Fixup multisample rbos. Samplecount validation all done in LLMultisampleBuffer::allocate, and falls back to non-multisample safely if multisampled rbos cannot/shouldn't be used.
This commit is contained in:
@@ -435,11 +435,7 @@ LLGLManager::LLGLManager() :
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mHasPointParameters(FALSE),
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mHasDrawBuffers(FALSE),
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mHasTextureRectangle(FALSE),
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mHasTextureMultisample(FALSE),
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mHasTransformFeedback(FALSE),
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mMaxSampleMaskWords(0),
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mMaxColorTextureSamples(0),
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mMaxDepthTextureSamples(0),
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mMaxIntegerSamples(0),
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mHasAnisotropic(FALSE),
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@@ -732,12 +728,10 @@ bool LLGLManager::initGL()
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stop_glerror();
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if (mHasTextureMultisample)
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if (mHasFramebufferMultisample)
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{
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glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &mMaxColorTextureSamples);
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glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &mMaxDepthTextureSamples);
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glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &mMaxIntegerSamples);
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glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords);
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glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
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}
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stop_glerror();
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@@ -749,24 +743,12 @@ bool LLGLManager::initGL()
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}
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#endif
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stop_glerror();
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mHasTextureMultisample = FALSE;
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#if LL_WINDOWS
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if (mIsATI)
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{ //using multisample textures on ATI results in black screen for some reason
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mHasTextureMultisample = FALSE;
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}
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#endif
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if (mIsIntel && mGLVersion <= 3.f)
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{ //never try to use framebuffer objects on older intel drivers (crashy)
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mHasFramebufferObject = FALSE;
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}
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if (mHasFramebufferObject)
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{
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glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
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}
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stop_glerror();
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setToDebugGPU();
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@@ -847,14 +829,6 @@ std::string LLGLManager::getRawGLString()
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return gl_string;
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}
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U32 LLGLManager::getNumFBOFSAASamples(U32 samples)
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{
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samples = llmin(samples, (U32) mMaxColorTextureSamples);
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samples = llmin(samples, (U32) mMaxDepthTextureSamples);
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samples = llmin(samples, (U32) 4);
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return samples;
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}
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void LLGLManager::shutdownGL()
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{
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if (mInited)
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@@ -960,7 +934,6 @@ void LLGLManager::initExtensions()
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mHasDrawBuffers = ExtensionExists("GL_ARB_draw_buffers", gGLHExts.mSysExts);
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mHasBlendFuncSeparate = ExtensionExists("GL_EXT_blend_func_separate", gGLHExts.mSysExts);
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mHasTextureRectangle = ExtensionExists("GL_ARB_texture_rectangle", gGLHExts.mSysExts);
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mHasTextureMultisample = ExtensionExists("GL_ARB_texture_multisample", gGLHExts.mSysExts);
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mHasDebugOutput = ExtensionExists("GL_ARB_debug_output", gGLHExts.mSysExts);
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mHasTransformFeedback = mGLVersion >= 4.f ? TRUE : FALSE;
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#if !LL_DARWIN
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@@ -1198,13 +1171,6 @@ void LLGLManager::initExtensions()
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{
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glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC) GLH_EXT_GET_PROC_ADDRESS("glBlendFuncSeparateEXT");
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}
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if (mHasTextureMultisample)
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{
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glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glTexImage2DMultisample");
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glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glTexImage3DMultisample");
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glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) GLH_EXT_GET_PROC_ADDRESS("glGetMultisamplefv");
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glSampleMaski = (PFNGLSAMPLEMASKIPROC) GLH_EXT_GET_PROC_ADDRESS("glSampleMaski");
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}
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if (mHasTransformFeedback)
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{
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glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC) GLH_EXT_GET_PROC_ADDRESS("glBeginTransformFeedback");
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@@ -104,11 +104,7 @@ public:
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BOOL mHasDrawBuffers;
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BOOL mHasDepthClamp;
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BOOL mHasTextureRectangle;
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BOOL mHasTextureMultisample;
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BOOL mHasTransformFeedback;
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S32 mMaxSampleMaskWords;
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S32 mMaxColorTextureSamples;
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S32 mMaxDepthTextureSamples;
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S32 mMaxIntegerSamples;
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// Other extensions.
