Give bake its own RT to avoid issues with sharing the water distortion map.

Use glFinish to insure RTs will be complete.
master
Graham Linden 2019-07-16 14:12:37 -07:00
parent 00590defe4
commit dc7aa170b8
3 changed files with 15 additions and 8 deletions

View File

@ -129,7 +129,7 @@ void LLViewerDynamicTexture::preRender(BOOL clear_depth)
llassert(mFullHeight <= 512);
llassert(mFullWidth <= 512);
if (gGLManager.mHasFramebufferObject && gPipeline.mWaterDis.isComplete() && !gGLManager.mIsATI)
if (gGLManager.mHasFramebufferObject && gPipeline.mBake.isComplete() && !gGLManager.mIsATI)
{ //using offscreen render target, just use the bottom left corner
mOrigin.set(0, 0);
}
@ -216,11 +216,12 @@ BOOL LLViewerDynamicTexture::updateAllInstances()
return FALSE;
}
bool use_fbo = gGLManager.mHasFramebufferObject && gPipeline.mWaterDis.isComplete() && !gGLManager.mIsATI;
bool use_fbo = gGLManager.mHasFramebufferObject && gPipeline.mBake.isComplete() && !gGLManager.mIsATI;
if (use_fbo)
{
gPipeline.mWaterDis.bindTarget();
gPipeline.mBake.bindTarget();
gPipeline.mBake.clear();
}
LLGLSLShader::bindNoShader();
@ -240,7 +241,7 @@ BOOL LLViewerDynamicTexture::updateAllInstances()
gDepthDirty = TRUE;
gGL.color4f(1,1,1,1);
dynamicTexture->setBoundTarget(use_fbo ? &gPipeline.mWaterDis : nullptr);
dynamicTexture->setBoundTarget(use_fbo ? &gPipeline.mBake : nullptr);
dynamicTexture->preRender(); // Must be called outside of startRender()
result = FALSE;
if (dynamicTexture->render())
@ -257,9 +258,11 @@ BOOL LLViewerDynamicTexture::updateAllInstances()
}
}
glFinish();
if (use_fbo)
{
gPipeline.mWaterDis.flush();
gPipeline.mBake.flush();
}
gGL.flush();

View File

@ -1162,6 +1162,7 @@ void LLPipeline::releaseGLBuffers()
mWaterRef.release();
mWaterDis.release();
mBake.release();
mHighlight.release();
for (U32 i = 0; i < 3; i++)
@ -1221,12 +1222,13 @@ void LLPipeline::createGLBuffers()
if (LLPipeline::sWaterReflections)
{ //water reflection texture
U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
//always use FBO for mWaterDis so it can be used for avatar texture bakes
mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE);
}
// Use FBO for bake tex
mBake.allocate(512, 512, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, true);
mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
stop_glerror();

View File

@ -650,6 +650,8 @@ public:
//water distortion texture (refraction)
LLRenderTarget mWaterDis;
LLRenderTarget mBake;
//texture for making the glow
LLRenderTarget mGlow[3];