Reworked LLPostProcess and implemented FBO support (much faster if multiple post shaders are enabled, or need a lot of passes).

Tweaked LLRenderTarget to support depth textures if FBO support is lacking.
Prefer LLRenderTarget::getFBO() over LLRenderTarget::sUseFBO when determining how to handle a specific LLRenderTarget object. (Decoupling to simplify logic without having to track a global)
This commit is contained in:
Shyotl
2012-07-29 04:28:11 -05:00
parent 701230b49c
commit 1d1947c51a
17 changed files with 660 additions and 473 deletions

View File

@@ -93,7 +93,7 @@ void LLRenderTarget::resize(U32 resx, U32 resy, U32 color_fmt)
if (mDepth)
{ //resize depth attachment
if (mStencil)
if (mStencil && mFBO)
{
//use render buffers where stencil buffers are in play
glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
@@ -104,7 +104,10 @@ void LLRenderTarget::resize(U32 resx, U32 resy, U32 color_fmt)
{
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
U32 internal_type = LLTexUnit::getInternalType(mUsage);
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
if(!mStencil)
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
else
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH24_STENCIL8, mResX, mResY, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL, false);
}
sBytesAllocated += pix_diff*4;
@@ -131,9 +134,10 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
mUsage = usage;
mUseDepth = depth;
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
glGenFramebuffers(1, (GLuint *) &mFBO);
if (depth)
{
if (!allocateDepth())
@@ -143,8 +147,6 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
}
}
glGenFramebuffers(1, (GLuint *) &mFBO);
if (mDepth)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
@@ -162,7 +164,7 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
stop_glerror();
}
@@ -255,7 +257,7 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
bool LLRenderTarget::allocateDepth()
{
if (mStencil)
if (mStencil && mFBO)
{
//use render buffers where stencil buffers are in play
glGenRenderbuffers(1, (GLuint *) &mDepth);
@@ -267,13 +269,19 @@ bool LLRenderTarget::allocateDepth()
}
else
{
LLImageGL::generateTextures(mUsage, GL_DEPTH_COMPONENT24, 1, &mDepth);
if(!mStencil)
LLImageGL::generateTextures(mUsage, GL_DEPTH_COMPONENT24, 1, &mDepth);
else
LLImageGL::generateTextures(mUsage, GL_DEPTH24_STENCIL8, 1, &mDepth);
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
U32 internal_type = LLTexUnit::getInternalType(mUsage);
stop_glerror();
clear_glerror();
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
if(!mStencil)
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
else
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH24_STENCIL8, mResX, mResY, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL, false);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
@@ -337,7 +345,7 @@ void LLRenderTarget::release()
{
if (mDepth)
{
if (mStencil)
if (mStencil && mFBO)
{
glDeleteRenderbuffers(1, (GLuint*) &mDepth);
stop_glerror();
@@ -490,6 +498,7 @@ void LLRenderTarget::flush(bool fetch_depth)
{
gGL.getTexUnit(0)->bind(this);
glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, 0, 0, 0, 0, mResX, mResY);
stop_glerror();
if (fetch_depth)
{
@@ -498,8 +507,10 @@ void LLRenderTarget::flush(bool fetch_depth)
allocateDepth();
}
gGL.getTexUnit(0)->bind(this);
glCopyTexImage2D(LLTexUnit::getInternalType(mUsage), 0, GL_DEPTH24_STENCIL8, 0, 0, mResX, mResY, 0);
gGL.getTexUnit(0)->bind(this,true);
glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, 0, 0, 0, 0, mResX, mResY);
stop_glerror();
//glCopyTexImage2D(LLTexUnit::getInternalType(mUsage), 0, GL_DEPTH24_STENCIL8, 0, 0, mResX, mResY, 0);
}
gGL.getTexUnit(0)->disable();
@@ -589,7 +600,7 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0,
}
else
{
if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
if (mask == GL_DEPTH_BUFFER_BIT && !mStencil && source.mStencil != mStencil)
{
stop_glerror();