commit
6dd8dcb9ce
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@ -586,7 +586,6 @@ void LLHeroProbeManager::cleanup()
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{
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mVertexBuffer = nullptr;
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mRenderTarget.release();
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mHeroRenderTarget.release();
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mMipChain.clear();
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@ -594,10 +593,7 @@ void LLHeroProbeManager::cleanup()
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mProbes.clear();
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mReflectionMaps.clear();
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mDefaultProbe = nullptr;
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mUpdatingProbe = nullptr;
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}
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void LLHeroProbeManager::doOcclusion()
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@ -104,8 +104,6 @@ private:
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// used to generate mipmaps without doing a copy-to-texture
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LLRenderTarget mRenderTarget;
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LLRenderTarget mHeroRenderTarget;
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std::vector<LLRenderTarget> mMipChain;
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// storage for reflection probe radiance maps (plus two scratch space cubemaps)
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@ -124,11 +122,6 @@ private:
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// list of active reflection maps
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std::vector<LLPointer<LLReflectionMap>> mProbes;
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// list of maps being used for rendering
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std::vector<LLReflectionMap*> mReflectionMaps;
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LLReflectionMap* mUpdatingProbe = nullptr;
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LLPointer<LLReflectionMap> mDefaultProbe; // default reflection probe to fall back to for pixels with no probe influences (should always be at cube index 0)
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// number of reflection probes to use for rendering
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@ -1371,13 +1371,21 @@ void LLReflectionMapManager::initReflectionMaps()
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{
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U32 count = LL_MAX_REFLECTION_PROBE_COUNT;
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if (mTexture.isNull() || mReflectionProbeCount != count || mReset)
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static LLCachedControl<U32> ref_probe_res(gSavedSettings, "RenderReflectionProbeResolution", 128U);
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U32 probe_resolution = nhpo2(llclamp(ref_probe_res(), (U32)64, (U32)512));
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if (mTexture.isNull() || mReflectionProbeCount != count || mProbeResolution != probe_resolution || mReset)
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{
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if(mProbeResolution != probe_resolution)
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{
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mRenderTarget.release();
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mMipChain.clear();
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}
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gEXRImage = nullptr;
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mReset = false;
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mReflectionProbeCount = count;
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mProbeResolution = nhpo2(llclamp(gSavedSettings.getU32("RenderReflectionProbeResolution"), (U32)64, (U32)512));
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mProbeResolution = probe_resolution;
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mMaxProbeLOD = log2f((F32)mProbeResolution) - 1.f; // number of mips - 1
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if (mTexture.isNull() ||
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@ -1603,7 +1603,7 @@ void render_ui_2d()
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LLView::sIsRectDirty = false;
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LLRect t_rect;
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gPipeline.mRT->uiScreen.bindTarget();
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gPipeline.mUIScreen.bindTarget();
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gGL.setColorMask(true, true);
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{
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static const S32 pad = 8;
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@ -1635,7 +1635,7 @@ void render_ui_2d()
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gViewerWindow->draw();
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}
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gPipeline.mRT->uiScreen.flush();
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gPipeline.mUIScreen.flush();
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gGL.setColorMask(true, false);
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LLView::sDirtyRect = t_rect;
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@ -1645,7 +1645,7 @@ void render_ui_2d()
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LLGLDisable blend(GL_BLEND);
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S32 width = gViewerWindow->getWindowWidthScaled();
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S32 height = gViewerWindow->getWindowHeightScaled();
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gGL.getTexUnit(0)->bind(&gPipeline.mRT->uiScreen);
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gGL.getTexUnit(0)->bind(&gPipeline.mUIScreen);
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gGL.begin(LLRender::TRIANGLE_STRIP);
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gGL.color4f(1.f,1.f,1.f,1.f);
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gGL.texCoord2f(0.f, 0.f); gGL.vertex2i(0, 0);
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@ -777,7 +777,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
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if (mRT == &mMainRT)
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{ // hacky -- allocate auxillary buffer
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gCubeSnapshot = TRUE;
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gCubeSnapshot = true;
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if (sReflectionProbesEnabled)
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{
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@ -812,17 +812,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
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resY /= res_mod;
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}
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//water reflection texture (always needed as scratch space whether or not transparent water is enabled)
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mWaterDis.allocate(resX, resY, GL_RGBA16F, true);
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if (RenderUIBuffer)
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{
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if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA))
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{
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return false;
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}
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}
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S32 shadow_detail = RenderShadowDetail;
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bool ssao = RenderDeferredSSAO;
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@ -836,15 +825,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
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mRT->deferredScreen.shareDepthBuffer(mRT->screen);
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if (samples > 0)
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{
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if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA)) return false;
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}
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else
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{
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mRT->fxaaBuffer.release();
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}
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if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
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{ //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa
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if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false;
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@ -856,19 +836,45 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
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allocateShadowBuffer(resX, resY);
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if (!gCubeSnapshot && RenderScreenSpaceReflections) // hack to not allocate mSceneMap for cube snapshots
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if (!gCubeSnapshot) // hack to not re-allocate various targets for cube snapshots
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{
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mSceneMap.allocate(resX, resY, GL_RGB, true);
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if (RenderUIBuffer)
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{
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if (!mUIScreen.allocate(resX, resY, GL_RGBA))
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{
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return false;
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}
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}
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if (samples > 0)
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{
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if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false;
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}
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else
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{
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mFXAAMap.release();
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}
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//water reflection texture (always needed as scratch space whether or not transparent water is enabled)
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mWaterDis.allocate(resX, resY, GL_RGBA16F, true);
