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path: root/indra/newview/pipeline.h
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/** 
 * @file pipeline.h
 * @brief Rendering pipeline definitions
 *
 * $LicenseInfo:firstyear=2001&license=viewerlgpl$
 * 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
 * $/LicenseInfo$
 */

#ifndef LL_PIPELINE_H
#define LL_PIPELINE_H

#include "llcamera.h"
#include "llerror.h"
#include "lldrawpool.h"
#include "llspatialpartition.h"
#include "m4math.h"
#include "llpointer.h"
#include "lldrawpoolalpha.h"
#include "lldrawpoolmaterials.h"
#include "llgl.h"
#include "lldrawable.h"
#include "llrendertarget.h"
#include "llreflectionmapmanager.h"
#include "llheroprobemanager.h"

#include <stack>

class LLViewerTexture;
class LLFace;
class LLViewerObject;
class LLTextureEntry;
class LLCullResult;
class LLVOAvatar;
class LLVOPartGroup;
class LLGLSLShader;
class LLDrawPoolAlpha;
class LLSettingsSky;

typedef enum e_avatar_skinning_method
{
	SKIN_METHOD_SOFTWARE,
	SKIN_METHOD_VERTEX_PROGRAM
} EAvatarSkinningMethod;

bool compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn't be defined here!
bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
bool setup_hud_matrices(); // use whole screen to render hud
bool setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)


extern LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_TREES;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_WATER;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW;
extern LLTrace::BlockTimerStatHandle FTM_STATESORT;
extern LLTrace::BlockTimerStatHandle FTM_PIPELINE;
extern LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY;

extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D;

class LLPipeline
{
public:
	LLPipeline();
	~LLPipeline();

	void destroyGL();
	void restoreGL();
	void requestResizeScreenTexture(); // set flag only, no work, safer for callbacks...
    void requestResizeShadowTexture(); // set flag only, no work, safer for callbacks...

	void resizeScreenTexture();
    void resizeShadowTexture();

	void releaseGLBuffers();
	void releaseLUTBuffers();
	void releaseScreenBuffers();
    void releaseShadowBuffers();

	void createGLBuffers();
	void createLUTBuffers();

	//allocate the largest screen buffer possible up to resX, resY
	//returns true if full size buffer allocated, false if some other size is allocated
	bool allocateScreenBuffer(U32 resX, U32 resY);

	typedef enum {
		FBO_SUCCESS_FULLRES = 0,
		FBO_SUCCESS_LOWRES,
		FBO_FAILURE
	} eFBOStatus;

private:
	//implementation of above, wrapped for easy error handling
	eFBOStatus doAllocateScreenBuffer(U32 resX, U32 resY);
public:

	//attempt to allocate screen buffers at resX, resY
	//returns true if allocation successful, false otherwise
	bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples);
    bool allocateShadowBuffer(U32 resX, U32 resY);

    // rebuild all LLVOVolume render batches
    void rebuildDrawInfo();

    // Clear LLFace mVertexBuffer pointers
	void resetVertexBuffers(LLDrawable* drawable);

    // perform a profile of the given avatar
    // if profile_attachments is true, run a profile for each attachment
    void profileAvatar(LLVOAvatar* avatar, bool profile_attachments = false);

    // generate an impostor for the given avatar
    //  preview_avatar - if true, a preview window render is being performed
    //  for_profile - if true, a profile is being performed, do not update actual impostor
    //  specific_attachment - specific attachment to profile, or nullptr to profile entire avatar
	void generateImpostor(LLVOAvatar* avatar, bool preview_avatar = false, bool for_profile = false, LLViewerObject* specific_attachment = nullptr);

	void bindScreenToTexture();
	void renderFinalize();
	void copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst);
	void generateLuminance(LLRenderTarget* src, LLRenderTarget* dst);
	void generateExposure(LLRenderTarget* src, LLRenderTarget* dst);
	void gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst);
	void generateGlow(LLRenderTarget* src);
	void applyFXAA(LLRenderTarget* src, LLRenderTarget* dst);
	void renderDoF(LLRenderTarget* src, LLRenderTarget* dst);
	void copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst);
	void combineGlow(LLRenderTarget* src, LLRenderTarget* dst);
	void visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex);

	void init();
	void cleanup();
	bool isInit() { return mInitialized; };

	/// @brief Get a draw pool from pool type (POOL_SIMPLE, POOL_MEDIA) and texture.
	/// @return Draw pool, or NULL if not found.
	LLDrawPool *findPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);

	/// @brief Get a draw pool for faces of the appropriate type and texture.  Create if necessary.
	/// @return Always returns a draw pool.
	LLDrawPool *getPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);

	/// @brief Figures out draw pool type from texture entry. Creates pool if necessary.
	static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* te_image);
	static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep);

	void		 addPool(LLDrawPool *poolp);	// Only to be used by LLDrawPool classes for splitting pools!
	void		 removePool( LLDrawPool* poolp );

	void		 allocDrawable(LLViewerObject *obj);

	void		 unlinkDrawable(LLDrawable*);

	static void removeMutedAVsLights(LLVOAvatar*);

	// Object related methods
	void        markVisible(LLDrawable *drawablep, LLCamera& camera);
	void		markOccluder(LLSpatialGroup* group);

	void		doOcclusion(LLCamera& camera);
	void		markNotCulled(LLSpatialGroup* group, LLCamera &camera);
	void        markMoved(LLDrawable *drawablep, bool damped_motion = false);
	void        markShift(LLDrawable *drawablep);
	void        markTextured(LLDrawable *drawablep);
	void		markGLRebuild(LLGLUpdate* glu);
	void		markRebuild(LLSpatialGroup* group);
	void        markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL);
	void		markPartitionMove(LLDrawable* drawablep);
	void		markMeshDirty(LLSpatialGroup* group);

