Merge remote-tracking branch 'origin/develop' into brad/webrtc-voice-develop

master
Brad Linden 2024-06-17 16:02:57 -07:00
commit d0dfffe659
38 changed files with 196 additions and 148 deletions

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@ -606,6 +606,7 @@ Henri Beauchamp
SL-19110
SL-19159
[NO JIRA] (fullbright HUD alpha fix)
secondlife/viewer#1744
herina Bode
Hikkoshi Sakai
VWR-429

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@ -108,6 +108,9 @@ if (WINDOWS)
# https://github.com/actions/runner-images/issues/10004#issuecomment-2153445161
# can be removed after the above issue is resolved and deployed across GHA
add_compile_definitions(_DISABLE_CONSTEXPR_MUTEX_CONSTRUCTOR)
# Allow use of sprintf etc
add_compile_definitions(_CRT_SECURE_NO_WARNINGS)
endif (WINDOWS)

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@ -134,7 +134,7 @@ public: \
void ll_aligned_free_fallback( void* ptr );
//------------------------------------------------------------------------------------------------
#else
inline void* ll_aligned_malloc_fallback( size_t size, int align )
inline void* ll_aligned_malloc_fallback( size_t size, size_t align )
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_MEMORY;
#if defined(LL_WINDOWS)

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@ -517,7 +517,7 @@ inline void ll_remove_outliers(std::vector<VEC_TYPE>& data, F32 k)
i++;
}
S32 j = data.size()-1;
size_t j = data.size()-1;
while (j > 0 && data[j] > max)
{
j--;

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@ -279,7 +279,7 @@ bool LLGLSLShader::readProfileQuery(bool for_runtime, bool force_read)
GLuint64 samples_passed = 0;
glGetQueryObjectui64v(mSamplesQuery, GL_QUERY_RESULT, &samples_passed);
U64 primitives_generated = 0;
GLuint64 primitives_generated = 0;
glGetQueryObjectui64v(mPrimitivesQuery, GL_QUERY_RESULT, &primitives_generated);
sTotalTimeElapsed += time_elapsed;
@ -476,6 +476,7 @@ bool LLGLSLShader::createShader()
}
else if (mFeatures.mIndexedTextureChannels > 0)
{ //override texture channels for indexed texture rendering
llassert(mFeatures.mIndexedTextureChannels == LLGLSLShader::sIndexedTextureChannels); // these numbers must always match
bind();
S32 channel_count = mFeatures.mIndexedTextureChannels;
@ -485,19 +486,41 @@ bool LLGLSLShader::createShader()
uniform1i(uniName, i);
}
S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten
//adjust any texture channels that might have been overwritten
for (U32 i = 0; i < mTexture.size(); i++)
{
if (mTexture[i] > -1 && mTexture[i] < channel_count)
if (mTexture[i] > -1)
{
llassert(cur_tex < gGLManager.mNumTextureImageUnits);
uniform1i(i, cur_tex);
mTexture[i] = cur_tex++;
S32 new_tex = mTexture[i] + channel_count;
uniform1i(i, new_tex);
mTexture[i] = new_tex;
}
}
// get the true number of active texture channels
mActiveTextureChannels = channel_count;
for (auto& tex : mTexture)
{
mActiveTextureChannels = llmax(mActiveTextureChannels, tex + 1);
}
// when indexed texture channels are used, enforce an upper limit of 16
// this should act as a canary in the coal mine for adding textures
// and breaking machines that are limited to 16 texture channels
llassert(mActiveTextureChannels <= 16);
unbind();
}
LL_DEBUGS("GLSLTextureChannels") << mName << " has " << mActiveTextureChannels << " active texture channels" << LL_ENDL;
for (U32 i = 0; i < mTexture.size(); i++)
{
if (mTexture[i] > -1)
{
LL_DEBUGS("GLSLTextureChannels") << "Texture " << LLShaderMgr::instance()->mReservedUniforms[i] << " assigned to channel " << mTexture[i] << LL_ENDL;
}
}
#ifdef LL_PROFILER_ENABLE_RENDER_DOC
setLabel(mName.c_str());
#endif
@ -736,6 +759,10 @@ void LLGLSLShader::mapUniform(GLint index)
//found it
mUniform[i] = location;
mTexture[i] = mapUniformTextureChannel(location, type, size);
if (mTexture[i] != -1)
{
LL_DEBUGS("GLSLTextureChannels") << name << " assigned to texture channel " << mTexture[i] << LL_ENDL;
}
return;
}
}
@ -774,25 +801,21 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type, GLint
if (size == 1)
{
glUniform1i(location, mActiveTextureChannels);
LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
mActiveTextureChannels++;
}
else
{
//is array of textures, make sequential after this texture
GLint channel[32]; // <=== only support up to 32 texture channels
llassert(size <= 32);
size = llmin(size, 32);
GLint channel[16]; // <=== only support up to 16 texture channels
llassert(size <= 16);
size = llmin(size, 16);
for (int i = 0; i < size; ++i)
{
channel[i] = mActiveTextureChannels++;
}
glUniform1iv(location, size, channel);
LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " <<
(mActiveTextureChannels - size) << " through " << (mActiveTextureChannels - 1) << LL_ENDL;
}
llassert(mActiveTextureChannels <= 32); // too many textures (probably)
return ret;
}
return -1;

