SH-2666 Fix for pixel doubling failsafe on out out of memory.

meow-7.2.2
Dave Parks 2011-11-11 16:20:55 -06:00
parent e2e154d94e
commit fabbae5e6e
1 changed files with 17 additions and 6 deletions

View File

@ -679,6 +679,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
releaseScreenBuffers();
}
samples = 0;
//reduce resolution
while (resY > 0 && resX > 0)
{
@ -6253,8 +6255,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
U32 res_mod = RenderResolutionDivisor;
LLVector2 tc1(0,0);
LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
(F32) gViewerWindow->getWorldViewHeightRaw()*2);
LLVector2 tc2((F32) mScreen.getWidth()*2,
(F32) mScreen.getHeight()*2);
if (res_mod > 1)
{
@ -6403,8 +6405,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
tc2.setVec((F32) gViewerWindow->getWorldViewWidthRaw(),
(F32) gViewerWindow->getWorldViewHeightRaw());
tc2.setVec((F32) mScreen.getWidth(),
(F32) mScreen.getHeight());
gGL.flush();
@ -6418,7 +6420,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
RenderDepthOfField;
bool multisample = RenderFSAASamples > 1;
bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete();
#if LL_DARWIN //force FXAA to off on OSX (SH-2620)
multisample = false;
@ -6606,11 +6608,20 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (multisample)
{
mDeferredLight.bindTarget();
glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
}
else
{
gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
}
shader = &gDeferredDoFCombineProgram;
bindDeferredShader(*shader);
glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
if (channel > -1)
{