	//get the object between start and end that's closest to start.
	LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end,
												bool pick_transparent,
												bool pick_rigged,
                                                bool pick_unselectable,
                                                bool pick_reflection_probe,
												S32* face_hit,                          // return the face hit
												LLVector4a* intersection = NULL,         // return the intersection point
												LLVector2* tex_coord = NULL,            // return the texture coordinates of the intersection point
												LLVector4a* normal = NULL,               // return the surface normal at the intersection point
												LLVector4a* tangent = NULL             // return the surface tangent at the intersection point  
		);

	//get the closest particle to start between start and end, returns the LLVOPartGroup and particle index
	LLVOPartGroup* lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
														S32* face_hit);


	LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
											  bool pick_transparent,
											  S32* face_hit,                          // return the face hit
											  LLVector4a* intersection = NULL,         // return the intersection point
											  LLVector2* tex_coord = NULL,            // return the texture coordinates of the intersection point
											  LLVector4a* normal = NULL,               // return the surface normal at the intersection point
											  LLVector4a* tangent = NULL             // return the surface tangent at the intersection point
		);

	// Something about these textures has changed.  Dirty them.
	void        dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures);

	void        resetDrawOrders();

	U32         addObject(LLViewerObject *obj);

	void		enableShadows(const bool enable_shadows);
    void        releaseSpotShadowTargets();
    void        releaseSunShadowTargets();
    void        releaseSunShadowTarget(U32 index);

	bool		shadersLoaded();
	bool		canUseWindLightShaders() const;
	bool		canUseAntiAliasing() const;

	// phases
	void resetFrameStats();

	void updateMoveDampedAsync(LLDrawable* drawablep);
	void updateMoveNormalAsync(LLDrawable* drawablep);
	void updateMovedList(LLDrawable::drawable_vector_t& move_list);
	void updateMove();
	bool visibleObjectsInFrustum(LLCamera& camera);
	bool getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max);
	bool getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0));

    // Populate given LLCullResult with results of a frustum cull of the entire scene against the given LLCamera
	void updateCull(LLCamera& camera, LLCullResult& result);
	void createObjects(F32 max_dtime);
	void createObject(LLViewerObject* vobj);
	void processPartitionQ();
	void updateGeom(F32 max_dtime);
	void updateGL();
	void rebuildPriorityGroups();
	void rebuildGroups();
	void clearRebuildGroups();
	void clearRebuildDrawables();

	//calculate pixel area of given box from vantage point of given camera
	static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera);
	static F32 calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera);

	void stateSort(LLCamera& camera, LLCullResult& result);
	void stateSort(LLSpatialGroup* group, LLCamera& camera);
	void stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed = FALSE);
	void stateSort(LLDrawable* drawablep, LLCamera& camera);
	void postSort(LLCamera& camera);
    
	void forAllVisibleDrawables(void (*func)(LLDrawable*));

    void renderObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false);
    void renderGLTFObjects(U32 type, bool texture = true, bool rigged = false);
    
    void renderAlphaObjects(bool rigged = false);
	void renderMaskedObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false);
    void renderFullbrightMaskedObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false);

	void renderGroups(LLRenderPass* pass, U32 type, bool texture);
    void renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture);

	void grabReferences(LLCullResult& result);
	void clearReferences();

	//check references will assert that there are no references in sCullResult to the provided data
	void checkReferences(LLFace* face);
	void checkReferences(LLDrawable* drawable);
	void checkReferences(LLDrawInfo* draw_info);
	void checkReferences(LLSpatialGroup* group);
	
	void renderGeomDeferred(LLCamera& camera, bool do_occlusion = false);
	void renderGeomPostDeferred(LLCamera& camera);
	void renderGeomShadow(LLCamera& camera);
    void bindLightFunc(LLGLSLShader& shader);

    // bind shadow maps
    // if setup is true, wil lset texture compare mode function and filtering options
    void bindShadowMaps(LLGLSLShader& shader);
    void bindDeferredShaderFast(LLGLSLShader& shader);
	void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr, LLRenderTarget* depth_target = nullptr);
	void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);

	void unbindDeferredShader(LLGLSLShader& shader);

    // set env_mat parameter in given shader
    void setEnvMat(LLGLSLShader& shader);

    void bindReflectionProbes(LLGLSLShader& shader);
    void unbindReflectionProbes(LLGLSLShader& shader);

	void renderDeferredLighting();

    // apply atmospheric haze based on contents of color and depth buffer
    // should be called just before rendering water when camera is under water 
    // and just before rendering alpha when camera is above water
    void doAtmospherics();

    // apply water haze based on contents of color and depth buffer
    // should be called just before rendering pre-water alpha objects
    void doWaterHaze();

	void postDeferredGammaCorrect(LLRenderTarget* screen_target);

	void generateSunShadow(LLCamera& camera);
    LLRenderTarget* getSunShadowTarget(U32 i);
    LLRenderTarget* getSpotShadowTarget(U32 i);

	void renderHighlight(const LLViewerObject* obj, F32 fade);
	
	void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool depth_clamp);
	void renderHighlights();
	void renderDebug();
	void renderPhysicsDisplay();

	void rebuildPools(); // Rebuild pools

	void findReferences(LLDrawable *drawablep);	// Find the lists which have references to this object
	bool verify();						// Verify that all data in the pipeline is "correct"

