRT->deferredScreen.bindTarget("mRT->deferredScreen in profileAvatar", 1); mRT->deferredScreen.clear(); if (!profile_attachments) @@ -10753,6 +11015,8 @@ void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) { cur_shader->bind(); } + + LOG_GLERROR("LLPipeline::profileAvatar()"); } void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool for_profile, LLViewerObject* specific_attachment) @@ -10777,12 +11041,12 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool // previews can't be muted or impostered bool visually_muted = !for_profile && !preview_avatar && avatar->isVisuallyMuted(); LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() - << " is " << ( visually_muted ? "" : "not ") << "visually muted" - << LL_ENDL; + << " is " << ( visually_muted ? "" : "not ") << "visually muted" + << LL_ENDL; bool too_complex = !for_profile && !preview_avatar && avatar->isTooComplex(); LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() - << " is " << ( too_complex ? "" : "not ") << "too complex" - << LL_ENDL; + << " is " << ( too_complex ? "" : "not ") << "too complex" + << LL_ENDL; pushRenderTypeMask(); @@ -10812,7 +11076,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool RENDER_TYPE_CLOUDS, RENDER_TYPE_HUD_PARTICLES, END_RENDER_TYPES - ); + ); } if (specific_attachment && specific_attachment->isHUDAttachment()) @@ -10973,7 +11237,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool { if (!avatar->mImpostor.isComplete()) { - avatar->mImpostor.allocate(resX, resY, GL_RGBA, true); + avatar->mImpostor.allocate(resX, resY, GL_RGBA8, true); if (LLPipeline::sRenderDeferred) { @@ -10989,7 +11253,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool avatar->mImpostor.resize(resX, resY); } - avatar->mImpostor.bindTarget(); + avatar->mImpostor.bindTarget("avatar->mImpostor", 1); } } @@ -11126,6 +11390,9 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool } LLVertexBuffer::unbind(); + + LOG_GLERROR("LLPipeline::generateImpostor()"); + LLGLState::checkStates(); } @@ -11401,7 +11668,7 @@ void LLPipeline::hideDrawable( LLDrawable *pDrawable ) //hide the children LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren(); for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); - iter != child_list.end(); iter++ ) + iter != child_list.end(); iter++ ) { LLViewerObject* child = *iter; LLDrawable* drawable = child->mDrawable; @@ -11419,7 +11686,7 @@ void LLPipeline::unhideDrawable( LLDrawable *pDrawable ) //restore children LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren(); for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); - iter != child_list.end(); iter++) + iter != child_list.end(); iter++) { LLViewerObject* child = *iter; LLDrawable* drawable = child->mDrawable; @@ -11450,7 +11717,7 @@ void LLPipeline::skipRenderingShadows() for (S32 j = 0; j < 4; j++) { - mRT->shadow[j].bindTarget(); + mRT->shadow[j].bindTarget("skip rendering shadows", 1); mRT->shadow[j].clear(); mRT->shadow[j].flush(); } -- cgit v1.2.3 From ccf0114f36968d6cf6dfb11e1c5a035406314924 Mon Sep 17 00:00:00 2001 From: mobserveur Date: Mon, 8 Sep 2025 17:26:53 +0200 Subject: Optimisations and experimental HDR display support on mac This commit completes the previous ones for performance optimisations, and adds HDR display support on mac --- indra/newview/pipeline.cpp | 286 ++++++++++++++++++++++++++++----------------- 1 file changed, 177 insertions(+), 109 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 924efde89b..996221fdba 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -144,7 +144,6 @@ U32 LLPipeline::RenderFSAAType; F32 LLPipeline::RenderResolutionDivisor; bool LLPipeline::RenderUIBuffer; S32 LLPipeline::RenderShadowDetail; -S32 LLPipeline::MPRenderShadowOpti; S32 LLPipeline::RenderShadowSplits; bool LLPipeline::RenderDeferredSSAO; F32 LLPipeline::RenderShadowResolutionScale; @@ -354,13 +353,13 @@ bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) U32 norm = GL_RGBA16F; U32 emissive = GL_RGB16F; - static LLCachedControl MPLowColorPrecision(gSavedSettings, "MPLowColorPrecision", 0); - static LLCachedControl has_emissive(gSavedSettings, "RenderEnableEmissiveBuffer", false); static LLCachedControl has_hdr(gSavedSettings, "RenderHDREnabled", true); + static LLCachedControl MPColorPrecision(gSavedSettings, "MPColorPrecision", 0); + bool hdr = has_hdr() && gGLManager.mGLVersion > 4.05f; - if (!hdr || MPLowColorPrecision) + if (!hdr || MPColorPrecision < 2) { norm = GL_RGB10_A2; emissive = GL_RGB8; @@ -485,6 +484,10 @@ void LLPipeline::init() gSavedSettings.setBOOL("RenderPerformanceTest", true); } +#if LL_DARWIN + mHDRDisplay = gSavedSettings.getBOOL("MPHDRDisplay"); +#endif + mOldRenderDebugMask = mRenderDebugMask; mBackfaceCull = true; @@ -533,7 +536,6 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); connectRefreshCachedSettingsSafe("RenderUIBuffer"); connectRefreshCachedSettingsSafe("RenderShadowDetail"); - connectRefreshCachedSettingsSafe("MPRenderShadowOpti"); connectRefreshCachedSettingsSafe("RenderShadowSplits"); connectRefreshCachedSettingsSafe("RenderDeferredSSAO"); connectRefreshCachedSettingsSafe("RenderShadowResolutionScale"); @@ -819,13 +821,15 @@ LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) return ret; } -bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) +bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY, U32 type_) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; static LLCachedControl has_hdr(gSavedSettings, "RenderHDREnabled", true); bool hdr = gGLManager.mGLVersion > 4.05f && has_hdr(); + static LLCachedControl MPColorPrecision(gSavedSettings, "MPColorPrecision", 0); + if (mRT == &mMainRT) { // hacky -- allocate auxillary buffer @@ -838,14 +842,14 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mRT = &mAuxillaryRT; U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled - allocateScreenBufferInternal(res, res); + allocateScreenBufferInternal(res, res, 1); if (RenderMirrors) { mHeroProbeManager.initReflectionMaps(); res = mHeroProbeManager.mProbeResolution; // We also scale the hero probe RT to the probe res since we don't super sample it. mRT = &mHeroProbeRT; - allocateScreenBufferInternal(res, res); + allocateScreenBufferInternal(res, res, 2); } mRT = &mMainRT; @@ -858,25 +862,27 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) F32 res_mod = fmin(RenderResolutionDivisor, 4.0); - LL_WARNS() << "res_mod=" << res_mod << " resX=" << resX << " resY=" << resY << LL_ENDL; - if (res_mod >= 0.5 && res_mod <= 4.0) { resX = (U32)(floor((F32)resX / res_mod)); resY = (U32)(floor((F32)resY / res_mod)); - LL_WARNS() << "res_mod=" << res_mod << " resX=" << resX << " resY=" << resY << LL_ENDL; } S32 shadow_detail = RenderShadowDetail; bool ssao = RenderDeferredSSAO; //allocate deferred rendering color buffers - if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA8, true)) return false; + + GLuint deferredScreenFormat = GL_RGBA8; + if((hdr || mHDRDisplay) && MPColorPrecision == 2) deferredScreenFormat = GL_RGBA16F; + + if (!mRT->deferredScreen.allocate(resX, resY, deferredScreenFormat, true)) return false; if (!addDeferredAttachments(mRT->deferredScreen)) return false; - GLuint screenFormat = hdr ? GL_RGBA16F : GL_RGBA8; + GLuint screenFormat = GL_RGBA8; + if(hdr || mHDRDisplay) screenFormat = GL_RGBA16F; - if (!mRT->screen.allocate(resX, resY, screenFormat)) return false; + if (!mRT->screen.allocate(resX, resY, GL_RGBA16F)) return false; mRT->deferredScreen.shareDepthBuffer(mRT->screen); @@ -890,13 +896,16 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) } //allocateShadowBuffer(resX, resY); - allocateShadowBuffer(SHADOWS_RESX, SHADOWS_RESY); + if(type_ == 0) allocateShadowBuffer(SHADOWS_RESX, SHADOWS_RESY); if (!gCubeSnapshot) // hack to not re-allocate various targets for cube snapshots { + GLuint UIFormat = GL_RGBA8; + if(mHDRDisplay && MPColorPrecision == 2) UIFormat = GL_RGBA16F; + if (RenderUIBuffer) { - if (!mUIScreen.allocate(resX, resY, GL_RGBA8)) + if (!mUIScreen.allocate(resX, resY, UIFormat)) { return false; } @@ -904,10 +913,13 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) if (RenderFSAAType > 0) { - if (!mFXAAMap.allocate(resX, resY, GL_RGBA8)) return false; + GLuint AAFormat = GL_RGBA8; + if(mHDRDisplay && MPColorPrecision == 2) AAFormat = GL_RGBA16F; + + if (!mFXAAMap.allocate(resX, resY, AAFormat)) return false; if (RenderFSAAType == 2) { - if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA8, false)) return false; + if (!mSMAABlendBuffer.allocate(resX, resY, AAFormat, false)) return false; } } else @@ -921,17 +933,25 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) if(RenderScreenSpaceReflections) { - mSceneMap.allocate(resX, resY, screenFormat, true); + //mSceneMap.allocate(resX, resY, screenFormat, true); + //We plan a setting. For now e go with a reasonable value + mSceneMap.allocate(512, 512, screenFormat, true); } else { mSceneMap.release(); } - //mPostMaps[0].allocate(resX, resY, screenFormat); - //mPostMaps[1].allocate(resX, resY, screenFormat); - mPostMaps[0].allocate(resX, resY, GL_RGBA); - mPostMaps[1].allocate(resX, resY, GL_RGBA); + if((hdr && MPColorPrecision == 2) || mHDRDisplay) + { + mPostMaps[0].allocate(resX, resY, screenFormat); + mPostMaps[1].allocate(resX, resY, screenFormat); + } + else + { + mPostMaps[0].allocate(resX, resY, GL_RGBA); + mPostMaps[1].allocate(resX, resY, GL_RGBA); + } // The water exclusion mask needs its own depth buffer so we can take care of the problem of multiple water planes. // Should we ever make water not just a plane, it also aids with that as well as the water planes will be rendered into the mask. @@ -975,7 +995,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) U32 sun_shadow_map_width = resX * scale; U32 