SL-18190 Don't allocate mips for irradiance maps because they're never generated. Disable OpenGL core profile on Intel by default.

master
Dave Parks 2022-09-20 12:28:45 -05:00
parent 7a9811ee11
commit 1eeee12ecb
7 changed files with 21 additions and 13 deletions

View File

@ -107,18 +107,18 @@ LLCubeMapArray::~LLCubeMapArray()
{
}
void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count)
void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count, BOOL use_mips)
{
U32 texname = 0;
LLImageGL::generateTextures(1, &texname);
mImage = new LLImageGL(resolution, resolution, components, TRUE);
mImage = new LLImageGL(resolution, resolution, components, use_mips);
mImage->setTexName(texname);
mImage->setTarget(sTargets[0], LLTexUnit::TT_CUBE_MAP_ARRAY);
mImage->setUseMipMaps(TRUE);
mImage->setHasMipMaps(TRUE);
mImage->setUseMipMaps(use_mips);
mImage->setHasMipMaps(use_mips);
bind(0);
@ -127,9 +127,15 @@ void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count)
mImage->setAddressMode(LLTexUnit::TAM_CLAMP);
mImage->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP_ARRAY);
if (use_mips)
{
mImage->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP_ARRAY);
}
else
{
mImage->setFilteringOption(LLTexUnit::TFO_BILINEAR);
}
unbind();
}
@ -137,7 +143,7 @@ void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count)
void LLCubeMapArray::bind(S32 stage)
{
mTextureStage = stage;
gGL.getTexUnit(stage)->bindManual(LLTexUnit::TT_CUBE_MAP_ARRAY, getGLName(), TRUE);
gGL.getTexUnit(stage)->bindManual(LLTexUnit::TT_CUBE_MAP_ARRAY, getGLName(), mImage->getUseMipMaps());
}
void LLCubeMapArray::unbind()

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@ -51,7 +51,8 @@ public:
// res - resolution of each cube face
// components - number of components per pixel
// count - number of cube maps in the array
void allocate(U32 res, U32 components, U32 count);
// use_mips - if TRUE, mipmaps will be allocated for this cube map array and anisotropic filtering will be used
void allocate(U32 res, U32 components, U32 count, BOOL use_mips = TRUE);
void bind(S32 stage);
void unbind();

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@ -9924,7 +9924,7 @@
<key>RenderGLContextCoreProfile</key>
<map>
<key>Comment</key>
<string>Don't use a compatibility profile OpenGL context. Requires restart. Basic shaders MUST be enabled.</string>
<string>Don't use a compatibility profile OpenGL context. Requires restart.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>

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@ -364,7 +364,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, vec3 c, float r2, int i)
v -= c;
v = env_mat * v;
{
return textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x;
return texture(irradianceProbes, vec4(v.xyz, refIndex[i].x)).rgb * refParams[i].x;
}
}

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@ -287,6 +287,7 @@ list Intel
RenderAnisotropic 1 0
RenderFSAASamples 1 0
RenderGLMultiThreaded 1 0
RenderGLContextCoreProfile 1 0
// HACK: Current AMD drivers have bugged cubemap arrays, limit number of reflection probes to 16
list AMD

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@ -531,7 +531,7 @@ static void settings_to_globals()
LLSurface::setTextureSize(gSavedSettings.getU32("RegionTextureSize"));
LLRender::sGLCoreProfile = TRUE; // Now required, ignoring gSavedSettings.getBOOL("RenderGLContextCoreProfile");
LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLContextCoreProfile");
LLRender::sNsightDebugSupport = gSavedSettings.getBOOL("RenderNsightDebugSupport");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic");

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@ -846,6 +846,6 @@ void LLReflectionMapManager::initReflectionMaps()
mTexture->allocate(LL_REFLECTION_PROBE_RESOLUTION, 3, mReflectionProbeCount + 2);
mIrradianceMaps = new LLCubeMapArray();
mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, mReflectionProbeCount);
mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, mReflectionProbeCount, FALSE);
}
}