	S32  getLightCount() const { return mLights.size(); }

	void calcNearbyLights(LLCamera& camera);
	void setupHWLights();
	void setupAvatarLights(bool for_edit = false);
	void enableLights(U32 mask);
	void enableLightsDynamic();
	void enableLightsAvatar();
	void enableLightsPreview();
	void enableLightsAvatarEdit(const LLColor4& color);
	void enableLightsFullbright();
	void disableLights();

	void shiftObjects(const LLVector3 &offset);

	void setLight(LLDrawable *drawablep, bool is_light);
	
	bool hasRenderBatches(const U32 type) const;
	LLCullResult::drawinfo_iterator beginRenderMap(U32 type);
	LLCullResult::drawinfo_iterator endRenderMap(U32 type);
	LLCullResult::sg_iterator beginAlphaGroups();
	LLCullResult::sg_iterator endAlphaGroups();
    LLCullResult::sg_iterator beginRiggedAlphaGroups();
    LLCullResult::sg_iterator endRiggedAlphaGroups();
	
	void addTrianglesDrawn(S32 index_count);
    void recordTrianglesDrawn();

	bool hasRenderDebugFeatureMask(const U32 mask) const	{ return bool(mRenderDebugFeatureMask & mask); }
	bool hasRenderDebugMask(const U64 mask) const			{ return bool(mRenderDebugMask & mask); }
	void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; }
	void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; }
	void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffffffffffff; }
	void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; }

	bool hasRenderType(const U32 type) const;
	bool hasAnyRenderType(const U32 type, ...) const;

	static bool isWaterClip();

	void setRenderTypeMask(U32 type, ...);
	// This is equivalent to 'setRenderTypeMask'
	//void orRenderTypeMask(U32 type, ...);
	void andRenderTypeMask(U32 type, ...);
	void clearRenderTypeMask(U32 type, ...);
	void setAllRenderTypes();
	void clearAllRenderTypes();
	
	void pushRenderTypeMask();
	void popRenderTypeMask();

	void pushRenderDebugFeatureMask();
	void popRenderDebugFeatureMask();

	static void toggleRenderType(U32 type);

	// For UI control of render features
	static bool hasRenderTypeControl(U32 data);
	static void toggleRenderDebug(U64 data);
	static void toggleRenderDebugFeature(U32 data);
	static void toggleRenderTypeControl(U32 data);
	static bool toggleRenderTypeControlNegated(S32 data);
	static bool toggleRenderDebugControl(U64 data);
	static bool toggleRenderDebugFeatureControl(U32 data);
	static void setRenderDebugFeatureControl(U32 bit, bool value);

	static void setRenderParticleBeacons(bool val);
	static void toggleRenderParticleBeacons();
	static bool getRenderParticleBeacons();

	static void setRenderSoundBeacons(bool val);
	static void toggleRenderSoundBeacons();
	static bool getRenderSoundBeacons();

	static void setRenderMOAPBeacons(bool val);
	static void toggleRenderMOAPBeacons();
	static bool getRenderMOAPBeacons();

	static void setRenderPhysicalBeacons(bool val);
	static void toggleRenderPhysicalBeacons();
	static bool getRenderPhysicalBeacons();

	static void setRenderScriptedBeacons(bool val);
	static void toggleRenderScriptedBeacons();
	static bool getRenderScriptedBeacons();

	static void setRenderScriptedTouchBeacons(bool val);
	static void toggleRenderScriptedTouchBeacons();
	static bool getRenderScriptedTouchBeacons();

	static void setRenderBeacons(bool val);
	static void toggleRenderBeacons();
	static bool getRenderBeacons();

	static void setRenderHighlights(bool val);
	static void toggleRenderHighlights();
	static bool getRenderHighlights();
	static void setRenderHighlightTextureChannel(LLRender::eTexIndex channel); // sets which UV setup to display in highlight overlay

	static void updateRenderTransparentWater();
	static void refreshCachedSettings();

	void addDebugBlip(const LLVector3& position, const LLColor4& color);

	void hidePermanentObjects( std::vector<U32>& restoreList );
	void restorePermanentObjects( const std::vector<U32>& restoreList );
	void skipRenderingOfTerrain( bool flag );
	void hideObject( const LLUUID& id );
	void restoreHiddenObject( const LLUUID& id );
    void handleShadowDetailChanged();

    LLReflectionMapManager mReflectionMapManager;
    LLHeroProbeManager mHeroProbeManager;

private:
	void unloadShaders();
	void addToQuickLookup( LLDrawPool* new_poolp );
	void removeFromQuickLookup( LLDrawPool* poolp );
	bool updateDrawableGeom(LLDrawable* drawable);
	void assertInitializedDoError();
	bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; };
	void connectRefreshCachedSettingsSafe(const std::string name);
	void hideDrawable( LLDrawable *pDrawable );
	void unhideDrawable( LLDrawable *pDrawable );
    void skipRenderingShadows();
public:
	enum {GPU_CLASS_MAX = 3 };