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if(RenderScreenSpaceReflections)
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{
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mSceneMap.allocate(resX, resY, GL_RGB, true);
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}
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else
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{
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mSceneMap.release();
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}
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const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR");
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const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA;
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mPostMap.allocate(resX, resY, post_color_fmt);
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// used to scale down textures
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// See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown
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mDownResMap.allocate(4, 4, GL_RGBA);
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}
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const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR");
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const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA;
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mPostMap.allocate(resX, resY, post_color_fmt);
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// used to scale down textures
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// See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown
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mDownResMap.allocate(4, 4, GL_RGBA);
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//HACK make screenbuffer allocations start failing after 30 seconds
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if (gSavedSettings.getBOOL("SimulateFBOFailure"))
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{
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@ -890,7 +896,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
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S32 shadow_detail = RenderShadowDetail;
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F32 scale = llmax(0.f, RenderShadowResolutionScale);
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F32 scale = gCubeSnapshot ? 1.0f : llmax(0.f, RenderShadowResolutionScale); // Don't scale probe shadow maps
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U32 sun_shadow_map_width = BlurHappySize(resX, scale);
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U32 sun_shadow_map_height = BlurHappySize(resY, scale);
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@ -1110,6 +1116,10 @@ void LLPipeline::releaseGLBuffers()
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mPostMap.release();
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mFXAAMap.release();
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mUIScreen.release();
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mDownResMap.release();
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for (U32 i = 0; i < 3; i++)
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@ -1117,6 +1127,8 @@ void LLPipeline::releaseGLBuffers()
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mGlow[i].release();
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}
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mHeroProbeManager.cleanup(); // release hero probes
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releaseScreenBuffers();
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gBumpImageList.destroyGL();
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@ -1147,15 +1159,15 @@ void LLPipeline::releaseShadowBuffers()
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void LLPipeline::releaseScreenBuffers()
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{
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mRT->uiScreen.release();
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mRT->screen.release();
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mRT->fxaaBuffer.release();
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mRT->deferredScreen.release();
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mRT->deferredLight.release();
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mHeroProbeRT.uiScreen.release();
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mAuxillaryRT.screen.release();
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mAuxillaryRT.deferredScreen.release();
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mAuxillaryRT.deferredLight.release();
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mHeroProbeRT.screen.release();
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mHeroProbeRT.fxaaBuffer.release();
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mHeroProbeRT.deferredScreen.release();
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mHeroProbeRT.deferredLight.release();
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}
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@ -7123,7 +7135,7 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
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{
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{
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llassert(!gCubeSnapshot);
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bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete();
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bool multisample = RenderFSAASamples > 1 && mFXAAMap.isComplete();
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LLGLSLShader* shader = &gGlowCombineProgram;
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S32 width = dst->getWidth();
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@ -7134,7 +7146,7 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
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{
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LL_PROFILE_GPU_ZONE("aa");
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// bake out texture2D with RGBL for FXAA shader
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mRT->fxaaBuffer.bindTarget();
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mFXAAMap.bindTarget();
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shader = &gGlowCombineFXAAProgram;
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shader->bind();
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@ -7154,16 +7166,16 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
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shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage());
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shader->unbind();
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mRT->fxaaBuffer.flush();
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mFXAAMap.flush();
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dst->bindTarget();
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shader = &gFXAAProgram;
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shader->bind();
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channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage());
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channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAAMap.getUsage());
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if (channel > -1)
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{
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mRT->fxaaBuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
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mFXAAMap.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
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}
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gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
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@ -7173,8 +7185,8 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
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glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
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F32 scale_x = (F32)width / mRT->fxaaBuffer.getWidth();
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F32 scale_y = (F32)height / mRT->fxaaBuffer.getHeight();
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F32 scale_x = (F32)width / mFXAAMap.getWidth();
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F32 scale_y = (F32)height / mFXAAMap.getHeight();
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shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
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shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y);
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shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y,
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@ -7408,7 +7420,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
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{ // combine result based on alpha
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dst->bindTarget();
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if (RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete())
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if (RenderFSAASamples > 1 && mFXAAMap.isComplete())
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{
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glViewport(0, 0, dst->getWidth(), dst->getHeight());
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}
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@ -687,10 +687,7 @@ public:
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//screen texture
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LLRenderTarget screen;
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LLRenderTarget uiScreen;
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LLRenderTarget deferredScreen;
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LLRenderTarget fxaaBuffer;
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LLRenderTarget edgeMap;
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LLRenderTarget deferredLight;
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//sun shadow map
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@ -726,6 +723,12 @@ public:
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// tonemapped and gamma corrected render ready for post
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LLRenderTarget mPostMap;
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// FXAA helper target
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LLRenderTarget mFXAAMap;
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// render ui to buffer target
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LLRenderTarget mUIScreen;
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// downres scratch space for GPU downscaling of textures
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LLRenderTarget mDownResMap;
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Loading…
Reference in New Issue