Now that depth blitting appears to work, moving hovertext and such to ui render. Also, added depth-culling in a few more spots to hopefully lessen frag shader usage in deferred.
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@@ -544,7 +544,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
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stop_glerror();
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}
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else if (LLPipeline::sRenderDeferred)
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if (LLPipeline::sRenderDeferred)
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{ //share depth buffer between deferred targets
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mDeferredScreen.shareDepthBuffer(mScreen);
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for (U32 i = 0; i < 2; i++)
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@@ -2622,7 +2622,7 @@ void render_hud_elements()
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//TO-DO:
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//V2 moved this line from LLPipeline::renderGeom
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//Uncomment once multisample z-buffer issues are figured out on ati cards.
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// LLHUDObject::renderAll();
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LLHUDObject::renderAll();
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//gObjectList.resetObjectBeacons();
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}
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@@ -2949,7 +2949,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
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//TO-DO:
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//V2 moved this line to LLPipeline::render_hud_elements
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//Migrate once multisample z-buffer issues are figured out on ati cards.
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LLHUDObject::renderAll();
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//LLHUDObject::renderAll();
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gObjectList.resetObjectBeacons();
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}
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else
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@@ -3181,7 +3181,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
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//TO-DO:
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//V2 moved block to LLPipeline::renderDeferredLighting
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//Migrate once multisample z-buffer issues are figured out on ati cards.
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if(!sImpostorRender)
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/*if(!sImpostorRender)
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{
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renderHighlights();
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mHighlightFaces.clear();
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@@ -3202,7 +3202,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
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// Make sure particle effects disappear
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LLHUDObject::renderAllForTimer();
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}
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}
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}*/
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//END
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if (occlude)
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@@ -5596,11 +5596,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
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//TO-DO:
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//V2 requires this for hover text and such since they have been pulled out of geom render.
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//Do this when multisample z-buffer issues are figured out
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/*if (LLRenderTarget::sUseFBO)
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if (LLRenderTarget::sUseFBO)
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{ //copy depth buffer from mScreen to framebuffer
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LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
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0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}*/
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}
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}
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@@ -5869,7 +5869,8 @@ void LLPipeline::renderDeferredLighting()
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//TO-DO:
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//V2 changed to LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
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//Do this when multisample z-buffer issues are figured out
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LLGLDepthTest depth(GL_FALSE);
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//LLGLDepthTest depth(GL_FALSE);
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LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
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stop_glerror();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
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stop_glerror();
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@@ -5929,7 +5930,8 @@ void LLPipeline::renderDeferredLighting()
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//TO-DO:
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//V2 changed to LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
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//Do this when multisample z-buffer issues are figured out
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LLGLDepthTest depth(GL_FALSE);
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//LLGLDepthTest depth(GL_FALSE);
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LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
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stop_glerror();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
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stop_glerror();
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@@ -5948,7 +5950,8 @@ void LLPipeline::renderDeferredLighting()
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//TO-DO:
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//V2 changed to LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
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//Do this when multisample z-buffer issues are figured out
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LLGLDepthTest depth(GL_FALSE);
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//LLGLDepthTest depth(GL_FALSE);
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LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
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stop_glerror();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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stop_glerror();
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@@ -6189,7 +6192,7 @@ void LLPipeline::renderDeferredLighting()
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//TO-DO:
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//V2 moved block from LLPipeline::renderGeomPostDeferred
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//Migrate once multisample z-buffer issues are figured out on ati cards.
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/*{
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{
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//render highlights, etc.
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renderHighlights();
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mHighlightFaces.clear();
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@@ -6204,7 +6207,7 @@ void LLPipeline::renderDeferredLighting()
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gObjectList.renderObjectBeacons();
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gObjectList.resetObjectBeacons();
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}
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}*/
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}
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mScreen.flush();
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