	enum LLRenderTypeMask
	{
		// Following are pool types (some are also object types)
		RENDER_TYPE_SKY							= LLDrawPool::POOL_SKY,
		RENDER_TYPE_WL_SKY						= LLDrawPool::POOL_WL_SKY,
		RENDER_TYPE_TERRAIN						= LLDrawPool::POOL_TERRAIN,
		RENDER_TYPE_SIMPLE						= LLDrawPool::POOL_SIMPLE,
		RENDER_TYPE_GRASS						= LLDrawPool::POOL_GRASS,
		RENDER_TYPE_ALPHA_MASK					= LLDrawPool::POOL_ALPHA_MASK,
		RENDER_TYPE_FULLBRIGHT_ALPHA_MASK		= LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK,
		RENDER_TYPE_FULLBRIGHT					= LLDrawPool::POOL_FULLBRIGHT,
		RENDER_TYPE_BUMP						= LLDrawPool::POOL_BUMP,
		RENDER_TYPE_MATERIALS					= LLDrawPool::POOL_MATERIALS,
		RENDER_TYPE_AVATAR						= LLDrawPool::POOL_AVATAR,
		RENDER_TYPE_CONTROL_AV					= LLDrawPool::POOL_CONTROL_AV, // Animesh
		RENDER_TYPE_TREE						= LLDrawPool::POOL_TREE,
		RENDER_TYPE_VOIDWATER					= LLDrawPool::POOL_VOIDWATER,
		RENDER_TYPE_WATER						= LLDrawPool::POOL_WATER,
        RENDER_TYPE_GLTF_PBR                    = LLDrawPool::POOL_GLTF_PBR,
        RENDER_TYPE_GLTF_PBR_ALPHA_MASK         = LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK,
 		RENDER_TYPE_ALPHA						= LLDrawPool::POOL_ALPHA,
        RENDER_TYPE_ALPHA_PRE_WATER             = LLDrawPool::POOL_ALPHA_PRE_WATER,
        RENDER_TYPE_ALPHA_POST_WATER            = LLDrawPool::POOL_ALPHA_POST_WATER,
		RENDER_TYPE_GLOW						= LLDrawPool::POOL_GLOW,
		RENDER_TYPE_PASS_SIMPLE 				= LLRenderPass::PASS_SIMPLE,
        RENDER_TYPE_PASS_SIMPLE_RIGGED = LLRenderPass::PASS_SIMPLE_RIGGED,
		RENDER_TYPE_PASS_GRASS					= LLRenderPass::PASS_GRASS,
		RENDER_TYPE_PASS_FULLBRIGHT				= LLRenderPass::PASS_FULLBRIGHT,
        RENDER_TYPE_PASS_FULLBRIGHT_RIGGED = LLRenderPass::PASS_FULLBRIGHT_RIGGED,
		RENDER_TYPE_PASS_INVISIBLE				= LLRenderPass::PASS_INVISIBLE,
        RENDER_TYPE_PASS_INVISIBLE_RIGGED = LLRenderPass::PASS_INVISIBLE_RIGGED,
		RENDER_TYPE_PASS_INVISI_SHINY			= LLRenderPass::PASS_INVISI_SHINY,
        RENDER_TYPE_PASS_INVISI_SHINY_RIGGED = LLRenderPass::PASS_INVISI_SHINY_RIGGED,
		RENDER_TYPE_PASS_FULLBRIGHT_SHINY		= LLRenderPass::PASS_FULLBRIGHT_SHINY,
        RENDER_TYPE_PASS_FULLBRIGHT_SHINY_RIGGED = LLRenderPass::PASS_FULLBRIGHT_SHINY_RIGGED,
		RENDER_TYPE_PASS_SHINY					= LLRenderPass::PASS_SHINY,
        RENDER_TYPE_PASS_SHINY_RIGGED = LLRenderPass::PASS_SHINY_RIGGED,
		RENDER_TYPE_PASS_BUMP					= LLRenderPass::PASS_BUMP,
        RENDER_TYPE_PASS_BUMP_RIGGED = LLRenderPass::PASS_BUMP_RIGGED,
		RENDER_TYPE_PASS_POST_BUMP				= LLRenderPass::PASS_POST_BUMP,
        RENDER_TYPE_PASS_POST_BUMP_RIGGED = LLRenderPass::PASS_POST_BUMP_RIGGED,
		RENDER_TYPE_PASS_GLOW					= LLRenderPass::PASS_GLOW,
        RENDER_TYPE_PASS_GLOW_RIGGED = LLRenderPass::PASS_GLOW_RIGGED,
        RENDER_TYPE_PASS_GLTF_GLOW = LLRenderPass::PASS_GLTF_GLOW,
        RENDER_TYPE_PASS_GLTF_GLOW_RIGGED = LLRenderPass::PASS_GLTF_GLOW_RIGGED,
		RENDER_TYPE_PASS_ALPHA					= LLRenderPass::PASS_ALPHA,
		RENDER_TYPE_PASS_ALPHA_MASK				= LLRenderPass::PASS_ALPHA_MASK,
        RENDER_TYPE_PASS_ALPHA_MASK_RIGGED = LLRenderPass::PASS_ALPHA_MASK_RIGGED,
		RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK	= LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK,
        RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK_RIGGED = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED,