sun_shadow_map_height = resY * scale; - if (shadow_detail > 0) + if (shadow_detail > 0 && shadow_detail < 3) { //allocate 4 sun shadow maps for (U32 i = 0; i < 4; i++) { @@ -1311,17 +1331,21 @@ void LLPipeline::createGLBuffers() // allocate screen space glow buffers const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); const bool glow_hdr = gSavedSettings.getBOOL("RenderGlowHDR"); - const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA8; + static LLCachedControl MPColorPrecision(gSavedSettings, "MPColorPrecision", 0); + + U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA8; + if(MPColorPrecision == 2) glow_color_fmt = GL_RGBA16F; + for (U32 i = 0; i < 3; i++) { mGlow[i].allocate(512, glow_res, glow_color_fmt); } - mBloomMap.allocate(resX/2.0, resY/2.0, glow_color_fmt); + mBloomMap.allocate(512, 256, glow_color_fmt); for (U32 i = 0; i < 2; i++) { - mBloomBlur[i].allocate(resX/2.0, resY/2.0, glow_color_fmt); + mBloomBlur[i].allocate(512, 256, glow_color_fmt); } allocateScreenBuffer(resX, resY); @@ -3867,6 +3891,10 @@ void render_hud_elements() gGL.color4f(1, 1, 1, 1); LLGLDepthTest depth(GL_TRUE, GL_FALSE); + static LLCachedControl HDRDisplay(gSavedSettings, "MPHDRDisplay"); + static LLCachedControl hdrUIBoost(gSavedSettings, "MPHDRUIBoost"); + if(HDRDisplay) gUIProgram.uniform1f(LLShaderMgr::MP_HDR_BOOST, (GLfloat)hdrUIBoost); + if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { gViewerWindow->renderSelections(false, false, false); // For HUD version in render_ui_3d() @@ -5798,19 +5826,22 @@ void LLPipeline::setupHWLights() mSunDiffuse.setVec(psky->getSunlightColor()); mMoonDiffuse.setVec(psky->getMoonlightColor()); - F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]); - if (max_color > 1.f) + if(!mHDRDisplay) { - mSunDiffuse *= 1.f/max_color; - } - mSunDiffuse.clamp(); + F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]); + if (max_color > 1.f) + { + mSunDiffuse *= 1.f/max_color; + } + mSunDiffuse.clamp(); - max_color = llmax(mMoonDiffuse.mV[0], mMoonDiffuse.mV[1], mMoonDiffuse.mV[2]); - if (max_color > 1.f) - { - mMoonDiffuse *= 1.f/max_color; + max_color = llmax(mMoonDiffuse.mV[0], mMoonDiffuse.mV[1], mMoonDiffuse.mV[2]); + if (max_color > 1.f) + { + mMoonDiffuse *= 1.f/max_color; + } + mMoonDiffuse.clamp(); } - mMoonDiffuse.clamp(); // prevent underlighting from having neither lightsource facing us if (!sun_up && !moon_up) @@ -7073,9 +7104,8 @@ static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Post processing"); void LLPipeline::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex) { dst->bindTarget("visualizeBuffers", 1); - dst->clear(); gDeferredBufferVisualProgram.bind(); - gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_BILINEAR, bufferIndex); + gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT, bufferIndex); static LLStaticHashedString mipLevel("mipLevel"); if (RenderBufferVisualization != 4) @@ -7153,7 +7183,7 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool } dst->bindTarget("generateExposure", 1); - //dst->clear(); + dst->clear(); LLGLDepthTest depth(GL_FALSE, GL_FALSE); @@ -7321,9 +7351,20 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) LLGLSLShader& shader = psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : gDeferredPostGammaCorrectProgram; + static LLCachedControl mp_hdr_boost(gSavedSettings, "MPHDRBoost", false); + static LLCachedControl mp_hdr_gamma(gSavedSettings, "MPHDRGamma", false); + if(mHDRDisplay) shader = gHDRGammaCorrectProgram; + shader.bind(); shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); - shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); + //screensize isn't a uniform int he shader, we comment out for now + //shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); + + if(mHDRDisplay) + { + shader.uniform1f(LLShaderMgr::GAMMA, (GLfloat)mp_hdr_gamma); + shader.uniform1f(LLShaderMgr::MP_HDR_BOOST, (GLfloat)mp_hdr_boost); + } renderTriangle(); @@ -7527,7 +7568,6 @@ bool LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) S32 width = dst->getWidth(); S32 height = dst->getHeight(); - //LL_WARNS() << "dst width=" << width << LL_ENDL; // bake out texture2D with RGBL for FXAA shader mFXAAMap.bindTarget("applyFXAA", 1); @@ -8040,6 +8080,9 @@ bool LLPipeline::renderBloom(LLRenderTarget* src, LLRenderTarget* dst) static LLCachedControl mp_bloom_metal(gSavedSettings, "MPBloomExtractMetal", 0.2); static LLCachedControl mp_bloom_nonmetal(gSavedSettings, "MPBloomExtractNonMetal", 0.2); + F32 clampValue = 1.0; + if(mHDRDisplay) clampValue = 11.0; + LLGLDepthTest depth(GL_FALSE, GL_FALSE); LLGLDisable blend(GL_BLEND); @@ -8049,7 +8092,7 @@ bool LLPipeline::renderBloom(LLRenderTarget* src, LLRenderTarget* dst) mBloomMap.clear(); gBloomExtractProgram.bind(); - gBloomExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); + gBloomExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mRT->screen); gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_ORM, &mRT->deferredScreen, false, LLTexUnit::TFO_POINT, 1); gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE, &mGlow[1], false, LLTexUnit::TFO_POINT, 0); gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE2, &mRT->deferredScreen, false, LLTexUnit::TFO_POINT, 3); @@ -8132,6 +8175,7 @@ bool LLPipeline::renderBloom(LLRenderTarget* src, LLRenderTarget* dst) gBloomCombineProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); gBloomCombineProgram.bindTexture(LLShaderMgr::BLOOM_BMAP, &mBloomBlur[1]); gBloomCombineProgram.uniform1f(LLShaderMgr::BLOOM_STRENGTH, mp_bloom_strength); + gBloomCombineProgram.uniform1f(LLShaderMgr::BLOOM_CLAMP, clampValue); renderTriangle(); @@ -8177,36 +8221,41 @@ void LLPipeline::renderFinalize() { copyScreenSpaceReflections(&mRT->screen, &mSceneMap); - generateLuminance(&mRT->screen, &mLuminanceMap); + if(!mHDRDisplay) + { + generateLuminance(&mRT->screen, &mLuminanceMap); + generateExposure(&mLuminanceMap, &mExposureMap); - generateExposure(&mLuminanceMap, &mExposureMap); + tonemap(&mRT->screen, &mRT->deferredLight); + postHDRBuffer = &mRT->deferredLight; + } + } - tonemap(&mRT->screen, &mRT->deferredLight); + gammaCorrect(postHDRBuffer, &mPostMaps[activeRT]); - postHDRBuffer = &mRT->deferredLight; + if(hdr) + { + generateGlow(&mPostMaps[activeRT]); } - gammaCorrect(postHDRBuffer, &mPostMaps[0]); - - generateGlow(&mPostMaps[0]); - LLVertexBuffer::unbind(); - if(renderBloom(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + if(hdr) { - activeRT = 1 - activeRT; + if(renderBloom(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } } - combineGlow(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]); - activeRT = 1 - activeRT; - - if(applyFXAA(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + if(hdr) { + combineGlow(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]); activeRT = 1 - activeRT; } - if(applyCAS(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + if(applyFXAA(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) { activeRT = 1 - activeRT; } @@ -8216,6 +8265,14 @@ void LLPipeline::renderFinalize() activeRT = 1 - activeRT; } + if(!mHDRDisplay) + { + //CAS breaks the hdr colors for now. + if(applyCAS(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } + } if(renderDoF(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) { @@ -8274,6 +8331,15 @@ void LLPipeline::renderFinalize() case 13: visualizeBuffers(&mSceneMap, finalBuffer, 0); break; + case 14: + visualizeBuffers(&mRT->screen, finalBuffer, 0); + break; + case 15: + visualizeBuffers(&mRT->deferredLight, finalBuffer, 0); + break; + case 16: + visualizeBuffers(&mPostMaps[1-activeRT], finalBuffer, 0); + break; default: break; } @@ -8693,7 +8759,7 @@ void LLPipeline::renderDeferredLighting() tc_moon = mat * tc_moon; mTransformedMoonDir.set(tc_moon); - if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0) + if ((RenderDeferredSSAO && !gCubeSnapshot) || (RenderShadowDetail > 0 && RenderShadowDetail < 4)) { LL_PROFILE_GPU_ZONE("sun program"); deferred_light_target->bindTarget("sun_shader", 1); @@ -9772,67 +9838,69 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa renderGeomShadow(shadow_cam); } - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); - LL_PROFILE_GPU_ZONE("shadow alpha"); - LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA); - - const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; - U32 target_width = LLRenderTarget::sCurResX; - - for (int i = 0; i < 2; ++i) { - bool rigged = i == 1; + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); + LL_PROFILE_GPU_ZONE("shadow alpha"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA); - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked"); - LL_PROFILE_GPU_ZONE("shadow alpha masked"); - LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MASKED); - gDeferredShadowAlphaMaskProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, true, true, rigged); - } - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend"); - LL_PROFILE_GPU_ZONE("shadow alpha blend"); - LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_BLEND); - renderAlphaObjects(rigged); - } + const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; + U32 target_width = LLRenderTarget::sCurResX; + for (int i = 0; i < 2; ++i) { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked"); - LL_PROFILE_GPU_ZONE("shadow alpha masked"); - LL_RECORD_BLOCK_TIME(FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED); - - gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true, rigged); - } + bool rigged = i == 1; - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass"); - LL_PROFILE_GPU_ZONE("shadow alpha grass"); - LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_GRASS); + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked"); + LL_PROFILE_GPU_ZONE("shadow