meow-7.2.2
Ansariel 2020-06-17 12:10:58 +02:00
commit 3d37c73654
9 changed files with 234 additions and 181 deletions

View File

@ -993,38 +993,56 @@ BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image)
return FALSE;
}
if( !mHasExplicitFormat )
{
switch (mComponents)
{
case 1:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8;
mFormatPrimary = GL_LUMINANCE;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 2:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8_ALPHA8;
mFormatPrimary = GL_LUMINANCE_ALPHA;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 3:
mFormatInternal = GL_RGB8;
mFormatPrimary = GL_RGB;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 4:
mFormatInternal = GL_RGBA8;
mFormatPrimary = GL_RGBA;
mFormatType = GL_UNSIGNED_BYTE;
break;
default:
LL_ERRS() << "Bad number of components for texture: " << (U32)getComponents() << LL_ENDL;
}
}
if (!mHasExplicitFormat)
{
switch (mComponents)
{
case 1:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8;
mFormatPrimary = GL_LUMINANCE;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 2:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8_ALPHA8;
mFormatPrimary = GL_LUMINANCE_ALPHA;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 3:
#if USE_SRGB_DECODE
if (gGLManager.mHasTexturesRGBDecode)
{
mFormatInternal = GL_SRGB8;
}
else
#endif
{
mFormatInternal = GL_RGB8;
}
mFormatPrimary = GL_RGB;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 4:
#if USE_SRGB_DECODE
if (gGLManager.mHasTexturesRGBDecode)
{
mFormatInternal = GL_SRGB8_ALPHA8;
}
else
#endif
{
mFormatInternal = GL_RGBA8;
}
mFormatPrimary = GL_RGBA;
mFormatType = GL_UNSIGNED_BYTE;
break;
default:
LL_ERRS() << "Bad number of components for texture: " << (U32) getComponents() << LL_ENDL;
}
}
mCurrentDiscardLevel = discard_level;
mCurrentDiscardLevel = discard_level;
mDiscardLevelInAtlas = discard_level;
mTexelsInAtlas = raw_image->getWidth() * raw_image->getHeight() ;
mLastBindTime = sLastFrameTime;

View File

@ -852,26 +852,32 @@ void LLTexUnit::debugTextureUnit(void)
}
}
void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) {
void LLTexUnit::setTextureColorSpace(eTextureColorSpace space)
{
mTexColorSpace = space;
#if USE_SRGB_DECODE
if (gGLManager.mHasTexturesRGBDecode) {
if (space == TCS_SRGB) {
if (gGLManager.mHasTexturesRGBDecode)
{
if (space == TCS_SRGB)
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
}
else {
else
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
}
if (gDebugGL) {
if (gDebugGL)
{
assert_glerror();
}
}
else
#endif
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
}
}
LLLightState::LLLightState(S32 index)

View File

@ -501,23 +501,23 @@ U32 LLRenderTarget::getNumTextures() const
return mTex.size();
}
void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilterOptions filter_options)
{
gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
bool isSRGB = false;
llassert(mInternalFormat.size() > index);
switch (mInternalFormat[index])
{
case GL_SRGB_ALPHA:
case GL_SRGB:
case GL_SRGB8:
case GL_SRGB_ALPHA:
case GL_SRGB8_ALPHA8:
isSRGB = true;
break;
break;
default:
break;
break;
}
gGL.getTexUnit(channel)->setTextureFilteringOption(filter_options);

View File

@ -70,15 +70,18 @@ uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
// indra\newview\llsettingsvo.cpp
void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Texture coords
vary_texcoord0 = texcoord0;
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;

View File

@ -1,24 +1,24 @@
/**
* @file multiPointLightF.glsl
/**
* @file class1/deferred/multiPointLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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
* $/LicenseInfo$
*/
@ -36,119 +36,112 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform vec3 env_mat[3];
uniform vec3 env_mat[3];
uniform float sun_wash;
uniform int light_count;
uniform vec4 light[LIGHT_COUNT];
uniform vec4 light_col[LIGHT_COUNT];
uniform int light_count;
uniform vec4 light[LIGHT_COUNT];
uniform vec4 light_col[LIGHT_COUNT];
uniform vec2 screen_res;
uniform float far_z;
uniform mat4 inv_proj;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float far_z;
uniform mat4 inv_proj;
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(vec2 pos_screen);
vec3 srgb_to_linear(vec3 c);
void main()
void main()
{
vec3 out_col = vec3(0,0,0);
#if defined(LOCAL_LIGHT_KILL)
discard;
#else
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
{
discard;
}
vec3 norm = getNorm(frag.xy);
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
diff.rgb = srgb_to_linear(diff.rgb);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
for (int i = 0; i < LIGHT_COUNT; ++i)
{
vec3 lv = light[i].xyz-pos;
float dist = length(lv);
dist /= light[i].w;
if (dist <= 1.0)
{
float da = dot(norm, lv);
if (da > 0.0)
{
lv = normalize(lv);
da = dot(norm, lv);
float fa = light_col[i].a+1.0;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
// Tweak falloff slightly to match pre-EEP attenuation
// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
dist_atten *= 2.0;
dist_atten *= noise;
float lit = da * dist_atten;
vec3 col = light_col[i].rgb*lit*diff;
//vec3 col = vec3(dist2, light_col[i].a, lit);
if (spec.a > 0.0)
{
lit = min(da*6.0, 1.0) * dist_atten;
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
col += lit*scol*light_col[i].rgb*spec.rgb;
//col += spec.rgb;
}
}
out_col += col;
}
}
}
discard; // Bail immediately
#endif
frag_color.rgb = out_col;
frag_color.a = 0.0;
vec3 out_col = vec3(0, 0, 0);
vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res;
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
{
discard;
}
vec3 norm = getNorm(frag.xy);
vec4 spec = texture2DRect(specularRect, frag.xy);
spec.rgb = srgb_to_linear(spec.rgb);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
diff.rgb = srgb_to_linear(diff.rgb);
float noise = texture2D(noiseMap, frag.xy / 128.0).b;
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
for (int i = 0; i < LIGHT_COUNT; ++i)
{
vec3 lv = light[i].xyz - pos;
float dist = length(lv);
dist /= light[i].w;
if (dist <= 1.0)
{
float da = dot(norm, lv);
if (da > 0.0)
{
lv = normalize(lv);
da = dot(norm, lv);
float fa = light_col[i].a + 1.0;
float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0);
dist_atten *= dist_atten;
// Tweak falloff slightly to match pre-EEP attenuation
// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
dist_atten *= 2.0;
dist_atten *= noise;
float lit = da * dist_atten;
vec3 col = light_col[i].rgb * lit * diff;
if (spec.a > 0.0)
{
lit = min(da * 6.0, 1.0) * dist_atten;
vec3 h = normalize(lv + npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5) * 0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da);
col += lit * scol * light_col[i].rgb * spec.rgb;
}
}
out_col += col;
}
}
}
frag_color.rgb = out_col;
frag_color.a = 0.0;
#ifdef IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
vec4 dummy1 = light[0];
vec4 dummy2 = light_col[0];
vec4 dummy3 = light[LIGHT_COUNT-1];
vec4 dummy4 = light_col[LIGHT_COUNT-1];
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage
// awawy which leads to unfun crashes and artifacts.
vec4 dummy1 = light[0];
vec4 dummy2 = light_col[0];
vec4 dummy3 = light[LIGHT_COUNT - 1];
vec4 dummy4 = light_col[LIGHT_COUNT - 1];
#endif
}