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@ -52,7 +52,6 @@ public:
bool hasSrgb = false;
bool isDeferred = false;
bool hasScreenSpaceReflections = false;
bool disableTextureIndex = false;
bool hasAlphaMask = false;
bool hasReflectionProbes = false;
bool attachNothing = false;

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@ -295,7 +295,7 @@ bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasLighting)
{
if (features->disableTextureIndex)
if (features->mIndexedTextureChannels <= 1)
{
if (features->hasAlphaMask)
{

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@ -591,12 +591,20 @@ void LLView::deleteAllChildren()
updateBoundingRect();
}
void LLView::setAllChildrenEnabled(bool b)
void LLView::setAllChildrenEnabled(bool b, bool recursive /*= false*/)
{
for (LLView* viewp : mChildList)
{
viewp->setEnabled(b);
}
if (recursive)
{
for (LLView* viewp : mChildList)
{
viewp->setAllChildrenEnabled(b, recursive);
}
}
}
// virtual

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@ -287,7 +287,7 @@ public:
// children, etc.
virtual void deleteAllChildren();
void setAllChildrenEnabled(bool b);
void setAllChildrenEnabled(bool b, bool recursive = false);
virtual void setVisible(bool visible);
void setVisibleDirect(bool visible) { mVisible = visible; }

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@ -1945,6 +1945,15 @@
<key>tooltip</key>
<string/>
</map>
<key>INVENTORY_SETTING</key>
<map>
<key>type</key>
<string>integer</string>
<key>value</key>
<integer>56</integer>
<key>tooltip</key>
<string/>
</map>
<key>INVENTORY_SOUND</key>
<map>
<key>type</key>

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@ -71,7 +71,7 @@
<string>Inventory</string>
<string>SceneLoadTiming</string>
<string>Avatar</string>
<string>Voice</string>
<string>Voice</string>
-->
</array>
</map>

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@ -9253,17 +9253,6 @@
<key>Value</key>
<integer>0</integer>
</map>
<key>RenderTerrainPBRForce</key>
<map>
<key>Comment</key>
<string>Force-load PBR terrain if enabled</string>
<key>Persist</key>
<integer>0</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>RenderTerrainPBRDetail</key>
<map>
<key>Comment</key>

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@ -23,8 +23,7 @@
* $/LicenseInfo$
*/
uniform sampler2D noiseMap;
uniform sampler2D normalMap;
uniform sampler2D noiseMap;
uniform sampler2D depthMap;
uniform float ssao_radius;

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@ -27,8 +27,6 @@
out vec4 frag_color;
uniform sampler2D diffuseMap;
void main()
{
frag_color = vec4(1,1,1,1);

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@ -27,7 +27,6 @@
out vec4 frag_color;
uniform sampler2D normalMap;
uniform sampler2D lightMap;
uniform float dist_factor;