alpha masked"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MASKED); + gDeferredShadowAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, true, true, rigged); + } - gDeferredTreeShadowProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend"); + LL_PROFILE_GPU_ZONE("shadow alpha blend"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_BLEND); + renderAlphaObjects(rigged); + } - if (i == 0) { - renderObjects(LLRenderPass::PASS_GRASS, true); + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked"); + LL_PROFILE_GPU_ZONE("shadow alpha masked"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED); + + gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true, rigged); } { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material"); - LL_PROFILE_GPU_ZONE("shadow alpha material"); - LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MATERIAL); + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass"); + LL_PROFILE_GPU_ZONE("shadow alpha grass"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_GRASS); + + gDeferredTreeShadowProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged); - renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged); - renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged); - renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, true, false, rigged); + if (i == 0) + { + renderObjects(LLRenderPass::PASS_GRASS, true); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material"); + LL_PROFILE_GPU_ZONE("shadow alpha material"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MATERIAL); + + renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, true, false, rigged); + } } } @@ -10348,7 +10416,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) // convenience array of 4 near clip plane distances F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] }; - if (mSunDiffuse == LLColor4::black) + if (mSunDiffuse == LLColor4::black || RenderShadowDetail == 3) { //sun diffuse is totally black shadows don't matter skipRenderingShadows(); } -- cgit v1.2.3 From 317dcdea1ca8d1f540187af47fc23a36ad8232aa Mon Sep 17 00:00:00 2001 From: mobserveur Date: Sat, 30 Aug 2025 01:59:43 +0200 Subject: Performance Optimisations, Bloom effect, Visuals Panel This commit contains performance optimisations in the the pipeline, framebuffer, vertexbuffer, reflection probes, shadows. It also fixes many opengl errors, modifies the opengl debugging, and adds a visuals effects panel. --- indra/newview/pipeline.cpp | 762 ++++++++++++++++++++++++++++++--------------- 1 file changed, 519 insertions(+), 243 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 6b3a5b1892..b373532aa0 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -141,7 +141,7 @@ bool LLPipeline::WindLightUseAtmosShaders; bool LLPipeline::RenderDeferred; F32 LLPipeline::RenderDeferredSunWash; U32 LLPipeline::RenderFSAAType; -U32 LLPipeline::RenderResolutionDivisor; +F32 LLPipeline::RenderResolutionDivisor; bool LLPipeline::RenderUIBuffer; S32 LLPipeline::RenderShadowDetail; S32 LLPipeline::MPRenderShadowOpti; @@ -229,6 +229,9 @@ const F32 ALPHA_BLEND_CUTOFF = 0.598f; const F32 DEFERRED_LIGHT_FALLOFF = 0.5f; const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; +const U32 SHADOWS_RESX = 1024; +const U32 SHADOWS_RESY = 768; + extern S32 gBoxFrame; extern bool gDisplaySwapBuffers; extern bool gDebugGL; @@ -268,6 +271,7 @@ LLTrace::BlockTimerStatHandle FTM_STATESORT("Sort Draw State"); LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline"); LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy"); LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading"); +LLTrace::BlockTimerStatHandle FTM_RENDER_SHADOWS("Shadows"); LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD("HUD"); LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D("3D"); @@ -346,18 +350,20 @@ void validate_framebuffer_object(); // target -- RenderTarget to add attachments to bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) { - U32 orm = GL_RGBA; + U32 orm = GL_RGBA8; U32 norm = GL_RGBA16F; U32 emissive = GL_RGB16F; + static LLCachedControl MPLowColorPrecision(gSavedSettings, "MPLowColorPrecision", 0); + static LLCachedControl has_emissive(gSavedSettings, "RenderEnableEmissiveBuffer", false); static LLCachedControl has_hdr(gSavedSettings, "RenderHDREnabled", true); bool hdr = has_hdr() && gGLManager.mGLVersion > 4.05f; - if (!hdr) + if (!hdr || MPLowColorPrecision) { norm = GL_RGB10_A2; - emissive = GL_RGB; + emissive = GL_RGB8; } bool valid = true; @@ -429,7 +435,7 @@ void LLPipeline::init() mInitialized = true; - stop_glerror(); + LOG_GLERROR("LLPipeline::init()"); //create render pass pools getPool(LLDrawPool::POOL_WATEREXCLUSION); @@ -701,7 +707,8 @@ void LLPipeline::cleanup() void LLPipeline::destroyGL() { - stop_glerror(); + LOG_GLERROR("LLPipeline::destroyGL()"); + unloadShaders(); mHighlightFaces.clear(); @@ -730,9 +737,9 @@ void LLPipeline::resizeShadowTexture() { releaseSunShadowTargets(); releaseSpotShadowTargets(); - GLuint resX = gViewerWindow->getWorldViewWidthRaw(); - GLuint resY = gViewerWindow->getWorldViewHeightRaw(); - allocateShadowBuffer(resX, resY); + //GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + //GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + allocateShadowBuffer(SHADOWS_RESX, SHADOWS_RESY); gResizeShadowTexture = false; } @@ -762,6 +769,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) return ret == FBO_SUCCESS_FULLRES; } +void LLPipeline::renderTriangle() +{ + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); +} + LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) { @@ -843,28 +856,31 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mRT->width = resX; mRT->height = resY; - U32 res_mod = RenderResolutionDivisor; + F32 res_mod = fmin(RenderResolutionDivisor, 4.0); + + LL_WARNS() << "res_mod=" << res_mod << " resX=" << resX << " resY=" << resY << LL_ENDL; - if (res_mod > 1 && res_mod < resX && res_mod < resY) + if (res_mod >= 0.5 && res_mod <= 4.0) { - resX /= res_mod; - resY /= res_mod; + resX = (U32)(floor((F32)resX / res_mod)); + resY = (U32)(floor((F32)resY / res_mod)); + LL_WARNS() << "res_mod=" << res_mod << " resX=" << resX << " resY=" << resY << LL_ENDL; } S32 shadow_detail = RenderShadowDetail; bool ssao = RenderDeferredSSAO; //allocate deferred rendering color buffers - if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true)) return false; + if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA8, true)) return false; if (!addDeferredAttachments(mRT->deferredScreen)) return false; - GLuint screenFormat = hdr ? GL_RGBA16F : GL_RGBA; + GLuint screenFormat = hdr ? GL_RGBA16F : GL_RGBA8; - if (!mRT->screen.allocate(resX, resY, GL_RGBA16F)) return false; + if (!mRT->screen.allocate(resX, resY, screenFormat)) return false; mRT->deferredScreen.shareDepthBuffer(mRT->screen); - if (shadow_detail > 0 || ssao || RenderDepthOfField) + if (hdr || shadow_detail > 0 || ssao || RenderDepthOfField) { //only need mRT->deferredLight for shadows OR ssao OR dof if (!mRT->deferredLight.allocate(resX, resY, screenFormat)) return false; } @@ -873,13 +889,14 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mRT->deferredLight.release(); } - allocateShadowBuffer(resX, resY); + //allocateShadowBuffer(resX, resY); + allocateShadowBuffer(SHADOWS_RESX, SHADOWS_RESY); if (!gCubeSnapshot) // hack to not re-allocate various targets for cube snapshots { if (RenderUIBuffer) { - if (!mUIScreen.allocate(resX, resY, GL_RGBA)) + if (!mUIScreen.allocate(resX, resY, GL_RGBA8)) { return false; } @@ -887,10 +904,10 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) if (RenderFSAAType > 0) { - if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false; + if (!mFXAAMap.allocate(resX, resY, GL_RGBA8)) return false; if (RenderFSAAType == 2) { - if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA, false)) return false; + if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA8, false)) return false; } } else @@ -911,7 +928,10 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mSceneMap.release(); } - mPostMap.allocate(resX, resY, screenFormat); + //mPostMaps[0].allocate(resX, resY, screenFormat); + //mPostMaps[1].allocate(resX, resY, screenFormat); + mPostMaps[0].allocate(resX, resY, GL_RGBA); + mPostMaps[1].allocate(resX, resY, GL_RGBA); // The water exclusion mask needs its own depth buffer so we can take care of the problem of multiple water planes. // Should we ever make water not just a plane, it also aids with that as well as the water planes will be rendered into the mask. @@ -924,9 +944,9 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) // used to scale down textures // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown - mDownResMap.allocate(1024, 1024, GL_RGBA); + mDownResMap.allocate(1024, 1024, GL_RGBA8); - mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA); + mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA8); } //HACK make screenbuffer allocations start failing after 30 seconds if (gSavedSettings.getBOOL("SimulateFBOFailure")) @@ -936,7 +956,7 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) gGL.getTexUnit(0)->disable(); - stop_glerror(); + LOG_GLERROR("LLPipeline::allocateScreenBufferInternal end"); return true; } @@ -950,15 +970,18 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) S32 shadow_detail = RenderShadowDetail; F32 scale = gCubeSnapshot ? 