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@@ -155,7 +151,6 @@ public:
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void printGLInfoString();
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void getGLInfo(LLSD& info);
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U32 getNumFBOFSAASamples(U32 desired_samples = 32);
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// In ALL CAPS
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std::string mGLVendor;
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std::string mGLVendorShort;
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@@ -699,6 +699,28 @@ bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth
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release();
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stop_glerror();
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if (!gGLManager.mHasFramebufferMultisample || !gGLManager.mHasFramebufferObject || !(sUseFBO || use_fbo))
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return false;
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if(color_fmt != GL_RGBA)
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{
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llwarns << "Unsupported color format: " << color_fmt << llendl;
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return false;
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}
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//Restrict to valid sample count
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{
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mSamples = samples;
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mSamples = llmin(mSamples, (U32)4); //Cap to prevent memory bloat.
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mSamples = llmin(mSamples, (U32) gGLManager.mMaxIntegerSamples);//GL_RGBA
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if(depth && !stencil)
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mSamples = llmin(mSamples, (U32) gGLManager.mMaxSamples); //GL_DEPTH_COMPONENT16_ARB
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}
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if (mSamples <= 1)
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return false;
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mResX = resx;
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mResY = resy;
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@@ -706,30 +728,16 @@ bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth
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mUseDepth = depth;
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mStencil = stencil;
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if (!gGLManager.mHasFramebufferMultisample)
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{
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llerrs << "Attempting to allocate unsupported render target type!" << llendl;
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return false;
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}
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mSamples = gGLManager.getNumFBOFSAASamples(samples);
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if (mSamples <= 1)
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{
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llerrs << "Cannot create a multisample buffer with less than 2 samples." << llendl;
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return false;
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}
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stop_glerror();
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if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
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{
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if (depth)
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{
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stop_glerror();
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if(!allocateDepth())
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{
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release();
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return false;
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}
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stop_glerror();
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}
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glGenFramebuffers(1, (GLuint *) &mFBO);
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@@ -779,6 +787,7 @@ bool LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
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if (glGetError() != GL_NO_ERROR)
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{
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llwarns << "Unable to allocate color buffer for multisample render target." << llendl;
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release();
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return false;
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}
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@@ -793,7 +802,6 @@ bool LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
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}
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mTex.push_back(tex);
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mInternalFormat.push_back(color_fmt);
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return true;
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}
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@@ -343,7 +343,7 @@ void LLViewerShaderMgr::setShaders()
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//setup preprocessor definitions
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LLShaderMgr::instance()->mDefinitions.clear();
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LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples")/*gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"))*/);
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LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples"));
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LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
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initAttribsAndUniforms();
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@@ -632,12 +632,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
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static const LLCachedControl<U32> RenderFSAASamples("RenderFSAASamples",0);
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U32 samples = RenderFSAASamples.get() - RenderFSAASamples.get() % 2; //Must be multipe of 2.
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//Don't multisample if not using FXAA, or if fbos are disabled, or if multisampled fbos are not supported.
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if(!LLPipeline::sRenderDeferred && (!LLRenderTarget::sUseFBO || !gGLManager.mHasFramebufferMultisample))
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{
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samples = 0;
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}
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//try to allocate screen buffers at requested resolution and samples
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// - on failure, shrink number of samples and try again
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// - if not multisampled, shrink resolution and try again (favor X resolution over Y)
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@@ -791,7 +785,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
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if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
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if(samples > 1)
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{
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if(mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples))
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mScreen.setSampleBuffer(&mSampleBuffer);
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else
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