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@ -50,7 +50,6 @@ SOFTWARE.
uniform sampler2D normalMap;
uniform sampler2D depthMap;
uniform sampler2D emissiveRect;
uniform sampler2D projectionMap; // rgba
uniform sampler2D brdfLut;

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@ -27,8 +27,6 @@
out vec4 frag_color;
uniform sampler2D diffuseMap;
in vec4 post_pos;
in float target_pos_x;
in vec4 vertex_color;

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@ -24,7 +24,6 @@
*/
uniform sampler2D normalMap;
uniform sampler2D depthMap;
#if defined(SUN_SHADOW)
uniform sampler2DShadow shadowMap0;

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@ -135,8 +135,7 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh
return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
}
// Similar to tangent_space_transform but no offset during coordinate system
// conversion, and no texture animation support.
// Similar to tangent_space_transform but no texture animation support.
vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform)
{
// Immediately convert to left-handed coordinate system ((0,1) -> (0, -1))

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@ -25,7 +25,10 @@
in vec2 tc;
#if defined(COPY_DEPTH)
uniform sampler2D depthMap;
#endif
uniform sampler2D diffuseMap;
out vec4 frag_color;

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@ -25,8 +25,6 @@
out vec4 frag_color;
uniform sampler2D normalMap;
// Inputs
uniform vec3 sun_dir;
uniform vec3 moon_dir;

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@ -27,7 +27,6 @@
out vec4 frag_color;
uniform sampler2D depthMap;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl

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@ -29,10 +29,8 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform sampler2D lightFunc;
uniform sampler2D depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;

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@ -29,7 +29,6 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
const float M_PI = 3.14159265;
@ -38,7 +37,6 @@ const float M_PI = 3.14159265;
uniform sampler2D lightMap;
#endif
uniform sampler2D depthMap;
uniform sampler2D lightFunc;
uniform float blur_size;

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@ -29,12 +29,9 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D depthMap;
uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
uniform sampler2D lightMap;
uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space

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@ -28,8 +28,6 @@ out vec4 frag_color;
// Inputs
in vec4 vary_fragcoord;
uniform sampler2D normalMap;
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
float getDepth(vec2 pos_screen);

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@ -25,7 +25,6 @@
out vec4 frag_color;
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
#ifdef TRANSPARENT_WATER

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@ -202,7 +202,7 @@ void LLDrawPoolTerrain::drawLoop()
void LLDrawPoolTerrain::renderFullShader()
{
const bool use_local_materials = gLocalTerrainMaterials.materialsReady(true, false);
const bool use_local_materials = gLocalTerrainMaterials.makeMaterialsReady(true, false);
// Hack! Get the region that this draw pool is rendering from!
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
LLVLComposition *compp = regionp->getComposition();

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@ -1253,10 +1253,10 @@ bool LLFace::getGeometryVolume(const LLVolume& volume,
{
color = tep->getColor();
if (tep->getGLTFRenderMaterial())
{
color = tep->getGLTFRenderMaterial()->mBaseColor;
}
if (tep->getGLTFRenderMaterial())
{
color = tep->getGLTFRenderMaterial()->mBaseColor;
}
}
if (rebuild_color)