1.0f : llmax(0.5f, RenderShadowResolutionScale); // Don't scale probe shadow maps - U32 sun_shadow_map_width = BlurHappySize(resX, scale); - U32 sun_shadow_map_height = BlurHappySize(resY, scale); + //U32 sun_shadow_map_width = BlurHappySize(resX, scale); + //U32 sun_shadow_map_height = BlurHappySize(resY, scale); + U32 sun_shadow_map_width = resX * scale; + U32 sun_shadow_map_height = resY * scale; if (shadow_detail > 0) { //allocate 4 sun shadow maps for (U32 i = 0; i < 4; i++) { - if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true)) + if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_NONE)) { + LL_WARNS() << "failed allocating shadow buffer " << i << " w:" << sun_shadow_map_width << " h:" << sun_shadow_map_height << LL_ENDL; return false; } } @@ -1058,10 +1081,9 @@ void LLPipeline::refreshCachedSettings() RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); RenderFSAAType = gSavedSettings.getU32("RenderFSAAType"); - RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); + RenderResolutionDivisor = gSavedSettings.getF32("RenderResolutionDivisor"); RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); - MPRenderShadowOpti = gSavedSettings.getS32("MPRenderShadowOpti"); RenderShadowSplits = gSavedSettings.getS32("RenderShadowSplits"); RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); @@ -1152,6 +1174,13 @@ void LLPipeline::releaseGLBuffers() { assertInitialized(); + mBloomMap.release(); + + for (U32 i = 0; i < 2; i++) + { + mBloomBlur[i].release(); + } + if (mNoiseMap) { LLImageGL::deleteTextures(1, &mNoiseMap); @@ -1184,7 +1213,8 @@ void LLPipeline::releaseGLBuffers() mWaterExclusionMask.release(); - mPostMap.release(); + mPostMaps[0].release(); + mPostMaps[1].release(); mFXAAMap.release(); @@ -1272,23 +1302,28 @@ void LLPipeline::releaseSpotShadowTargets() void LLPipeline::createGLBuffers() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - stop_glerror(); + LOG_GLERROR("LLPipeline::createGLBuffers()"); assertInitialized(); - stop_glerror(); - GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); // allocate screen space glow buffers const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); const bool glow_hdr = gSavedSettings.getBOOL("RenderGlowHDR"); - const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA; + const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA8; for (U32 i = 0; i < 3; i++) { mGlow[i].allocate(512, glow_res, glow_color_fmt); } + mBloomMap.allocate(resX/2.0, resY/2.0, glow_color_fmt); + + for (U32 i = 0; i < 2; i++) + { + mBloomBlur[i].allocate(resX/2.0, resY/2.0, glow_color_fmt); + } + allocateScreenBuffer(resX, resY); // Do not zero out mRT dimensions here. allocateScreenBuffer() above // already sets the correct dimensions. Zeroing them caused resizeShadowTexture() @@ -1397,7 +1432,7 @@ void LLPipeline::createGLBuffers() gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB, raw_image->getWidth(), raw_image->getHeight(), format, GL_UNSIGNED_BYTE, raw_image->getData(), false); - stop_glerror(); + LOG_GLERROR("LLPipeline::createGLBuffers after setManualImage"); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } @@ -1457,11 +1492,7 @@ void LLPipeline::createLUTBuffers() } U32 pix_format = GL_R16F; -#if 0 && LL_DARWIN - // Need to work around limited precision with 10.6.8 and older drivers - // - pix_format = GL_R32F; -#endif + LLImageGL::generateTextures(1, &mLightFunc); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); @@ -1474,7 +1505,7 @@ void LLPipeline::createLUTBuffers() } mPbrBrdfLut.allocate(512, 512, GL_RG16F); - mPbrBrdfLut.bindTarget(); + mPbrBrdfLut.bindTarget("mPbrBrdfLut", 1); if (gDeferredGenBrdfLutProgram.isComplete()) { @@ -1498,13 +1529,13 @@ void LLPipeline::createLUTBuffers() mPbrBrdfLut.flush(); mExposureMap.allocate(1, 1, GL_R16F); - mExposureMap.bindTarget(); + mExposureMap.bindTarget("mExposureMap", 1); glClearColor(1, 1, 1, 0); mExposureMap.clear(); glClearColor(0, 0, 0, 0); mExposureMap.flush(); - mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE); + mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_AUTO); mLastExposure.allocate(1, 1, GL_R16F); } @@ -2529,7 +2560,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) gSky.mVOSkyp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOSkyp->mDrawable); gSky.updateCull(); - stop_glerror(); + LOG_GLERROR("LLPipeline::updateCull sky"); } if (hasRenderType(LLPipeline::RENDER_TYPE_WL_SKY) && @@ -2539,6 +2570,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) { gSky.mVOWLSkyp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable); + LOG_GLERROR("LLPipeline::updateCull pushDrawable"); } } @@ -2691,6 +2723,8 @@ void LLPipeline::doOcclusion(LLCamera& camera) gGL.setColorMask(true, true); } + + LOG_GLERROR("LLPipeline::doOcclusion()"); } bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep) @@ -2860,6 +2894,7 @@ void LLPipeline::updateGeom(F32 max_dtime) } updateMovedList(mMovedBridge); + LOG_GLERROR("LLPipeline::updateGeom()"); } void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) @@ -3858,6 +3893,8 @@ void render_hud_elements() } gUIProgram.unbind(); + + LOG_GLERROR("LLPipeline::render_hud_elements()"); } static inline void bindHighlightProgram(LLGLSLShader& program) @@ -3962,6 +3999,8 @@ void LLPipeline::renderHighlights() unbindHighlightProgram(gHighlightSpecularProgram); } } + + LOG_GLERROR("LLPipeline::renderHighlights()"); } //debug use @@ -3971,6 +4010,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) { LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred"); LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); + LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); LL_PROFILE_GPU_ZONE("renderGeomDeferred"); llassert(!sRenderingHUDs); @@ -3999,6 +4039,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled; setupHWLights(); + LOG_GLERROR("LLPipeline::renderGeomDeferred() setupHWLights"); { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pools"); @@ -4087,7 +4128,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) } } iter1 = iter2; - stop_glerror(); + LOG_GLERROR(""); } gGLLastMatrix = NULL; @@ -4110,6 +4151,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LL_PROFILE_GPU_ZONE("renderGeomPostDeferred"); + LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); if (gUseWireframe) { @@ -4226,7 +4268,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) } } iter1 = iter2; - stop_glerror(); + LOG_GLERROR("after pools"); } gGLLastMatrix = NULL; @@ -4246,6 +4288,8 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } + + LOG_GLERROR("LLPipeline::renderGeomPostDeferred()"); } void LLPipeline::renderGeomShadow(LLCamera& camera) @@ -4305,11 +4349,12 @@ void LLPipeline::renderGeomShadow(LLCamera& camera) } } iter1 = iter2; - stop_glerror(); + LOG_GLERROR(""); } gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); + LOG_GLERROR("LLPipeline::renderGeomShadow()"); } @@ -4340,7 +4385,7 @@ void LLPipeline::renderPhysicsDisplay() LLGLEnable(GL_POLYGON_OFFSET_LINE); glPolygonOffset(3.f, 3.f); - glLineWidth(3.f); + //glLineWidth(3.f); LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -4382,7 +4427,7 @@ void LLPipeline::renderPhysicsDisplay() glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } - glLineWidth(1.f); + //glLineWidth(1.f); gDebugProgram.unbind(); } @@ -4467,7 +4512,7 @@ void LLPipeline::renderDebug() if ( pathfindingConsole->isRenderNavMesh() ) { gGL.flush(); - glLineWidth(2.0f); + //glLineWidth(2.0f); LLGLEnable cull(GL_CULL_FACE); LLGLDisable blend(GL_BLEND); @@ -4491,7 +4536,7 @@ void LLPipeline::renderDebug() gGL.flush(); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - glLineWidth(1.0f); + //glLineWidth(1.0f); gGL.flush(); } //User designated path @@ -4547,7 +4592,6 @@ void LLPipeline::renderDebug() LLGLDisable cull(i >= 2 ? GL_CULL_FACE : 0); gGL.flush(); - glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); //get rid of some z-fighting @@ -4607,11 +4651,11 @@ void LLPipeline::renderDebug() gPathfindingProgram.uniform1f(sTint, 1.f); gPathfindingProgram.uniform1f(sAlphaScale, 1.f); - glLineWidth(gSavedSettings.getF32("PathfindingLineWidth")); + //glLineWidth(gSavedSettings.getF32("PathfindingLineWidth")); LLGLDisable blendOut(GL_BLEND); llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); gGL.flush(); - glLineWidth(1.f); + //glLineWidth(1.f); } glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); @@ -4634,7 +4678,7 @@ void LLPipeline::renderDebug() LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); gGL.flush(); - glLineWidth(2.0f); + //glLineWidth(2.0f); LLGLEnable cull(GL_CULL_FACE); gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); @@ -4661,7 +4705,7 @@ void LLPipeline::renderDebug() gPathfindingProgram.bind(); gGL.flush(); - glLineWidth(1.0f); + //glLineWidth(1.0f); } glPolygonOffset(0.f, 0.f); @@ -4798,12 +4842,11 @@ void LLPipeline::renderDebug() LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display"); bindDeferredShader(gReflectionProbeDisplayProgram, NULL); - mScreenTriangleVB->setBuffer(); LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(GL_FALSE); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); unbindDeferredShader(gReflectionProbeDisplayProgram); } @@ -6792,6 +6835,8 @@ void LLPipeline::resetVertexBuffers(LLDrawable* drawable) facep->clearVertexBuffer(); } } + + LOG_GLERROR("LLPipeline::resetVertexBuffers()"); } void LLPipeline::renderObjects(U32 type, bool texture, bool batch_texture, bool rigged) @@ -6811,6 +6856,7 @@ void LLPipeline::renderObjects(U32 type, bool texture, bool batch_texture, bool gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderObjects()"); } void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) @@ -6839,6 +6885,7 @@ void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) { LL::GLTFSceneManager::instance().render(true, true); } + LOG_GLERROR("LLPipeline::renderGLTFObjects()"); } // Currently only used for shadows -Cosmic,2023-04-19 @@ -6919,6 +6966,7 @@ void LLPipeline::renderAlphaObjects(bool rigged) gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderAlphaObjects()"); } // Currently