		RENDER_TYPE_PASS_MATERIAL				= LLRenderPass::PASS_MATERIAL,
        RENDER_TYPE_PASS_MATERIAL_RIGGED = LLRenderPass::PASS_MATERIAL_RIGGED,
		RENDER_TYPE_PASS_MATERIAL_ALPHA			= LLRenderPass::PASS_MATERIAL_ALPHA,
        RENDER_TYPE_PASS_MATERIAL_ALPHA_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_RIGGED,
		RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK	= LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
        RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED,
		RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE= LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
        RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED,
		RENDER_TYPE_PASS_SPECMAP				= LLRenderPass::PASS_SPECMAP,
        RENDER_TYPE_PASS_SPECMAP_RIGGED = LLRenderPass::PASS_SPECMAP_RIGGED,
		RENDER_TYPE_PASS_SPECMAP_BLEND			= LLRenderPass::PASS_SPECMAP_BLEND,
        RENDER_TYPE_PASS_SPECMAP_BLEND_RIGGED = LLRenderPass::PASS_SPECMAP_BLEND_RIGGED,
		RENDER_TYPE_PASS_SPECMAP_MASK			= LLRenderPass::PASS_SPECMAP_MASK,
        RENDER_TYPE_PASS_SPECMAP_MASK_RIGGED = LLRenderPass::PASS_SPECMAP_MASK_RIGGED,
		RENDER_TYPE_PASS_SPECMAP_EMISSIVE		= LLRenderPass::PASS_SPECMAP_EMISSIVE,
        RENDER_TYPE_PASS_SPECMAP_EMISSIVE_RIGGED = LLRenderPass::PASS_SPECMAP_EMISSIVE_RIGGED,
		RENDER_TYPE_PASS_NORMMAP				= LLRenderPass::PASS_NORMMAP,
        RENDER_TYPE_PASS_NORMMAP_RIGGED = LLRenderPass::PASS_NORMMAP_RIGGED,
		RENDER_TYPE_PASS_NORMMAP_BLEND			= LLRenderPass::PASS_NORMMAP_BLEND,
        RENDER_TYPE_PASS_NORMMAP_BLEND_RIGGED = LLRenderPass::PASS_NORMMAP_BLEND_RIGGED,
		RENDER_TYPE_PASS_NORMMAP_MASK			= LLRenderPass::PASS_NORMMAP_MASK,
        RENDER_TYPE_PASS_NORMMAP_MASK_RIGGED = LLRenderPass::PASS_NORMMAP_MASK_RIGGED,
		RENDER_TYPE_PASS_NORMMAP_EMISSIVE		= LLRenderPass::PASS_NORMMAP_EMISSIVE,
        RENDER_TYPE_PASS_NORMMAP_EMISSIVE_RIGGED = LLRenderPass::PASS_NORMMAP_EMISSIVE_RIGGED,
		RENDER_TYPE_PASS_NORMSPEC				= LLRenderPass::PASS_NORMSPEC,
        RENDER_TYPE_PASS_NORMSPEC_RIGGED = LLRenderPass::PASS_NORMSPEC_RIGGED,
		RENDER_TYPE_PASS_NORMSPEC_BLEND			= LLRenderPass::PASS_NORMSPEC_BLEND,
        RENDER_TYPE_PASS_NORMSPEC_BLEND_RIGGED = LLRenderPass::PASS_NORMSPEC_BLEND_RIGGED,
		RENDER_TYPE_PASS_NORMSPEC_MASK			= LLRenderPass::PASS_NORMSPEC_MASK,
        RENDER_TYPE_PASS_NORMSPEC_MASK_RIGGED = LLRenderPass::PASS_NORMSPEC_MASK_RIGGED,
		RENDER_TYPE_PASS_NORMSPEC_EMISSIVE		= LLRenderPass::PASS_NORMSPEC_EMISSIVE,
        RENDER_TYPE_PASS_NORMSPEC_EMISSIVE_RIGGED = LLRenderPass::PASS_NORMSPEC_EMISSIVE_RIGGED,
        RENDER_TYPE_PASS_GLTF_PBR                 = LLRenderPass::PASS_GLTF_PBR,
        RENDER_TYPE_PASS_GLTF_PBR_RIGGED         = LLRenderPass::PASS_GLTF_PBR_RIGGED,
        RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK        = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK,
        RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK_RIGGED = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK_RIGGED,
		// Following are object types (only used in drawable mRenderType)
		RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES,
		RENDER_TYPE_VOLUME,
		RENDER_TYPE_PARTICLES,
		RENDER_TYPE_CLOUDS,
		RENDER_TYPE_HUD_PARTICLES,
		NUM_RENDER_TYPES,
		END_RENDER_TYPES = NUM_RENDER_TYPES
	};