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@ -356,7 +356,7 @@ void LLFloaterRegionInfo::requestRegionInfo()
{
tab->getChild<LLPanel>("General")->setCtrlsEnabled(false);
tab->getChild<LLPanel>("Debug")->setCtrlsEnabled(false);
tab->getChild<LLPanel>("Terrain")->setCtrlsEnabled(false);
tab->getChild<LLPanel>("Terrain")->setAllChildrenEnabled(false, true);
tab->getChild<LLPanel>("Estate")->setCtrlsEnabled(false);
tab->getChild<LLPanel>("Access")->setCtrlsEnabled(false);
}
@ -553,7 +553,7 @@ void LLFloaterRegionInfo::processRegionInfo(LLMessageSystem* msg)
panel->getChild<LLUICtrl>("terrain_raise_spin")->setValue(region_info.mTerrainRaiseLimit);
panel->getChild<LLUICtrl>("terrain_lower_spin")->setValue(region_info.mTerrainLowerLimit);
panel->setCtrlsEnabled(allow_modify);
panel->setAllChildrenEnabled(allow_modify, true);
if (floater->getVisible())
{
@ -668,7 +668,7 @@ void LLFloaterRegionInfo::disableTabCtrls()
tab->getChild<LLPanel>("General")->setCtrlsEnabled(false);
tab->getChild<LLPanel>("Debug")->setCtrlsEnabled(false);
tab->getChild<LLPanel>("Terrain")->setCtrlsEnabled(false);
tab->getChild<LLPanel>("Terrain")->setAllChildrenEnabled(false, true);
tab->getChild<LLPanel>("panel_env_info")->setCtrlsEnabled(false);
tab->getChild<LLPanel>("Estate")->setCtrlsEnabled(false);
tab->getChild<LLPanel>("Access")->setCtrlsEnabled(false);
@ -1657,7 +1657,7 @@ bool LLPanelRegionTerrainInfo::refreshFromRegion(LLViewerRegion* region)
|| (region && (region->getOwner() == gAgent.getID()));
bool owner_or_god_or_manager = owner_or_god
|| (region && region->isEstateManager());
setCtrlsEnabled(owner_or_god_or_manager);
setAllChildrenEnabled(owner_or_god_or_manager, true);
getChildView("apply_btn")->setEnabled(false);
@ -1669,8 +1669,8 @@ bool LLPanelRegionTerrainInfo::refreshFromRegion(LLViewerRegion* region)
static LLCachedControl<bool> feature_pbr_terrain_enabled(gSavedSettings, "RenderTerrainPBREnabled", false);
const bool textures_ready = compp->texturesReady(false, false);
const bool materials_ready = feature_pbr_terrain_enabled && compp->materialsReady(false, false);
const bool textures_ready = compp->makeTexturesReady(false, false);
const bool materials_ready = feature_pbr_terrain_enabled && compp->makeMaterialsReady(false, false);
bool set_texture_swatches;
bool set_material_swatches;

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@ -1805,7 +1805,6 @@ void LLPanelFace::updateUI(bool force_set_values /*false*/)
getChild<LLUICtrl>("shinyOffsetV")->setValue(offset_y);
getChild<LLUICtrl>("glossiness")->setValue(material->getSpecularLightExponent());
getChild<LLUICtrl>("environment")->setValue(material->getEnvironmentIntensity());
getChild<LLUICtrl>("mirror")->setValue(material->getEnvironmentIntensity());
updateShinyControls(!material->getSpecularID().isNull(), true);
}

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@ -2243,8 +2243,11 @@ void LLTextureCtrl::draw()
}
else
{
preview = LLViewerTextureManager::getFetchedTexture(mImageAssetID, FTT_DEFAULT, true, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
preview->setBoostLevel(LLGLTexture::BOOST_PREVIEW);
mTexturep = LLViewerTextureManager::getFetchedTexture(mImageAssetID, FTT_DEFAULT, true, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
mTexturep->setBoostLevel(LLGLTexture::BOOST_PREVIEW);
mTexturep->forceToSaveRawImage(0);
preview = mTexturep;
}
}
}

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@ -91,14 +91,14 @@ void LLTinyGLTFHelper::initFetchedTextures(tinygltf::Material& material,
{
if (material.pbrMetallicRoughness.metallicRoughnessTexture.index != material.occlusionTexture.index)
{
LLImageDataLock lockIn(occlusion_img);
LLImageDataLock lockOut(mr_img);
// occlusion is a distinct texture from pbrMetallicRoughness
// pack into mr red channel
int occlusion_idx = material.occlusionTexture.index;
int mr_idx = material.pbrMetallicRoughness.metallicRoughnessTexture.index;
if (occlusion_idx != mr_idx)
{
LLImageDataLock lockIn(occlusion_img);
LLImageDataLock lockOut(mr_img);
//scale occlusion image to match resolution of mr image
occlusion_img->scale(mr_img->getWidth(), mr_img->getHeight());

