Track glEnable states via static refs instead of map lookups.

Sync light state, bound shader, and various gl context states similarly to render matrices.
Texture handles now refcounted, as multiple viewer textures could ref the same handle (cubemaps do this)
Clean up gl extension loading a bit. Not necessary, but only look for ARB variants if not included in current core version. Removed unused extensions.
Use core shader api if supported, else use ARB. (FN signatures are identical. Just doing some pointer substitution to ARB if not core.)
Attempt at improving VBO update batching. Subdata updates better batched to gether per-frame.
There's probably other stuff I forgot that is in this changeset, too.

Todo: Fix lightstate assertion when toggling fullscreen with shaders off.
This commit is contained in:
Shyotl
2018-11-19 00:37:48 -06:00
parent 0b4d789afb
commit 736696ac36
96 changed files with 2870 additions and 2266 deletions

View File

@@ -54,12 +54,12 @@ static LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW_PUSH("Glow Push");
void LLDrawPoolGlow::renderPostDeferred(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW);
LLGLEnable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
LLGLEnable<GL_BLEND> blend;
LLGLDisable<GL_ALPHA_TEST> test;
gGL.flush();
/// Get rid of z-fighting with non-glow pass.
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
LLGLEnable<GL_POLYGON_OFFSET_FILL> polyOffset;
gGL.setPolygonOffset(-1.0f, -1.0f);
gGL.setSceneBlendType(LLRender::BT_ADD);
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
@@ -95,12 +95,12 @@ S32 LLDrawPoolGlow::getNumPasses()
void LLDrawPoolGlow::render(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW);
LLGLEnable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
LLGLEnable<GL_BLEND> blend;
LLGLDisable<GL_ALPHA_TEST> test;
gGL.flush();
/// Get rid of z-fighting with non-glow pass.
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
LLGLEnable<GL_POLYGON_OFFSET_FILL> polyOffset;
gGL.setPolygonOffset(-1.0f, -1.0f);
gGL.setSceneBlendType(LLRender::BT_ADD);
U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
@@ -184,11 +184,12 @@ void LLDrawPoolSimple::endRenderPass(S32 pass)
void LLDrawPoolSimple::render(S32 pass)
{
LLGLDisable blend(GL_BLEND);
LLGLDisable<GL_BLEND> blend;
{ //render simple
LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE);
gPipeline.enableLightsDynamic();
LLGLState<GL_LIGHTING> lighting;
gPipeline.enableLightsDynamic(lighting);
if (mVertexShaderLevel > 0)
{
@@ -208,7 +209,7 @@ void LLDrawPoolSimple::render(S32 pass)
}
else
{
LLGLDisable alpha_test(GL_ALPHA_TEST);
LLGLDisable<GL_ALPHA_TEST> alpha_test;
renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
}
@@ -270,7 +271,7 @@ void LLDrawPoolAlphaMask::endRenderPass(S32 pass)
void LLDrawPoolAlphaMask::render(S32 pass)
{
LLGLDisable blend(GL_BLEND);
LLGLDisable<GL_BLEND> blend;
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK);
if (mVertexShaderLevel > 0)
@@ -286,7 +287,7 @@ void LLDrawPoolAlphaMask::render(S32 pass)
}
else
{
LLGLEnable test(GL_ALPHA_TEST);
LLGLEnable<GL_ALPHA_TEST> test;
pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask(), TRUE, FALSE);
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
}
@@ -356,10 +357,10 @@ void LLDrawPoolFullbrightAlphaMask::render(S32 pass)
}
else
{
LLGLEnable test(GL_ALPHA_TEST);
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
LLGLEnable<GL_ALPHA_TEST> test;
LLGLState<GL_LIGHTING> lighting;
gPipeline.enableLightsFullbright(lighting);
pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask(), TRUE, FALSE);
gPipeline.enableLightsDynamic();
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
}
}
@@ -384,8 +385,8 @@ void LLDrawPoolSimple::endDeferredPass(S32 pass)
void LLDrawPoolSimple::renderDeferred(S32 pass)
{
LLGLDisable blend(GL_BLEND);
LLGLDisable alpha_test(GL_ALPHA_TEST);
LLGLDisable<GL_BLEND> blend;
LLGLDisable<GL_ALPHA_TEST> alpha_test;
{ //render simple
LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE_DEFERRED);
@@ -471,11 +472,11 @@ void LLDrawPoolGrass::endRenderPass(S32 pass)
void LLDrawPoolGrass::render(S32 pass)
{
LLGLDisable blend(GL_BLEND);
LLGLDisable<GL_BLEND> blend;
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS);
LLGLEnable test(GL_ALPHA_TEST);
LLGLEnable<GL_ALPHA_TEST> test;
gGL.setSceneBlendType(LLRender::BT_ALPHA);
//render grass
LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
@@ -538,7 +539,7 @@ void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
gGL.setColorMask(true, true);
LLGLDisable blend(GL_BLEND);
LLGLDisable<GL_BLEND> blend;
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
@@ -603,7 +604,8 @@ void LLDrawPoolFullbright::render(S32 pass)
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
LLGLState<GL_LIGHTING> light_state;
gPipeline.enableLightsFullbright(light_state);
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR;
renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, fullbright_mask);
@@ -649,7 +651,7 @@ void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
gGL.setColorMask(true, true);
LLGLDisable blend(GL_BLEND);
LLGLDisable<GL_BLEND> blend;
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, fullbright_mask, TRUE, TRUE);
gGL.setColorMask(true, false);