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@ -36,6 +36,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
@ -66,13 +67,31 @@ uniform vec4 cloud_color;
uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
// indra\newview\llsettingsvo.cpp
void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = texcoord0;
// Texture coords
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
@ -175,19 +194,6 @@ void main()
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;

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@ -678,8 +678,17 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
{
shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
// Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate")
LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta());
LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() );
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
// Keep in Sync!
// * indra\newview\llsettingsvo.cpp
// * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
// * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
cloud_scroll[0] = -cloud_scroll[0];
vect_c_p_d1 += cloud_scroll;
shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV);
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();

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@ -55,7 +55,6 @@
#include "llviewerregion.h"
#include "llvoavatar.h"
#include "llvoavatarself.h"
#include "llviewerwindow.h" // *TODO: remove, only used for width/height
#include "llworld.h"
#include "llfeaturemanager.h"
#include "llviewernetwork.h"
@ -588,21 +587,38 @@ void send_stats()
// If the current revision is recent, ping the previous author before overriding
LLSD &misc = body["stats"]["misc"];
// Screen size so the UI team can figure out how big the widgets
// appear and use a "typical" size for end user tests.
#ifdef LL_WINDOWS
// Probe for Vulkan capability (Dave Houlton 05/2020)
//
// Check for presense of a Vulkan loader dll, as a proxy for a Vulkan-capable gpu.
// False-positives and false-negatives are possible, but unlikely. We'll get a good
// approximation of Vulkan capability within current user systems from this. More
// detailed information on versions and extensions can come later.
static bool vulkan_oneshot = false;
static bool vulkan_detected = false;
S32 window_width = gViewerWindow->getWindowWidthRaw();
S32 window_height = gViewerWindow->getWindowHeightRaw();
S32 window_size = (window_width * window_height) / 1024;
misc["string_1"] = llformat("%d", window_size);
misc["string_2"] = llformat("Texture Time: %.2f, Total Time: %.2f", gTextureTimer.getElapsedTimeF32(), gFrameTimeSeconds.value());
if (!vulkan_oneshot)
{
HMODULE vulkan_loader = LoadLibraryExA("vulkan-1.dll", NULL, LOAD_LIBRARY_AS_DATAFILE);
if (NULL != vulkan_loader)
{
vulkan_detected = true;
FreeLibrary(vulkan_loader);
}
vulkan_oneshot = true;
}
F32 unbaked_time = LLVOAvatar::sUnbakedTime * 1000.f / gFrameTimeSeconds;
misc["int_1"] = LLSD::Integer(unbaked_time); // Steve: 1.22
F32 grey_time = LLVOAvatar::sGreyTime * 1000.f / gFrameTimeSeconds;
misc["int_2"] = LLSD::Integer(grey_time); // Steve: 1.22
misc["string_1"] = vulkan_detected ? llformat("Vulkan driver is detected") : llformat("No Vulkan driver detected");
LL_INFOS() << "Misc Stats: int_1: " << misc["int_1"] << " int_2: " << misc["int_2"] << LL_ENDL;
#else
misc["string_1"] = llformat("Unused");
#endif // LL_WINDOWS
misc["string_2"] = llformat("Unused");
misc["int_1"] = LLSD::Integer(0);
misc["int_2"] = LLSD::Integer(0);
LL_INFOS() << "Misc Stats: int_1: " << misc["int_1"] << " int_2: " << misc["int_2"] << LL_ENDL;
LL_INFOS() << "Misc Stats: string_1: " << misc["string_1"] << " string_2: " << misc["string_2"] << LL_ENDL;
body["DisplayNamesEnabled"] = gSavedSettings.getBOOL("UseDisplayNames");

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@ -11111,7 +11111,9 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
if (visually_muted || too_complex)
{
andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR,
LLPipeline::RENDER_TYPE_CONTROL_AV,
END_RENDER_TYPES);
}
else
{