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@ -489,10 +489,17 @@ void draw_shockwave(F32 center_z, F32 t, S32 steps, LLColor4 color)
gGL.end();
}
void LLTracker::drawBeacon(LLVector3 pos_agent, std::string direction, LLColor4 fogged_color, F32 dist)
{
const U32 BEACON_VERTS = 256;
F32 step;
const F32 MAX_HEIGHT = 5020.f;
const U32 BEACON_ROWS = 256;
U32 nRows;
F32 height;
F32 rowHeight;
LLColor4 c_col, col_next, col_edge, col_edge_next;
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
@ -501,59 +508,99 @@ void LLTracker::drawBeacon(LLVector3 pos_agent, std::string direction, LLColor4
{
gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color);
step = (5020.0f - pos_agent.mV[2]) / BEACON_VERTS;
height = MAX_HEIGHT - pos_agent.mV[2];
}
else
{
gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], 0);
step = pos_agent.mV[2] / BEACON_VERTS;
height = pos_agent.mV[2];
}
gGL.color4fv(fogged_color.mV);
nRows = ceil((BEACON_ROWS * height) / MAX_HEIGHT);
if(nRows<2) nRows=2;
rowHeight = height / nRows;
LLVector3 x_axis = LLViewerCamera::getInstance()->getLeftAxis();
F32 t = gRenderStartTime.getElapsedTimeF32();
gGL.color4fv(fogged_color.mV);
for (U32 i = 0; i < BEACON_VERTS; i++)
{
F32 x = x_axis.mV[0];
F32 y = x_axis.mV[1];
LLVector3 x_axis = LLViewerCamera::getInstance()->getLeftAxis();
F32 t = gRenderStartTime.getElapsedTimeF32();
F32 z = i * step;
F32 z_next = (i+1)*step;
F32 x = x_axis.mV[0];
F32 y = x_axis.mV[1];
F32 z = 0.f;
F32 z_next;
bool tracking_avatar = getTrackingStatus() == TRACKING_AVATAR;
F32 a = pulse_func(t, z, tracking_avatar, direction);
F32 an = pulse_func(t, z_next, tracking_avatar, direction);
F32 a,an;
F32 xa,xan;
F32 ya,yan;
LLColor4 c_col = fogged_color + LLColor4(a,a,a,a);
LLColor4 col_next = fogged_color + LLColor4(an,an,an,an);
LLColor4 col_edge = fogged_color * LLColor4(a,a,a,0.0f);
LLColor4 col_edge_next = fogged_color * LLColor4(an,an,an,0.0f);
bool tracking_avatar = getTrackingStatus() == TRACKING_AVATAR;
a *= 2.f;
a += 1.0f;
gGL.begin(LLRender::TRIANGLES);
an *= 2.f;
an += 1.0f;
for (U32 i = 0; i < nRows; i++)
{
z_next = z + rowHeight;
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.color4fv(col_edge.mV);
gGL.vertex3f(-x*a, -y*a, z);
gGL.color4fv(col_edge_next.mV);
gGL.vertex3f(-x*an, -y*an, z_next);
a = pulse_func(t, z, tracking_avatar, direction);
an = pulse_func(t, z_next, tracking_avatar, direction);
gGL.color4fv(c_col.mV);
gGL.vertex3f(0, 0, z);
gGL.color4fv(col_next.mV);
gGL.vertex3f(0, 0, z_next);
c_col = fogged_color + LLColor4(a, a, a, a);
col_next = fogged_color + LLColor4(an, an, an, an);
col_edge = fogged_color * LLColor4(a, a, a, 0.0f);
col_edge_next = fogged_color * LLColor4(an, an, an, 0.0f);
gGL.color4fv(col_edge.mV);
gGL.vertex3f(x*a,y*a,z);
gGL.color4fv(col_edge_next.mV);
gGL.vertex3f(x*an,y*an,z_next);
gGL.end();
a = a + a + 1.f;
an = an + an + 1.f;
xa = x*a;
ya = y*a;
xan = x*an;
yan = y*an;
gGL.color4fv(col_edge.mV);
gGL.vertex3f(-xa, -ya, z);
gGL.color4fv(col_next.mV);
gGL.vertex3f(0, 0, z_next);
gGL.color4fv(col_edge_next.mV);
gGL.vertex3f(-xan, -yan, z_next);
gGL.color4fv(col_edge.mV);
gGL.vertex3f(-xa, -ya, z);
gGL.color4fv(c_col.mV);
gGL.vertex3f(0, 0, z);
gGL.color4fv(col_next.mV);
gGL.vertex3f(0, 0, z_next);
gGL.color4fv(c_col.mV);
gGL.vertex3f(0, 0, z);
gGL.color4fv(col_edge_next.mV);
gGL.vertex3f(xan, yan, z_next);
gGL.color4fv(col_next.mV);
gGL.vertex3f(0, 0, z_next);
gGL.color4fv(c_col.mV);
gGL.vertex3f(0, 0, z);
gGL.color4fv(col_edge.mV);
gGL.vertex3f(xa, ya, z);
gGL.color4fv(col_edge_next.mV);
gGL.vertex3f(xan, yan, z_next);
z += rowHeight;
}
gGL.end();
gGL.popMatrix();
}