	enum LLRenderDebugFeatureMask
	{
		RENDER_DEBUG_FEATURE_UI					= 0x0001,
		RENDER_DEBUG_FEATURE_SELECTED			= 0x0002,
		RENDER_DEBUG_FEATURE_HIGHLIGHTED		= 0x0004,
		RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES	= 0x0008,
// 		RENDER_DEBUG_FEATURE_HW_LIGHTING		= 0x0010,
		RENDER_DEBUG_FEATURE_FLEXIBLE			= 0x0010,
		RENDER_DEBUG_FEATURE_FOG				= 0x0020,
		RENDER_DEBUG_FEATURE_FR_INFO			= 0x0080,
		RENDER_DEBUG_FEATURE_FOOT_SHADOWS		= 0x0100,
	};

	enum LLRenderDebugMask: U64
	{
		RENDER_DEBUG_COMPOSITION		=  0x00000001,
		RENDER_DEBUG_VERIFY				=  0x00000002,
		RENDER_DEBUG_BBOXES				=  0x00000004,
		RENDER_DEBUG_OCTREE				=  0x00000008,
		RENDER_DEBUG_WIND_VECTORS		=  0x00000010,
		RENDER_DEBUG_OCCLUSION			=  0x00000020,
		RENDER_DEBUG_POINTS				=  0x00000040,
		RENDER_DEBUG_TEXTURE_PRIORITY	=  0x00000080,
		RENDER_DEBUG_TEXTURE_AREA		=  0x00000100,
		RENDER_DEBUG_FACE_AREA			=  0x00000200,
		RENDER_DEBUG_PARTICLES			=  0x00000400,
		RENDER_DEBUG_GLOW				=  0x00000800, // not used
		RENDER_DEBUG_TEXTURE_ANIM		=  0x00001000,
		RENDER_DEBUG_LIGHTS				=  0x00002000,
		RENDER_DEBUG_BATCH_SIZE			=  0x00004000,
		RENDER_DEBUG_ALPHA_BINS			=  0x00008000, // not used
		RENDER_DEBUG_RAYCAST            =  0x00010000,
		RENDER_DEBUG_AVATAR_DRAW_INFO	=  0x00020000,
		RENDER_DEBUG_SHADOW_FRUSTA		=  0x00040000,
		RENDER_DEBUG_SCULPTED           =  0x00080000,
		RENDER_DEBUG_AVATAR_VOLUME      =  0x00100000,
		RENDER_DEBUG_AVATAR_JOINTS      =  0x00200000,
		RENDER_DEBUG_AGENT_TARGET       =  0x00800000,
		RENDER_DEBUG_UPDATE_TYPE		=  0x01000000,
		RENDER_DEBUG_PHYSICS_SHAPES     =  0x02000000,
		RENDER_DEBUG_NORMALS	        =  0x04000000,
		RENDER_DEBUG_LOD_INFO	        =  0x08000000,
		RENDER_DEBUG_ATTACHMENT_BYTES	=  0x20000000, // not used
		RENDER_DEBUG_TEXEL_DENSITY		=  0x40000000,
		RENDER_DEBUG_TRIANGLE_COUNT		=  0x80000000,
		RENDER_DEBUG_IMPOSTORS			= 0x100000000,
        RENDER_DEBUG_REFLECTION_PROBES  = 0x200000000,
        RENDER_DEBUG_PROBE_UPDATES      = 0x400000000
	};

public:
	
	LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj);

	void updateCamera(bool reset = false);
	
	LLVector3				mFlyCamPosition;
	LLQuaternion			mFlyCamRotation;

	bool					 mBackfaceCull;
	S32						 mMatrixOpCount;
	S32						 mTextureMatrixOps;
	S32						 mNumVisibleNodes;

	S32						 mDebugTextureUploadCost;
	S32						 mDebugSculptUploadCost;
	S32						 mDebugMeshUploadCost;

	S32						 mNumVisibleFaces;

	S32						mPoissonOffset;

	static S32				sCompiles;

	static bool				sShowHUDAttachments;
	static bool				sForceOldBakedUpload; // If true will not use capabilities to upload baked textures.
	static S32				sUseOcclusion;  // 0 = no occlusion, 1 = read only, 2 = read/write
	static bool				sAutoMaskAlphaDeferred;
	static bool				sAutoMaskAlphaNonDeferred;
	static bool				sRenderTransparentWater;
	static bool				sBakeSunlight;
	static bool				sNoAlpha;
	static bool				sUseFarClip;
	static bool				sShadowRender;
	static bool				sDynamicLOD;
	static bool				sPickAvatar;
	static bool				sReflectionRender;
    static bool				sDistortionRender;
	static bool				sImpostorRender;
	static bool				sImpostorRenderAlphaDepthPass;
	static bool				sUnderWaterRender;
	static bool				sRenderGlow;
	static bool				sTextureBindTest;
	static bool				sRenderAttachedLights;
	static bool				sRenderAttachedParticles;
	static bool				sRenderDeferred;
    static bool				sReflectionProbesEnabled;
	static S32				sVisibleLightCount;
	static bool				sRenderingHUDs;
    static F32              sDistortionWaterClipPlaneMargin;

	static LLTrace::EventStatHandle<S64> sStatBatchSize;

    class RenderTargetPack
    {
    public:
        U32 					width = 0;
        U32 					height = 0;

        //screen texture
        LLRenderTarget			screen;
        LLRenderTarget			uiScreen;
        LLRenderTarget			deferredScreen;
        LLRenderTarget			fxaaBuffer;
        LLRenderTarget			edgeMap;
        LLRenderTarget			deferredLight;

        //sun shadow map
        LLRenderTarget			shadow[4];
    };

    // main full resoltuion render target
    RenderTargetPack mMainRT;

    // auxillary 512x512 render target pack
    // used by reflection probes and dynamic texture bakes
    RenderTargetPack mAuxillaryRT;

    // currently used render target pack
    RenderTargetPack* mRT;

    LLRenderTarget          mSpotShadow[2];

    LLRenderTarget          mPbrBrdfLut;

    // copy of the color/depth buffer just before gamma correction
    // for use by SSR
    LLRenderTarget          mSceneMap;

    // exposure map for getting average color in scene
    LLRenderTarget          mLuminanceMap;
    LLRenderTarget          mExposureMap;
    LLRenderTarget          mLastExposure;

    // tonemapped and gamma corrected render ready for post
    LLRenderTarget          mPostMap;

    LLCullResult            mSky;
    LLCullResult            mReflectedObjects;
    LLCullResult            mRefractedObjects;

	//utility buffers for rendering post effects
	LLPointer<LLVertexBuffer> mDeferredVB;

    // a single triangle that covers the whole screen
    LLPointer<LLVertexBuffer> mScreenTriangleVB;

	//utility buffer for rendering cubes, 8 vertices are corners of a cube [-1, 1]
	LLPointer<LLVertexBuffer> mCubeVB;

    //list of currently bound reflection maps
    std::vector<LLReflectionMap*> mReflectionMaps;

	std::vector<LLVector3>	mShadowFrustPoints[4];
	LLVector4				mShadowError;
	LLVector4				mShadowFOV;
	LLVector3				mShadowFrustOrigin[4];
	LLCamera				mShadowCamera[8];
	LLVector3				mShadowExtents[4][2];
    // TODO : separate Sun Shadow and Spot Shadow matrices
	glh::matrix4f			mSunShadowMatrix[6];
	glh::matrix4f			mShadowModelview[6];
	glh::matrix4f			mShadowProjection[6];
    glh::matrix4f           mReflectionModelView;