only used for shadows -Cosmic,2023-04-19 @@ -6937,6 +6985,7 @@ void LLPipeline::renderMaskedObjects(U32 type, bool texture, bool batch_texture, } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderMaskedObjects()"); } // Currently only used for shadows -Cosmic,2023-04-19 @@ -6955,6 +7004,7 @@ void LLPipeline::renderFullbrightMaskedObjects(U32 type, bool texture, bool batc } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + LOG_GLERROR("LLPipeline::renderFullbrightMaskedObjects()"); } void apply_cube_face_rotation(U32 face) @@ -7017,11 +7067,12 @@ void LLPipeline::bindScreenToTexture() } -static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Post processing"); void LLPipeline::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex) { - dst->bindTarget(); + dst->bindTarget("visualizeBuffers", 1); + dst->clear(); gDeferredBufferVisualProgram.bind(); gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_BILINEAR, bufferIndex); @@ -7031,8 +7082,7 @@ void LLPipeline::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 else gDeferredBufferVisualProgram.uniform1f(mipLevel, 8); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); gDeferredBufferVisualProgram.unbind(); dst->flush(); } @@ -7043,7 +7093,8 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) { LL_PROFILE_GPU_ZONE("luminance sample"); - dst->bindTarget(); + dst->bindTarget("generateLuminance", 0); + dst->clear(); LLGLDepthTest depth(GL_FALSE, GL_FALSE); @@ -7074,14 +7125,15 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) static LLStaticHashedString diffuse_luminance_scale_s("diffuse_luminance_scale"); gLuminanceProgram.uniform1f(diffuse_luminance_scale_s, diffuse_luminance_scale); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst->flush(); // note -- unbind AFTER the glGenerateMipMap so time in generatemipmap can be profiled under "Luminance" // also note -- keep an eye on the performance of glGenerateMipmap, might need to replace it with a mip generation shader gLuminanceProgram.unbind(); } + + LOG_GLERROR("LLPipeline::generateLuminance()"); } void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history) { @@ -7092,17 +7144,15 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool if (use_history) { // copy last frame's exposure into mLastExposure - mLastExposure.bindTarget(); + mLastExposure.bindTarget("mLastExposure", 1); gCopyProgram.bind(); gGL.getTexUnit(0)->bind(dst); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - + renderTriangle(); mLastExposure.flush(); } - dst->bindTarget(); + dst->bindTarget("generateExposure", 1); + //dst->clear(); LLGLDepthTest depth(GL_FALSE, GL_FALSE); @@ -7185,23 +7235,24 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool shader->uniform4f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max, dynamic_exposure_speed_error); shader->uniform4f(dynamic_exposure_params2, sky->getHDROffset(should_auto_adjust()), exp_min, exp_max, dynamic_exposure_speed_target); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); if (use_history) { - gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); + //gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); } shader->unbind(); dst->flush(); } + + LOG_GLERROR("LLPipeline::generateExposure()"); } extern LLPointer gEXRImage; void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) { - dst->bindTarget(); + dst->bindTarget("tonemap", 1); // gamma correct lighting { LL_PROFILE_GPU_ZONE("tonemap"); @@ -7221,7 +7272,7 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) shader.bind(); - S32 channel = 0; + //S32 channel = 0; shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); @@ -7243,18 +7294,19 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) shader.uniform1i(tonemap_type, tonemap_type_setting); shader.uniform1f(tonemap_mix, psky->getTonemapMix(should_auto_adjust())); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); - gGL.getTexUnit(channel)->unbind(src->getUsage()); + //gGL.getTexUnit(channel)->unbind(src->getUsage()); shader.unbind(); } dst->flush(); + LOG_GLERROR("LLPipeline::tonemap()"); } void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { - dst->bindTarget(); + dst->bindTarget("gammaCorrect", 1); + dst->clear(); // gamma correct lighting { LL_PROFILE_GPU_ZONE("gamma correct"); @@ -7272,12 +7324,12 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); shader.unbind(); } dst->flush(); + LOG_GLERROR("LLPipeline::gammaCorrect()"); } void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst) @@ -7290,7 +7342,7 @@ void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* LLRenderTarget& depth_src = mRT->deferredScreen; - dst->bindTarget(); + dst->bindTarget("copyScreenSpaceReflections", 1); dst->clear(); gCopyDepthProgram.bind(); @@ -7300,11 +7352,11 @@ void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* gGL.getTexUnit(diff_map)->bind(src); gGL.getTexUnit(depth_map)->bind(&depth_src, true); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst->flush(); } + LOG_GLERROR("LLPipeline::copyScreenSpaceReflection()"); } void LLPipeline::generateGlow(LLRenderTarget* src) @@ -7312,7 +7364,9 @@ void LLPipeline::generateGlow(LLRenderTarget* src) if (sRenderGlow) { LL_PROFILE_GPU_ZONE("glow"); - mGlow[2].bindTarget(); + LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW); + + mGlow[2].bindTarget("mGlow[2]", 1); mGlow[2].clear(); gGlowExtractProgram.bind(); @@ -7352,8 +7406,8 @@ void LLPipeline::generateGlow(LLRenderTarget* src) gGL.color4f(1, 1, 1, 1); gPipeline.enableLightsFullbright(); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); + gGlowExtractProgram.unbindTexture(LLShaderMgr::GLOW_NOISE_MAP); mGlow[2].flush(); } @@ -7379,7 +7433,7 @@ void LLPipeline::generateGlow(LLRenderTarget* src) for (S32 i = 0; i < kernel; i++) { - mGlow[i % 2].bindTarget(); + mGlow[i % 2].bindTarget("mGlow[i % 2]", 1); mGlow[i % 2].clear(); if (i == 0) @@ -7400,8 +7454,7 @@ void LLPipeline::generateGlow(LLRenderTarget* src) gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); } - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); mGlow[i % 2].flush(); } @@ -7411,25 +7464,26 @@ void LLPipeline::generateGlow(LLRenderTarget* src) } else // !sRenderGlow, skip the glow ping-pong and just clear the result target { - mGlow[1].bindTarget(); + mGlow[1].bindTarget("mGlow[1]", 1); mGlow[1].clear(); mGlow[1].flush(); } + LOG_GLERROR("LLPipeline::generateGlow()"); } -void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) +bool LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) { static LLCachedControl cas_sharpness(gSavedSettings, "RenderCASSharpness", 0.4f); if (cas_sharpness == 0.0f || !gCASProgram.isComplete()) { - gPipeline.copyRenderTarget(src, dst); - return; + return false; } LLGLSLShader* sharpen_shader = &gCASProgram; // Bind setup: - dst->bindTarget(); + dst->bindTarget("applyCAS", 1); + dst->clear(); sharpen_shader->bind(); @@ -7451,32 +7505,33 @@ void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) sharpen_shader->uniform2f(out_screen_res, (AF1)dst->getWidth(), (AF1)dst->getHeight()); } - sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); - - // Draw - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - + S32 channel = sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + renderTriangle(); + sharpen_shader->unbindTexture(channel); sharpen_shader->unbind(); dst->flush(); + + return true; } -void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) +bool LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { { llassert(!gCubeSnapshot); bool multisample = RenderFSAAType == 1 && gFXAAProgram[0].isComplete() && mFXAAMap.isComplete(); - // Present everything. - if (multisample) + if(!multisample) return false; + { LL_PROFILE_GPU_ZONE("aa"); S32 width = dst->getWidth(); S32 height = dst->getHeight(); + //LL_WARNS() << "dst width=" << width << LL_ENDL; + // bake out texture2D with RGBL for FXAA shader - mFXAAMap.bindTarget(); + mFXAAMap.bindTarget("applyFXAA", 1); mFXAAMap.clear(GL_COLOR_BUFFER_BIT); LLGLSLShader* shader = &gGlowCombineFXAAProgram; @@ -7490,8 +7545,7 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); @@ -7499,7 +7553,8 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) mFXAAMap.flush(); - dst->bindTarget(); + dst->bindTarget("applyFXAA", 1); + dst->clear(); static LLCachedControl aa_quality(gSavedSettings, "RenderFSAASamples", 0U); U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); @@ -7513,15 +7568,20 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) mFXAAMap.