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@ -2495,11 +2495,11 @@ void LLViewerRegion::setSimulatorFeatures(const LLSD& sim_features)
if (features.has("PBRTerrainTransformsEnabled"))
{
bool enabled = features["PBRTerrainTransformsEnabled"];
gSavedSettings.setBOOL("RenderTerrainTransformsPBREnabled", enabled);
gSavedSettings.setBOOL("RenderTerrainPBRTransformsEnabled", enabled);
}
else
{
gSavedSettings.setBOOL("RenderTerrainTransformsPBREnabled", false);
gSavedSettings.setBOOL("RenderTerrainPBRTransformsEnabled", false);
}
};

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@ -515,8 +515,8 @@ void LLViewerShaderMgr::setShaders()
// when using indexed texture rendering, leave some texture units available for shadow and reflection maps
static LLCachedControl<S32> reserved_texture_units(gSavedSettings, "RenderReservedTextureIndices", 14);
LLGLSLShader::sIndexedTextureChannels =
llclamp<S32>(max_texture_index, 1, gGLManager.mNumTextureImageUnits-reserved_texture_units);
LLGLSLShader::sIndexedTextureChannels = 4;
//llclamp<S32>(max_texture_index, 1, gGLManager.mNumTextureImageUnits-reserved_texture_units);
reentrance = true;
@ -1432,7 +1432,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
(mapping == 1 ? "flat" : "triplanar"));
gDeferredPBRTerrainProgram.mFeatures.hasSrgb = true;
gDeferredPBRTerrainProgram.mFeatures.isAlphaLighting = true;
gDeferredPBRTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
gDeferredPBRTerrainProgram.mFeatures.calculatesAtmospherics = true;
gDeferredPBRTerrainProgram.mFeatures.hasAtmospherics = true;
gDeferredPBRTerrainProgram.mFeatures.hasGamma = true;
@ -1646,7 +1645,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
shader->mFeatures.calculatesLighting = false;
shader->mFeatures.hasLighting = false;
shader->mFeatures.isAlphaLighting = true;
shader->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
shader->mFeatures.hasSrgb = true;
shader->mFeatures.calculatesAtmospherics = true;
shader->mFeatures.hasAtmospherics = true;
@ -1754,7 +1752,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
gDeferredAvatarEyesProgram.mFeatures.hasAtmospherics = true;
gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
gDeferredAvatarEyesProgram.mFeatures.hasShadows = true;
@ -2155,7 +2152,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
gDeferredTerrainProgram.mName = "Deferred Terrain Shader";
gDeferredTerrainProgram.mFeatures.hasSrgb = true;
gDeferredTerrainProgram.mFeatures.isAlphaLighting = true;
gDeferredTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true;
gDeferredTerrainProgram.mFeatures.hasAtmospherics = true;
gDeferredTerrainProgram.mFeatures.hasGamma = true;
@ -2187,7 +2183,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false;
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false;
gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true;
gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
@ -2426,7 +2421,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSunProgram.mFeatures.hasGamma = true;
