From 6c3cd6d428ab0e940a79a72a096e92bff9e4dbe6 Mon Sep 17 00:00:00 2001 From: Shyotl Date: Fri, 20 May 2011 10:20:11 -0500 Subject: [PATCH] Conditionally allocate deferred renderbuffers. --- indra/newview/pipeline.cpp | 131 ++++++++++++++++++++++++++----------- 1 file changed, 93 insertions(+), 38 deletions(-) diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 6732036f6..e6831fd88 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -524,6 +524,10 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (LLPipeline::sRenderDeferred) { + S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); + BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO"); + bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED); + //allocate deferred rendering color buffers static const LLCachedControl shadow_precision("DeferredHighPrecision",true); const GLuint format = shadow_precision ? GL_RGBA : GL_RGBA16F_ARB; //TO-DO: Profile 16bit format later @@ -534,14 +538,40 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mScreen.allocate(resX, resY, format, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); - for (U32 i = 0; i < 3; i++) + if (shadow_detail > 0 || ssao) + { //only need mDeferredLight[0] for shadows OR ssao + mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + } + else { - mDeferredLight[i].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + mDeferredLight[0].release(); } - for (U32 i = 0; i < 2; i++) + if (ssao) + { //only need mDeferredLight[1] for ssao + mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + } + else { - mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + mDeferredLight[1].release(); + } + + if (gi) + { //only need mDeferredLight[2] and mGIMapPost for gi + mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + for (U32 i = 0; i < 2; i++) + { + mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + } + } + else + { + mDeferredLight[2].release(); + + for (U32 i = 0; i < 2; i++) + { + mGIMapPost[i].release(); + } } F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale"); @@ -550,18 +580,37 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) //TO-DO: Test if this is actually needed. U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0; - for (U32 i = 0; i < 4; i++) - { - mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (shadow_detail > 0) + { //allocate 4 sun shadow maps + for (U32 i = 0; i < 4; i++) + { + mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + } + } + else + { + for (U32 i = 0; i < 4; i++) + { + mShadow[i].release(); + } } - U32 width = nhpo2(U32(resX*scale))/2; U32 height = width; - for (U32 i = 4; i < 6; i++) + if (shadow_detail > 1) + { //allocate two spot shadow maps + for (U32 i = 4; i < 6; i++) + { + mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE); + } + } + else { - mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE); + for (U32 i = 4; i < 6; i++) + { + mShadow[i].release(); + } } width = nhpo2(resX)/2; @@ -570,6 +619,24 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) } else { + for (U32 i = 0; i < 3; i++) + { + mDeferredLight[i].release(); + } + for (U32 i = 0; i < 2; i++) + { + mGIMapPost[i].release(); + } + for (U32 i = 0; i < 6; i++) + { + mShadow[i].release(); + } + mScreen.release(); + mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first + mDeferredDepth.release(); + mEdgeMap.release(); + mLuminanceMap.release(); + mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); } @@ -583,6 +650,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mSampleBuffer.allocate(resX,resY,format,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); addDeferredAttachments(mSampleBuffer); mDeferredScreen.setSampleBuffer(&mSampleBuffer); + mEdgeMap.setSampleBuffer(&mSampleBuffer); } else { @@ -593,13 +661,20 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) stop_glerror(); } - + else + { + mSampleBuffer.release(); + } + if (LLPipeline::sRenderDeferred) { //share depth buffer between deferred targets mDeferredScreen.shareDepthBuffer(mScreen); for (U32 i = 0; i < 3; i++) { //share stencil buffer with screen space lightmap to stencil out sky - mDeferredScreen.shareDepthBuffer(mDeferredLight[i]); + if (mDeferredLight[i].getTexture(0)) + { + mDeferredScreen.shareDepthBuffer(mDeferredLight[i]); + } } } @@ -3663,7 +3738,7 @@ void LLPipeline::renderDebug() if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE) { U32 count = 0; - U32 size = mBuildQ2.size(); + U32 size = mGroupQ2.size(); LLColor4 col; LLGLEnable blend(GL_BLEND); @@ -6338,12 +6413,11 @@ void LLPipeline::renderDeferredLighting() glPushMatrix(); glLoadIdentity(); - mDeferredLight[0].bindTarget(); - static const LLCachedControl render_deferred_ssao("RenderDeferredSSAO",false); static const LLCachedControl render_shadow_detail("RenderShadowDetail",0); if (render_deferred_ssao || render_shadow_detail > 0) { + mDeferredLight[0].bindTarget(); { //paint shadow/SSAO light map (direct lighting lightmap) //LLFastTimer ftm(FTM_SUN_SHADOW); bindDeferredShader(gDeferredSunProgram, 0); @@ -6384,15 +6458,8 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredSunProgram); } - } - else - { - glClearColor(1,1,1,1); - mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT); - glClearColor(0,0,0,0); - } - mDeferredLight[0].flush(); + } static const LLCachedControl render_deferred_blur_light("RenderDeferredBlurLight",false); static const LLCachedControl render_shadow_gi("RenderDeferredGI",false); @@ -8494,7 +8561,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadow[j].bindTarget(); mShadow[j].getViewport(gGLViewport); - + mShadow[j].clear(); + { static LLCullResult result[4]; @@ -8518,7 +8586,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera) if (gen_shadow > 1) { - clear = true; F32 fade_amt = gFrameIntervalSeconds * llmax(LLViewerCamera::getInstance()->getVelocityStat()->getCurrentPerSec(), 1.f); //update shadow targets @@ -8637,6 +8704,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadow[i+4].bindTarget(); mShadow[i+4].getViewport(gGLViewport); + mShadow[i+4].clear(); static LLCullResult result[2]; @@ -8647,19 +8715,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadow[i+4].flush(); } } - else - { - if (clear) - { - clear = false; - for (U32 i = 4; i < 6; i++) - { - mShadow[i].bindTarget(); - mShadow[i].clear(); - mShadow[i].flush(); - } - } - } static const LLCachedControl camera_offset("CameraOffset",false); if (!camera_offset)