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); } +/* gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); +*/ F32 scale_x = (F32)width / mFXAAMap.getWidth(); F32 scale_y = (F32)height / mFXAAMap.getHeight(); + + //LL_WARNS() << "vp width=" << gGLViewport[2] << " scale=" << scale_x << LL_ENDL; + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, @@ -7534,17 +7594,20 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); + } + + if (channel > -1) + { + shader->unbindTexture(channel); } shader->unbind(); dst->flush(); } - else { - copyRenderTarget(src, dst); - } } + + return true; } void LLPipeline::generateSMAABuffers(LLRenderTarget* src) @@ -7576,7 +7639,7 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) LLRenderTarget& dest = mFXAAMap; LLGLSLShader& edge_shader = gSMAAEdgeDetectProgram[fsaa_quality]; - dest.bindTarget(); + dest.bindTarget("generateSMAABuffers", 1); dest.clear(GL_COLOR_BUFFER_BIT); edge_shader.bind(); @@ -7587,14 +7650,17 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) { if (!use_sample) { - src->bindTexture(0, channel, LLTexUnit::TFO_POINT); - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + //src->bindTexture(0, channel, LLTexUnit::TFO_POINT); + //gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); } else { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + //gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); } + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } //if (use_stencil) @@ -7603,13 +7669,13 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) // glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // glStencilMask(0xFF); //} - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + renderTriangle(); edge_shader.unbind(); dest.flush(); - gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE); + //gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE); } { @@ -7619,7 +7685,7 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) LLRenderTarget& dest = mSMAABlendBuffer; LLGLSLShader& blend_weights_shader = gSMAABlendWeightsProgram[fsaa_quality]; - dest.bindTarget(); + dest.bindTarget("mSMAABlendBuffer", 1); dest.clear(GL_COLOR_BUFFER_BIT); blend_weights_shader.bind(); @@ -7651,8 +7717,8 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) // glStencilFunc(GL_EQUAL, 1, 0xFF); // glStencilMask(0x00); //} - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + renderTriangle(); //if (use_stencil) //{ // glStencilFunc(GL_ALWAYS, 0, 0xFF); @@ -7664,9 +7730,10 @@ void LLPipeline::generateSMAABuffers(LLRenderTarget* src) gGL.getTexUnit(search_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); } } + LOG_GLERROR("LLPipeline::generateSMAABuffers()"); } -void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) +bool LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) { llassert(!gCubeSnapshot); @@ -7677,10 +7744,13 @@ void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) multisample = gSMAAEdgeDetectProgram[0].isComplete() && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); } - // Present everything. - if (multisample) + if(!multisample) return false; + { LL_PROFILE_GPU_ZONE("aa"); + + generateSMAABuffers(src); + static LLCachedControl aa_quality(gSavedSettings, "RenderFSAASamples", 0U); U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); @@ -7701,7 +7771,7 @@ void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) LLRenderTarget* bound_target = dst; LLGLSLShader& blend_shader = gSMAANeighborhoodBlendProgram[fsaa_quality]; - bound_target->bindTarget(); + bound_target->bindTarget("applySMAA", 1); bound_target->clear(GL_COLOR_BUFFER_BIT); blend_shader.bind(); @@ -7720,8 +7790,7 @@ void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) mSMAABlendBuffer.bindTexture(0, blend_channel, LLTexUnit::TFO_BILINEAR); } - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); bound_target->flush(); blend_shader.unbind(); @@ -7729,27 +7798,23 @@ void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) gGL.getTexUnit(blend_channel)->unbindFast(LLTexUnit::TT_TEXTURE); } } - else - { - copyRenderTarget(src, dst); - } + + LOG_GLERROR("LLPipeline::applySMAA()"); + return true; } void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst) { LL_PROFILE_GPU_ZONE("copyRenderTarget"); - dst->bindTarget(); - + dst->bindTarget("copyRenderTarget", 1); + dst->clear(GL_COLOR_BUFFER_BIT); gDeferredPostNoDoFProgram.bind(); gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + //gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - { - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } + renderTriangle(); gDeferredPostNoDoFProgram.unbind(); @@ -7760,7 +7825,7 @@ void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst) { // Go ahead and do our glow combine here in our destination. We blit this later into the front buffer. - dst->bindTarget(); + dst->bindTarget("combineGlow", 1); { @@ -7769,14 +7834,14 @@ void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst) gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } dst->flush(); + LOG_GLERROR("LLPipeline::combineGlow()"); } -void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) +bool LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) { { bool dof_enabled = @@ -7784,6 +7849,8 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) RenderDepthOfField && !gCubeSnapshot; + if(!dof_enabled) return false; + gViewerWindow->setup3DViewport(); if (dof_enabled) @@ -7892,7 +7959,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) F32 magnification = focal_length / (subject_distance - focal_length); { // build diffuse+bloom+CoF - mRT->deferredLight.bindTarget(); + mRT->deferredLight.bindTarget("renderDOF", 1); gDeferredCoFProgram.bind(); @@ -7909,8 +7976,8 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); + gDeferredCoFProgram.unbind(); mRT->deferredLight.flush(); } @@ -7919,7 +7986,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) U32 dof_height = (U32)(mRT->screen.getHeight() * CameraDoFResScale); { // perform DoF sampling at half-res (preserve alpha channel) - src->bindTarget(); + src->bindTarget("DoF sampling", 1); glViewport(0, 0, dof_width, dof_height); gGL.setColorMask(true, false); @@ -7931,8 +7998,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); gDeferredPostProgram.unbind(); @@ -7942,7 +8008,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) { // combine result based on alpha - dst->bindTarget(); + dst->bindTarget("DoF combine", 1); glViewport(0, 0, dst->getWidth(), dst->getHeight()); gDeferredDoFCombineProgram.bind(); @@ -7955,19 +8021,130 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth()); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)src->getHeight()); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - gDeferredDoFCombineProgram.unbind(); + renderTriangle(); + gDeferredDoFCombineProgram.unbind(); dst->flush(); } } - else - { - copyRenderTarget(src, dst); - } } + + return true; +} + +bool LLPipeline::renderBloom(LLRenderTarget* src, LLRenderTarget* dst) +{ + static LLCachedControl mp_render_bloom(gSavedSettings, "MPRenderBloom", 0); + + if(mp_render_bloom < 1) return false; + + static LLCachedControl mp_bloom_extract_brightness(gSavedSettings, "MPBloomExtractBrightness", 0.10); + static LLCachedControl mp_bloom_radius(gSavedSettings, "MPBloomBlurRadius", 1.5); + static LLCachedControl mp_bloom_radius_add(gSavedSettings, "MPBloomBlurRadiusAdd", 0); + static LLCachedControl mp_bloom_strength(gSavedSettings, "MPBloomStrength", 1.0); + static LLCachedControl mp_bloom_metal(gSavedSettings, "MPBloomExtractMetal", 0.2); + static LLCachedControl mp_bloom_nonmetal(gSavedSettings, "MPBloomExtractNonMetal", 0.2); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + LLGLDisable blend(GL_BLEND); + + mBloomMap.bindTarget("mBloomMap", 1); + + glClearColor(0, 0, 0, 0); + mBloomMap.clear(); + + gBloomExtractProgram.bind(); + gBloomExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); + gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_ORM, &mRT->deferredScreen, false, LLTexUnit::TFO_POINT, 1); + gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE, &mGlow[1], false, LLTexUnit::TFO_POINT, 0); + gBloomExtractProgram.bindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE2, &mRT->deferredScreen, false, LLTexUnit::TFO_POINT, 3); + + gBloomExtractProgram.uniform1f(LLShaderMgr::BLOOM_EXTRACT_BRIGHTNESS, 1.0 - mp_bloom_extract_brightness); + gBloomExtractProgram.uniform1f(LLShaderMgr::BLOOM_EXTRACT_METAL, mp_bloom_metal); + gBloomExtractProgram.uniform1f(LLShaderMgr::BLOOM_EXTRACT_NONMETAL, mp_bloom_nonmetal); + + renderTriangle(); + + gBloomExtractProgram.unbindTexture(LLShaderMgr::DIFFUSE_MAP); + gBloomExtractProgram.unbindTexture(LLShaderMgr::BLOOM_EXTRACT_ORM); + gBloomExtractProgram.unbindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE); + gBloomExtractProgram.unbindTexture(LLShaderMgr::BLOOM_EXTRACT_EMISSIVE2); + + gBloomExtractProgram.unbind(); + mBloomMap.flush(); + + + // ping pong blur + + S16 horizontal = 1, first_iteration = true; + unsigned int amount = mp_render_bloom; + if(amount > 10) amount = 10; + + F32 radius = mp_bloom_radius; + + gBloomBlurProgram.bind(); + + + // Iteration 0 + + gBloomBlurProgram.uniform1f(LLShaderMgr::BLOOM_BLUR_RADIUS, radius); + + mBloomBlur[0].bindTarget("", 1); + //mBloomBlur[0].clear(); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 0); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomMap); + renderTriangle(); + mBloomBlur[0].flush(); + + mBloomBlur[1].bindTarget("", 1); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 1); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomBlur[0]); + renderTriangle(); + mBloomBlur[1].flush(); + + + // additional iterations + + for (unsigned int i = 1; i < amount; i++) + { + radius += mp_bloom_radius_add; + gBloomBlurProgram.uniform1f(LLShaderMgr::BLOOM_BLUR_RADIUS, radius); + + mBloomBlur[0].bindTarget("", 1); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 0); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomBlur[1]); + renderTriangle(); + mBloomBlur[0].flush(); + + mBloomBlur[1].bindTarget("", 1); + gBloomBlurProgram.uniform1i( LLShaderMgr::BLOOM_BLURH, 1); + gBloomBlurProgram.bindTexture( LLShaderMgr::BLOOM_EMAP, &mBloomBlur[0]); + renderTriangle(); + mBloomBlur[1].flush(); + } + + gBloomBlurProgram.unbindTexture(LLShaderMgr::BLOOM_EMAP); + gBloomBlurProgram.unbind(); + + + // combine + + dst->bindTarget("bloom combine", 1); + //dst->clear(); + + gBloomCombineProgram.bind(); + + gBloomCombineProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); + gBloomCombineProgram.bindTexture(LLShaderMgr::BLOOM_BMAP, &mBloomBlur[1]); + gBloomCombineProgram.uniform1f(LLShaderMgr::BLOOM_STRENGTH, mp_bloom_strength); + + renderTriangle(); + + gBloomCombineProgram.unbind(); + dst->flush(); + + return true; } void LLPipeline::renderFinalize() @@ -7986,7 +8163,11 @@ void LLPipeline::renderFinalize() LLGLDisable blend(GL_BLEND); LLGLDisable cull(GL_CULL_FACE); - enableLightsFullbright(); + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); @@ -7994,6 +8175,10 @@ void LLPipeline::renderFinalize() static LLCachedControl has_hdr(gSavedSettings, "RenderHDREnabled", true); bool hdr = gGLManager.mGLVersion > 4.05f && has_hdr(); + U16 activeRT = 0; + + LLRenderTarget* postHDRBuffer = &mRT->screen; + if (hdr) { copyScreenSpaceReflections(&mRT->screen, &mSceneMap); @@ -8002,38 +8187,49 @@ void LLPipeline::renderFinalize() generateExposure(&mLuminanceMap, &mExposureMap); - tonemap(&mRT->screen, &mPostMap); + tonemap(&mRT->screen, &mRT->deferredLight); + + postHDRBuffer = &mRT->deferredLight; - applyCAS(&mPostMap, &mRT->screen); } - generateSMAABuffers(&mRT->screen); + gammaCorrect(postHDRBuffer, &mPostMaps[0]); - gammaCorrect(&mRT->screen, &mPostMap); + generateGlow(&mPostMaps[0]); LLVertexBuffer::unbind(); - applySMAA(&mPostMap, &mRT->screen); + if(renderBloom(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } - generateGlow(&mRT->screen); + combineGlow(&mPostMaps[activeRT], &mPostMaps[1 - activeRT]); + activeRT = 1 - activeRT; - combineGlow(&mRT->screen, &mPostMap); + if(applyFXAA(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + if(applyCAS(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } + + if(applySMAA(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) + { + activeRT = 1 - activeRT; + } - renderDoF(&mPostMap, &mRT->screen); - LLRenderTarget* finalBuffer = &mRT->screen; - if (RenderFSAAType == 1) + if(renderDoF(&mPostMaps[activeRT], &mPostMaps[1 - activeRT])) { - applyFXAA(&mRT->screen, &mPostMap); - finalBuffer = &mPostMap; + activeRT = 1 - activeRT; } + LLRenderTarget* finalBuffer = &mPostMaps[activeRT]; + if (RenderBufferVisualization > -1) { switch (RenderBufferVisualization) @@ -8063,6 +8259,27 @@ void LLPipeline::renderFinalize() } break; } + case 7: + visualizeBuffers(&mBloomMap, finalBuffer, 0); + break; + case 8: + visualizeBuffers(&mBloomBlur[1], finalBuffer, 0); + break; + case 9: + visualizeBuffers(&mPostMaps[activeRT], finalBuffer, 0); + break; + case 10: + visualizeBuffers(&mGlow[0], finalBuffer, 0); + break; + case 11: + visualizeBuffers(&mGlow[1], finalBuffer, 0); + break; + case 12: + visualizeBuffers(&mGlow[2], finalBuffer, 0); + break; + case 13: + visualizeBuffers(&mSceneMap, finalBuffer, 0); + break; default: break; } @@ -8080,8 +8297,7 @@ void LLPipeline::renderFinalize() { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } gDeferredPostNoDoFNoiseProgram.unbind(); @@ -8106,6 +8322,7 @@ void LLPipeline::renderFinalize() // flush calls made to "addTrianglesDrawn" so far to stats machinery recordTrianglesDrawn(); + LOG_GLERROR("LLPipeline::renderFinalize()"); } void LLPipeline::bindLightFunc(LLGLSLShader& shader) @@ -8125,6 +8342,8 @@ void LLPipeline::bindLightFunc(LLGLSLShader& shader) void LLPipeline::bindShadowMaps(LLGLSLShader& shader) { + LOG_GLERROR("bindShadowMaps() 1"); + for (U32 i = 0; i < 4; i++) { LLRenderTarget* shadow_target = getSunShadowTarget(i); @@ -8138,6 +8357,8 @@ void LLPipeline::bindShadowMaps(LLGLSLShader& shader) } } + LOG_GLERROR("bindShadowMaps() 2"); + for (U32 i = 4; i < 6; i++) { S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i); @@ -8246,7 +8467,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ bindLightFunc(shader); - stop_glerror(); + LOG_GLERROR("bindDeferredShader()"); light_target = light_target ? light_target : deferred_light_target; channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage()); @@ -8262,11 +8483,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ } } - stop_glerror(); + LOG_GLERROR("bindDeferredShader() 2"); bindShadowMaps(shader); - stop_glerror(); + LOG_GLERROR("bindDeferredShader() 3"); F32 mat[16*6]; for (U32 i = 0; i < 16; i++) @@ -8281,7 +8502,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat); - stop_glerror(); + LOG_GLERROR("bindDeferredShader() 4"); if (!LLPipeline::sReflectionProbesEnabled) { @@ -8435,6 +8656,8 @@ void LLPipeline::renderDeferredLighting() return; } + LOG_GLERROR("renderDeferredLighting begin"); + llassert(!sRenderingHUDs); F32 light_scale = 1.f; @@ -8479,7 +8702,7 @@ void LLPipeline::renderDeferredLighting() if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0) { LL_PROFILE_GPU_ZONE("sun program"); - deferred_light_target->bindTarget(); + deferred_light_target->bindTarget("sun_shader", 1); { // paint shadow/SSAO light map (direct lighting lightmap) LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - sun shadow"); @@ -8511,7 +8734,7 @@ void LLPipeline::renderDeferredLighting() LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - soften shadow"); LL_PROFILE_GPU_ZONE("soften shadow"); // blur lightmap - screen_target->bindTarget(); + screen_target->bindTarget("SSAO", 1); glClearColor(1, 1, 1, 1); screen_target->clear(GL_COLOR_BUFFER_BIT); glClearColor(0, 0, 0, 0); @@ -8544,8 +8767,7 @@ void LLPipeline::renderDeferredLighting() { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } screen_target->flush(); @@ -8553,21 +8775,20 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredBlurLightProgram, screen_target); - deferred_light_target->bindTarget(); + deferred_light_target->bindTarget("blur light", 1); gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } deferred_light_target->flush(); unbindDeferredShader(gDeferredBlurLightProgram); } - screen_target->bindTarget(); + screen_target->bindTarget("renderDeferredLighting screen_target", 1); // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky glClearColor(0, 0, 0, 0); screen_target->clear(GL_COLOR_BUFFER_BIT); @@ -8600,8 +8821,7 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } unbindDeferredShader(gDeferredSoftenProgram); @@ -8817,8 +9037,7 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::CLASSIC_MODE, (psky->canAutoAdjust()) ? 1 : 0); far_z = 0.f; count = 0; - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); unbindDeferredShader(gDeferredMultiLightProgram[idx]); } } @@ -8854,6 +9073,9 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiSpotLightProgram.uniform1i(LLShaderMgr::CLASSIC_MODE, (psky->canAutoAdjust()) ? 1 : 0); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + /* + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + */ } gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); @@ -8916,11 +9138,14 @@ void LLPipeline::renderDeferredLighting() } } gGL.setColorMask(true, true); + + LOG_GLERROR("renderDeferredLighting end"); } void LLPipeline::doAtmospherics() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LOG_GLERROR("doAtmospherics begin"); if (sImpostorRender) { // do not attempt atmospherics on impostors @@ -8938,7 +9163,7 @@ void LLPipeline::doAtmospherics() LLRenderTarget& dst = gPipeline.mWaterDis; mRT->screen.flush(); - dst.bindTarget(); + dst.bindTarget("doAtmospherics dst", 1); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); @@ -8948,11 +9173,10 @@ void LLPipeline::doAtmospherics() gGL.getTexUnit(depth_map)->bind(&depth_src, true); gGL.setColorMask(false, false); - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst.flush(); - mRT->screen.bindTarget(); + mRT->screen.bindTarget("atmospherics", 1); } LLGLEnable blend(GL_BLEND); @@ -8974,13 +9198,14 @@ void LLPipeline::doAtmospherics() LLGLDepthTest depth(GL_FALSE); // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); unbindDeferredShader(haze_shader); gGL.setSceneBlendType(LLRender::BT_ALPHA); } + + LOG_GLERROR("doAtmospherics end"); } void LLPipeline::doWaterHaze() @@ -9002,7 +9227,7 @@ void LLPipeline::doWaterHaze() LLRenderTarget& dst = gPipeline.mWaterDis; mRT->screen.flush(); - dst.bindTarget(); + dst.bindTarget("water haze copy depth", 1); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); @@ -9012,11 +9237,10 @@ void LLPipeline::doWaterHaze() gGL.getTexUnit(depth_map)->bind(&depth_src, true); gGL.setColorMask(false, false); - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); dst.flush(); - mRT->screen.bindTarget(); + mRT->screen.bindTarget("water haze", 1); } LLGLEnable blend(GL_BLEND); @@ -9042,8 +9266,7 @@ void LLPipeline::doWaterHaze() LLGLDepthTest depth(GL_FALSE); // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + renderTriangle(); } else { @@ -9065,11 +9288,13 @@ void LLPipeline::doWaterHaze() gGL.setSceneBlendType(LLRender::BT_ALPHA); } + + LOG_GLERROR("after doWaterHaze()"); } void LLPipeline::doWaterExclusionMask() { - mWaterExclusionMask.bindTarget(); + mWaterExclusionMask.bindTarget("", 1); glClearColor(1, 1, 1, 1); mWaterExclusionMask.clear(); mWaterExclusionPool->render(); @@ -9222,6 +9447,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) } } + LOG_GLERROR("setupSpotLight() end"); } void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) @@ -9229,7 +9455,7 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) LLRenderTarget* deferred_target = &mRT->deferredScreen; LLRenderTarget* deferred_light_target = &mRT->deferredLight; - stop_glerror(); + LOG_GLERROR("unbindDeferredShader() begin"); shader.disableTexture(LLShaderMgr::NORMAL_MAP, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); @@ -9278,6 +9504,8 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); shader.unbind(); + + LOG_GLERROR("unbindDeferredShader() end"); } void LLPipeline::setEnvMat(LLGLSLShader& shader) @@ -9300,7 +9528,6 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) S32 channel = shader.