	LLPointer<LLDrawable>	mShadowSpotLight[2];
	F32						mSpotLightFade[2];
	LLPointer<LLDrawable>	mTargetShadowSpotLight[2];

	LLVector4				mSunClipPlanes;
	LLVector4				mSunOrthoClipPlanes;
	LLVector2				mScreenScale;

	//water distortion texture (refraction)
	LLRenderTarget				mWaterDis;

    static const U32 MAX_BAKE_WIDTH;

	//texture for making the glow
	LLRenderTarget				mGlow[3];

	//noise map
	U32					mNoiseMap;
	U32					mTrueNoiseMap;
	U32					mLightFunc;

	LLColor4			mSunDiffuse;
    LLColor4			mMoonDiffuse;
	LLVector4			mSunDir;
    LLVector4			mMoonDir;
    bool                mNeedsShadowTargetClear;

	LLVector4			mTransformedSunDir;
    LLVector4			mTransformedMoonDir;

	bool					mInitialized;
	bool					mShadersLoaded;

	U32						mTransformFeedbackPrimitives; //number of primitives expected to be generated by transform feedback
protected:
	bool					mRenderTypeEnabled[NUM_RENDER_TYPES];
	std::stack<std::string> mRenderTypeEnableStack;

	U32						mRenderDebugFeatureMask;
	U64						mRenderDebugMask;
	U64						mOldRenderDebugMask;
	std::stack<U32>			mRenderDebugFeatureStack;

	/////////////////////////////////////////////
	//
	//
	LLDrawable::drawable_vector_t	mMovedList;
	LLDrawable::drawable_vector_t mMovedBridge;
	LLDrawable::drawable_vector_t	mShiftList;

	/////////////////////////////////////////////
	//
	//
	struct Light
	{
		Light(LLDrawable* ptr, F32 d, F32 f = 0.0f)
			: drawable(ptr),
			  dist(d),
			  fade(f)
		{}
		LLPointer<LLDrawable> drawable;
		F32 dist;
		F32 fade;
		struct compare
		{
			bool operator()(const Light& a, const Light& b) const
			{
				if ( a.dist < b.dist )
					return true;
				else if ( a.dist > b.dist )
					return false;
				else
					return a.drawable < b.drawable;
			}
		};
	};
	typedef std::set< Light, Light::compare > light_set_t;
	
	LLDrawable::ordered_drawable_set_t	mLights;
	light_set_t						mNearbyLights; // lights near camera
	LLColor4						mHWLightColors[8];
	
	/////////////////////////////////////////////
	//
	// Different queues of drawables being processed.
	//
	LLDrawable::drawable_list_t 	mBuildQ1; // priority
	LLSpatialGroup::sg_vector_t		mGroupQ1; //priority

	LLSpatialGroup::sg_vector_t		mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref

	LLSpatialGroup::sg_vector_t		mMeshDirtyGroup; //groups that need rebuildMesh called
	U32 mMeshDirtyQueryObject;

	LLDrawable::drawable_list_t		mPartitionQ; //drawables that need to update their spatial partition radius 

	bool mGroupQ1Locked;

	bool mResetVertexBuffers; //if true, clear vertex buffers on next update

	LLViewerObject::vobj_list_t		mCreateQ;
		
	LLDrawable::drawable_set_t		mRetexturedList;

	class HighlightItem
	{
	public:
		const LLPointer<LLDrawable> mItem;
		mutable F32 mFade;

		HighlightItem(LLDrawable* item)
		: mItem(item), mFade(0)
		{
		}

		bool operator<(const HighlightItem& rhs) const
		{
			return mItem < rhs.mItem;
		}

		bool operator==(const HighlightItem& rhs) const
		{
			return mItem == rhs.mItem;
		}

		void incrFade(F32 val) const
		{
			mFade = llclamp(mFade+val, 0.f, 1.f);
		}
	};

	//////////////////////////////////////////////////
	//
	// Draw pools are responsible for storing all rendered data,
	// and performing the actual rendering of objects.
	//
	struct compare_pools
	{
		bool operator()(const LLDrawPool* a, const LLDrawPool* b) const
		{
			if (!a)
				return true;
			else if (!b)
				return false;
			else
			{
				S32 atype = a->getType();
				S32 btype = b->getType();
				if (atype < btype)
					return true;
				else if (atype > btype)
					return false;
				else
					return a->getId() < b->getId();
			}
		}
	};
 	typedef std::set<LLDrawPool*, compare_pools > pool_set_t;
	pool_set_t mPools;
	LLDrawPool*	mLastRebuildPool;
	
	// For quick-lookups into mPools (mapped by texture pointer)
	std::map<uintptr_t, LLDrawPool*>	mTerrainPools;
	std::map<uintptr_t, LLDrawPool*>	mTreePools;
	LLDrawPoolAlpha*			mAlphaPoolPreWater = nullptr;
    LLDrawPoolAlpha*            mAlphaPoolPostWater = nullptr;
	LLDrawPool*					mSkyPool = nullptr;
	LLDrawPool*					mTerrainPool = nullptr;
	LLDrawPool*					mWaterPool = nullptr;
	LLRenderPass*				mSimplePool = nullptr;
	LLRenderPass*				mGrassPool = nullptr;
	LLRenderPass*				mAlphaMaskPool = nullptr;
	LLRenderPass*				mFullbrightAlphaMaskPool = nullptr;
	LLRenderPass*				mFullbrightPool = nullptr;
	LLDrawPool*					mGlowPool = nullptr;
	LLDrawPool*					mBumpPool = nullptr;
	LLDrawPool*					mMaterialsPool = nullptr;
	LLDrawPool*					mWLSkyPool = nullptr;
	LLDrawPool*					mPBROpaquePool = nullptr;
    LLDrawPool*                 mPBRAlphaMaskPool = nullptr;

	// Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar
	
public:
	std::vector<LLFace*>		mHighlightFaces;	// highlight faces on physical objects
protected:
	std::vector<LLFace*>		mSelectedFaces;

	class DebugBlip
	{
	public:
		LLColor4 mColor;
		LLVector3 mPosition;
		F32 mAge;

		DebugBlip(const LLVector3& position, const LLColor4& color)
			: mColor(color), mPosition(position), mAge(0.f)
		{ }
	};

	std::list<DebugBlip> mDebugBlips;

	LLPointer<LLViewerFetchedTexture>	mFaceSelectImagep;
	
	U32						mLightMask;
	U32						mLightMovingMask;
		
	static bool				sRenderPhysicalBeacons;
	static bool				sRenderMOAPBeacons;
	static bool				sRenderScriptedTouchBeacons;
	static bool				sRenderScriptedBeacons;
	static bool				sRenderParticleBeacons;
	static bool				sRenderSoundBeacons;
public:
	static bool				sRenderBeacons;
	static bool				sRenderHighlight;

	// Determines which set of UVs to use in highlight display
	//
	static LLRender::eTexIndex sRenderHighlightTextureChannel;

	//debug use
	static U32              sCurRenderPoolType ;

	//cached settings
	static bool WindLightUseAtmosShaders;
	static bool RenderDeferred;
	static F32 RenderDeferredSunWash;
	static U32 RenderFSAASamples;
	static U32 RenderResolutionDivisor;
	static bool RenderUIBuffer;
	static S32 RenderShadowDetail;
    static S32 RenderShadowSplits;
	static bool RenderDeferredSSAO;
	static F32 RenderShadowResolutionScale;
	static bool RenderDelayCreation;
	static bool RenderAnimateRes;
	static bool FreezeTime;
	static S32 DebugBeaconLineWidth;
	static F32 RenderHighlightBrightness;
	static LLColor4 RenderHighlightColor;
	static F32 RenderHighlightThickness;
	static bool RenderSpotLightsInNondeferred;
	static LLColor4 PreviewAmbientColor;
	static LLColor4 PreviewDiffuse0;
	static LLColor4 PreviewSpecular0;
	static LLColor4 PreviewDiffuse1;
	static LLColor4 PreviewSpecular1;
	static LLColor4 PreviewDiffuse2;
	static LLColor4 PreviewSpecular2;
	static LLVector3 PreviewDirection0;
	static LLVector3 PreviewDirection1;
	static LLVector3 PreviewDirection2;
	static F32 RenderGlowMinLuminance;
	static F32 RenderGlowMaxExtractAlpha;
	static F32 RenderGlowWarmthAmount;
	static LLVector3 RenderGlowLumWeights;
	static LLVector3 RenderGlowWarmthWeights;
	static S32 RenderGlowResolutionPow;
	static S32 RenderGlowIterations;
	static F32 RenderGlowWidth;
	static F32 RenderGlowStrength;
	static bool RenderGlowNoise;
	static bool RenderDepthOfField;
	static bool RenderDepthOfFieldInEditMode;
	static F32 CameraFocusTransitionTime;
	static F32 CameraFNumber;
	static F32 CameraFocalLength;
	static F32 CameraFieldOfView;
	static S32 RenderLocalLightCount;
	static F32 RenderShadowNoise;
	static F32 RenderShadowBlurSize;
	static F32 RenderSSAOScale;
	static U32 RenderSSAOMaxScale;
	static F32 RenderSSAOFactor;
	static LLVector3 RenderSSAOEffect;
	static F32 RenderShadowOffsetError;
	static F32 RenderShadowBiasError;
	static F32 RenderShadowOffset;
	static F32 RenderShadowBias;
	static F32 RenderSpotShadowOffset;
	static F32 RenderSpotShadowBias;
    static LLDrawable* RenderSpotLight;
	static F32 RenderEdgeDepthCutoff;
	static F32 RenderEdgeNormCutoff;
	static LLVector3 RenderShadowGaussian;
	static F32 RenderShadowBlurDistFactor;
	static bool RenderDeferredAtmospheric;
	static F32 RenderHighlightFadeTime;
	static F32 RenderFarClip;
	static LLVector3 RenderShadowSplitExponent;
	static F32 RenderShadowErrorCutoff;
	static F32 RenderShadowFOVCutoff;
	static bool CameraOffset;
	static F32 CameraMaxCoF;
	static F32 CameraDoFResScale;
	static F32 RenderAutoHideSurfaceAreaLimit;
	static bool RenderScreenSpaceReflections;
    static S32 RenderScreenSpaceReflectionIterations;
	static F32 RenderScreenSpaceReflectionRayStep;
	static F32 RenderScreenSpaceReflectionDistanceBias;
	static F32 RenderScreenSpaceReflectionDepthRejectBias;
	static F32 RenderScreenSpaceReflectionAdaptiveStepMultiplier;
	static S32 RenderScreenSpaceReflectionGlossySamples;
	static S32 RenderBufferVisualization;
	static bool RenderMirrors;
};

void render_bbox(const LLVector3 &min, const LLVector3 &max);
void render_hud_elements();

extern LLPipeline gPipeline;
extern bool gDebugPipeline;
extern const LLMatrix4* gGLLastMatrix;

#endif