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSunProgram.mFeatures.disableTextureIndex = true;
gDeferredWLSunProgram.mFeatures.hasSrgb = true;
gDeferredWLSunProgram.mShaderFiles.clear();
gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER));
@ -2445,7 +2439,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLMoonProgram.mFeatures.hasGamma = true;
gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
gDeferredWLMoonProgram.mFeatures.hasSrgb = true;
gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true;
gDeferredWLMoonProgram.mShaderFiles.clear();
gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER));
@ -2549,7 +2542,6 @@ bool LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true;
gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true;
gObjectAlphaMaskNoColorProgram.mShaderFiles.clear();
gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER));
@ -2561,7 +2553,6 @@ bool LLViewerShaderMgr::loadShadersObject()
if (success)
{
gImpostorProgram.mName = "Impostor Shader";
gImpostorProgram.mFeatures.disableTextureIndex = true;
gImpostorProgram.mFeatures.hasSrgb = true;
gImpostorProgram.mShaderFiles.clear();
gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER));
@ -2573,7 +2564,6 @@ bool LLViewerShaderMgr::loadShadersObject()
if (success)
{
gObjectPreviewProgram.mName = "Object Preview Shader";
gObjectPreviewProgram.mFeatures.disableTextureIndex = true;
gObjectPreviewProgram.mShaderFiles.clear();
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER));
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER));
@ -2592,8 +2582,6 @@ bool LLViewerShaderMgr::loadShadersObject()
gPhysicsPreviewProgram.mFeatures.hasGamma = false;
gPhysicsPreviewProgram.mFeatures.hasAtmospherics = false;
gPhysicsPreviewProgram.mFeatures.hasLighting = false;
gPhysicsPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
gPhysicsPreviewProgram.mFeatures.disableTextureIndex = true;
gPhysicsPreviewProgram.mShaderFiles.clear();
gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsV.glsl", GL_VERTEX_SHADER));
gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsF.glsl", GL_FRAGMENT_SHADER));
@ -2634,7 +2622,6 @@ bool LLViewerShaderMgr::loadShadersAvatar()
gAvatarProgram.mFeatures.hasAtmospherics = true;
gAvatarProgram.mFeatures.hasLighting = true;
gAvatarProgram.mFeatures.hasAlphaMask = true;
gAvatarProgram.mFeatures.disableTextureIndex = true;
gAvatarProgram.mShaderFiles.clear();
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER));
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER));
@ -2658,7 +2645,6 @@ bool LLViewerShaderMgr::loadShadersAvatar()
gAvatarEyeballProgram.mFeatures.hasAtmospherics = true;
gAvatarEyeballProgram.mFeatures.hasLighting = true;
gAvatarEyeballProgram.mFeatures.hasAlphaMask = true;
gAvatarEyeballProgram.mFeatures.disableTextureIndex = true;
gAvatarEyeballProgram.mShaderFiles.clear();
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER));
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER));