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); bool bound = false; - if (channel > -1 && mReflectionMapManager.mTexture.notNull()) { mReflectionMapManager.mTexture->bind(channel); @@ -9333,6 +9560,11 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) } // reflection probe shaders generally sample the scene map as well for SSR + + //if(RenderScreenSpaceReflections) + //{ + //LL_WARNS() << "binding SSR to reflection maps" << LL_ENDL; + channel = shader.enableTexture(LLShaderMgr::SCENE_MAP); if (channel > -1) { @@ -9358,8 +9590,10 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) { gGL.getTexUnit(channel)->bind(&mSceneMap, true); } + //} + LOG_GLERROR("bindReflectionProbes() end"); } void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader) @@ -9373,6 +9607,8 @@ void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader) gGL.getTexUnit(channel)->enable(LLTexUnit::TT_TEXTURE); } } + + LOG_GLERROR("unbindReflectionProbes() end"); } @@ -9431,11 +9667,13 @@ static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MASKED("Alpha Masked"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_BLEND("Alpha Blend"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MATERIAL("Alpha Material"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked"); void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) { - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); LL_PROFILE_GPU_ZONE("renderShadow"); LLPipeline::sShadowRender = true; @@ -9496,6 +9734,7 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa } }; + LLVertexBuffer::unbind(); for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged { @@ -9512,8 +9751,10 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa gGL.setColorMask(false, false); } - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); //LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); LL_PROFILE_GPU_ZONE("shadow simple"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); + gGL.getTexUnit(0)->disable(); for (U32 type : types) @@ -9534,13 +9775,15 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_GEOM); renderGeomShadow(shadow_cam); } - if(MPRenderShadowOpti < 3) { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); LL_PROFILE_GPU_ZONE("shadow alpha"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA); + const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; U32 target_width = LLRenderTarget::sCurResX; @@ -9551,6 +9794,7 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked"); LL_PROFILE_GPU_ZONE("shadow alpha masked"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MASKED); gDeferredShadowAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); @@ -9560,12 +9804,15 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend"); LL_PROFILE_GPU_ZONE("shadow alpha blend"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_BLEND); renderAlphaObjects(rigged); } { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked"); LL_PROFILE_GPU_ZONE("shadow alpha masked"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED); + gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); @@ -9575,6 +9822,8 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass"); LL_PROFILE_GPU_ZONE("shadow alpha grass"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_GRASS); + gDeferredTreeShadowProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); @@ -9586,6 +9835,8 @@ void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCa { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material"); LL_PROFILE_GPU_ZONE("shadow alpha material"); + LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MATERIAL); + renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged); renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged); renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged); @@ -9868,16 +10119,24 @@ public: void LLPipeline::generateSunShadow(LLCamera& camera) { - if (!sRenderDeferred || RenderShadowDetail <= 0 || (MPRenderShadowOpti > 0 && gCubeSnapshot)) + if (!sRenderDeferred || RenderShadowDetail <= 0) { return; } + if(gCubeSnapshot) + { + LL_WARNS() << "generateSunShadow() gCubeSnapshot" << LL_ENDL; + return; + } + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW); LL_PROFILE_GPU_ZONE("generateSunShadow"); LLDisableOcclusionCulling no_occlusion; + U32 splits = 4; + bool skip_avatar_update = false; if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson) { @@ -9982,7 +10241,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLPlane shadow_near_clip; { LLVector3 p = camera.getOrigin(); // gAgent.getPositionAgent(); - p += caster_dir * RenderFarClip*2.f; + p += caster_dir * RenderFarClip*1.1f; shadow_near_clip.setVec(p, caster_dir); } @@ -10055,30 +10314,36 @@ void LLPipeline::generateSunShadow(LLCamera& camera) update_min_max(min, max, fp[i]); } + F32 maxDist = gSavedSettings.getF32("MPRenderShadowMaxDist"); near_clip = llclamp(-max.mV[2], 0.01f, 4.0f); - F32 far_clip = llclamp(-min.mV[2]*2.f, 16.0f, 512.0f); - - //far_clip = llmin(far_clip, 128.f); + F32 far_clip = llclamp(-min.mV[2]*1.1, 16.0f, maxDist); far_clip = llmin(far_clip, camera.getFar()); F32 range = far_clip-near_clip; - LLVector3 split_exp = RenderShadowSplitExponent; + F32 closestDist = 2.0; + F32 closeDist = 10.0; - F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); + mSunClipPlanes.mV[0] = near_clip + closestDist; + mSunClipPlanes.mV[1] = near_clip + closeDist; + mSunClipPlanes.mV[2] = mSunClipPlanes.mV[1] + (range-closeDist)*0.4; + mSunClipPlanes.mV[3] = far_clip; + /* + LLVector3 split_exp = RenderShadowSplitExponent; + F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); da = powf(da, split_exp.mV[2]); - F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da; - for (U32 i = 0; i < 4; ++i) + for (U32 i = 0; i < splits; ++i) { - F32 x = (F32)(i+1)/4.f; + F32 x = (F32)(i+1)/(F32)splits; x = powf(x, sxp); mSunClipPlanes.mV[i] = near_clip+range*x; } + */ - mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding + //mSunClipPlanes.mV[0] *= 1.1f; //bump back first split for transition padding } if (gCubeSnapshot) @@ -10098,7 +10363,11 @@ void LLPipeline::generateSunShadow(LLCamera& camera) } else { - for (S32 j = 0; j < (gCubeSnapshot ? 2 : 4); j++) + S32 begin = 0; + S32 end = splits-1; + if(gCubeSnapshot) end = 1; + + for (S32 j = begin; j <= end; j++) { if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { @@ -10136,8 +10405,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f; delta.normVec(); F32 dp = delta*pn; - frust[i] = eye + (delta*dist[j]*0.75f)/dp; - frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp; + frust[i] = eye + (delta*dist[j]*0.9f)/dp; + frust[i+4] = eye + (delta*dist[j+1]*1.1f)/dp; } shadow_cam.calcAgentFrustumPlanes(frust); @@ -10150,12 +10419,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) std::vector fp; - U32 splits = 3; - if(MPRenderShadowOpti == 1) splits = 2; - else if(MPRenderShadowOpti >= 2) splits = 1; - - if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir) - || j > splits) + if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir)) { //no possible shadow receivers if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) @@ -10165,7 +10429,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadowCamera[j+4] = shadow_cam; } - mRT->shadow[j].bindTarget(); + mRT->shadow[j].bindTarget("", 1); { LLGLDepthTest depth(GL_TRUE); mRT->shadow[j].clear(); @@ -10455,8 +10719,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) stop_glerror(); - mRT->shadow[j].bindTarget(); - mRT->shadow[j].getViewport(gGLViewport); + mRT->shadow[j].bindTarget("mRT->shadow[j] (rendering)", 1); + //mRT->shadow[j].getViewport(gGLViewport); + //mRT->shadow[j].getViewport(0, 0, SHADOWS_RESX, SHADOWS_RESY); mRT->shadow[j].clear(); { @@ -10604,8 +10869,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) // - mSpotShadow[i].bindTarget(); - mSpotShadow[i].getViewport(gGLViewport); + mSpotShadow[i].bindTarget("mSpotShadow[i]", 1); + //mSpotShadow[i].getViewport(gGLViewport); mSpotShadow[i].clear(); static LLCullResult result[2]; @@ -10653,6 +10918,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); } + + LOG_GLERROR("LLPipeline::generateSunShadow()"); } void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, bool texture) @@ -10668,6 +10935,8 @@ void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, bool texture) pass->renderGroup(group,type,texture); } } + + LOG_GLERROR("LLPipeline::renderGroups()"); } void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture) @@ -10683,6 +10952,8 @@ void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture) pass->renderRiggedGroup(group, type, texture); } } + + LOG_GLERROR("LLPipeline::renderRiggedGroups()"); } void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) @@ -10699,7 +10970,7 @@ void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) LLGLSLShader* cur_shader = LLGLSLShader::sCurBoundShaderPtr; - mRT->deferredScreen.bindTarget(); + mRT->deferredScreen.bindTarget("mRT->deferredScreen in profileAvatar", 1); mRT->deferredScreen.clear(); if (!profile_attachments) @@ -10753,6 +11024,8 @@ void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) { cur_shader->bind(); } + + LOG_GLERROR("LLPipeline::profileAvatar()"); } void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool for_profile, LLViewerObject* specific_attachment) @@ -10973,7 +11246,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool { if (!avatar->mImpostor.isComplete()) { - avatar->mImpostor.allocate(resX, resY, GL_RGBA, true); + avatar->mImpostor.allocate(resX, resY, GL_RGBA8, true); if (LLPipeline::sRenderDeferred) { @@ -10989,7 +11262,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool avatar->mImpostor.resize(resX, resY); } - avatar->mImpostor.bindTarget(); + avatar->mImpostor.bindTarget("avatar->mImpostor", 1); } } @@ -11126,6 +11399,9 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool } LLVertexBuffer::unbind(); + + LOG_GLERROR("LLPipeline::generateImpostor()"); + LLGLState::checkStates(); } @@ -11450,7 +11726,7 @@ void LLPipeline::skipRenderingShadows() for (S32 j = 0; j < 4; j++) { - mRT->shadow[j].bindTarget(); + mRT->shadow[j].bindTarget("skip rendering shadows", 1); mRT->shadow[j].clear(); mRT->shadow[j].flush(); } -- cgit v1.2.3