VWR-21349 Don't enable FBO by default on mac or linux when using high/ultra graphics. Cap samples in LLMultiSampleBuffer to 4 samples to avoid using tons of memory when RenderUseFBO is set to TRUE and RenderFSAASamples is > 4. Don't allocate multisample buffers at all when RenderUseFBO is FALSE.

master
Dave Parks 2010-10-29 14:44:33 -05:00
parent 90c2c4a9bc
commit 9c5de604cc
3 changed files with 7 additions and 8 deletions

View File

@ -143,7 +143,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
RenderUseFBO 1 1
RenderUseFBO 1 0
//
// Ultra graphics (REALLY PURTY!)
@ -170,7 +170,7 @@ WLSkyDetail 1 128
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
RenderUseFBO 1 1
RenderUseFBO 1 0
//
// Class Unknown Hardware (unknown)

View File

@ -140,7 +140,7 @@ RenderWaterReflections 1 0
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
WLSkyDetail 1 48
RenderUseFBO 1 1
RenderUseFBO 1 0
//
// Ultra graphics (REALLY PURTY!)
@ -166,7 +166,7 @@ RenderWaterReflections 1 1
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
WLSkyDetail 1 128
RenderUseFBO 1 1
RenderUseFBO 1 0
//
// Class Unknown Hardware (unknown)

View File

@ -533,7 +533,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
mScreenWidth = resX;
mScreenHeight = resY;
U32 samples = gSavedSettings.getU32("RenderFSAASamples");
//never use more than 4 samples for render targets
U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4);
U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
if (res_mod > 1 && res_mod < resX && res_mod < resY)
@ -554,8 +555,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
addDeferredAttachments(mDeferredScreen);
// always set viewport to desired size, since allocate resets the viewport
mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
@ -598,7 +597,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
}
if (gGLManager.mHasFramebufferMultisample && samples > 1)
if (LLRenderTarget::sUseFBO && gGLManager.mHasFramebufferMultisample && samples > 1)
{
mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
if (LLPipeline::sRenderDeferred)