View File

@ -127,12 +127,12 @@ void LLTerrainMaterials::apply(const LLModifyRegion& other)
bool LLTerrainMaterials::generateMaterials()
{
if (texturesReady(true, true))
if (makeTexturesReady(true, true))
{
return true;
}
if (materialsReady(true, true))
if (makeMaterialsReady(true, true))
{
return true;
}
@ -220,17 +220,17 @@ LLTerrainMaterials::Type LLTerrainMaterials::getMaterialType()
{
LL_PROFILE_ZONE_SCOPED;
const bool use_textures = texturesReady(false, false) || !materialsReady(false, false);
const bool use_textures = makeTexturesReady(false, false) || !makeMaterialsReady(false, false);
return use_textures ? Type::TEXTURE : Type::PBR;
}
bool LLTerrainMaterials::texturesReady(bool boost, bool strict)
bool LLTerrainMaterials::makeTexturesReady(bool boost, bool strict)
{
bool ready[ASSET_COUNT];
// *NOTE: Calls to textureReady may boost textures. Do not early-return.
// *NOTE: Calls to makeTextureReady may boost textures. Do not early-return.
for (S32 i = 0; i < ASSET_COUNT; i++)
{
ready[i] = mDetailTextures[i].notNull() && textureReady(mDetailTextures[i], boost);
ready[i] = mDetailTextures[i].notNull() && makeTextureReady(mDetailTextures[i], boost);
}
bool one_ready = false;
@ -251,7 +251,7 @@ namespace
bool material_asset_ready(LLFetchedGLTFMaterial* mat) { return mat && mat->isLoaded(); }
};
bool LLTerrainMaterials::materialsReady(bool boost, bool strict)
bool LLTerrainMaterials::makeMaterialsReady(bool boost, bool strict)
{
bool ready[ASSET_COUNT];
// *NOTE: This section may boost materials/textures. Do not early-return if ready[i] is false.
@ -315,7 +315,7 @@ bool LLTerrainMaterials::materialsReady(bool boost, bool strict)
// Boost the texture loading priority
// Return true when ready to use (i.e. texture is sufficiently loaded)
// static
bool LLTerrainMaterials::textureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost)
bool LLTerrainMaterials::makeTextureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost)
{
llassert(tex);
if (!tex) { return false; }
@ -377,17 +377,17 @@ bool LLTerrainMaterials::materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>&
mat->mEmissiveTexture = fetch_terrain_texture(mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE]);
}
// *NOTE: Calls to textureReady may boost textures. Do not early-return.
// *NOTE: Calls to makeTextureReady may boost textures. Do not early-return.
bool ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT];
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR].isNull() || textureReady(mat->mBaseColorTexture, boost);
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR].isNull() || makeTextureReady(mat->mBaseColorTexture, boost);
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].isNull() || textureReady(mat->mNormalTexture, boost);
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].isNull() || makeTextureReady(mat->mNormalTexture, boost);
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].isNull() ||
textureReady(mat->mMetallicRoughnessTexture, boost);
makeTextureReady(mat->mMetallicRoughnessTexture, boost);
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE] =
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].isNull() || textureReady(mat->mEmissiveTexture, boost);
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].isNull() || makeTextureReady(mat->mEmissiveTexture, boost);
if (strict)
{
@ -406,7 +406,7 @@ bool LLTerrainMaterials::materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>&
// Boost the loading priority of every known texture in the material
// Return true when ready to use
// static
bool LLTerrainMaterials::materialReady(LLPointer<LLFetchedGLTFMaterial> &mat, bool &textures_set, bool boost, bool strict)
bool LLTerrainMaterials::makeMaterialReady(LLPointer<LLFetchedGLTFMaterial> &mat, bool &textures_set, bool boost, bool strict)
{
if (!material_asset_ready(mat)) { return false; }
@ -694,11 +694,11 @@ bool LLVLComposition::generateMinimapTileLand(const F32 x, const F32 y,
const bool use_textures = getMaterialType() != LLTerrainMaterials::Type::PBR;
if (use_textures)
{
if (!texturesReady(true, true)) { return false; }
if (!makeTexturesReady(true, true)) { return false; }
}
else
{
if (!materialsReady(true, true)) { return false; }
if (!makeMaterialsReady(true, true)) { return false; }
}
for (S32 i = 0; i < ASSET_COUNT; i++)

View File

@ -74,18 +74,18 @@ public:
const LLGLTFMaterial* getMaterialOverride(S32 asset) const override;
virtual void setMaterialOverride(S32 asset, LLGLTFMaterial* mat_override);
Type getMaterialType();
bool texturesReady(bool boost, bool strict);
bool makeTexturesReady(bool boost, bool strict);
// strict = true -> all materials must be sufficiently loaded
// strict = false -> at least one material must be loaded
bool materialsReady(bool boost, bool strict);
bool makeMaterialsReady(bool boost, bool strict);
protected:
void unboost();
static bool textureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost);
static bool makeTextureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost);
// strict = true -> all materials must be sufficiently loaded
// strict = false -> at least one material must be loaded
static bool materialReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict);
// *NOTE: Prefer calling materialReady if mat is known to be LLFetchedGLTFMaterial
static bool makeMaterialReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict);
// *NOTE: Prefer calling makeMaterialReady if mat is known to be LLFetchedGLTFMaterial
static bool materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict);
LLPointer<LLViewerFetchedTexture> mDetailTextures[ASSET_COUNT];