Merge branch 'future' of https://github.com/Shyotl/SingularityViewer
Conflicts: indra/llrender/llrendertarget.cpp indra/newview/lloverlaybar.cpp
This commit is contained in:
@@ -76,6 +76,45 @@ LLRenderTarget::~LLRenderTarget()
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release();
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}
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void LLRenderTarget::resize(U32 resx, U32 resy, U32 color_fmt)
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{
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//for accounting, get the number of pixels added/subtracted
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S32 pix_diff = (resx*resy)-(mResX*mResY);
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mResX = resx;
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mResY = resy;
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for (U32 i = 0; i < mTex.size(); ++i)
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{ //resize color attachments
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gGL.getTexUnit(0)->bindManual(mUsage, mTex[i]);
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL, false);
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sBytesAllocated += pix_diff*4;
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}
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if (mDepth)
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{ //resize depth attachment
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if (mStencil && mFBO)
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{
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//use render buffers where stencil buffers are in play
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glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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else
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{
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gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
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U32 internal_type = LLTexUnit::getInternalType(mUsage);
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if(!mStencil)
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
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else
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH24_STENCIL8, mResX, mResY, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL, false);
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}
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sBytesAllocated += pix_diff*4;
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}
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if(mSampleBuffer)
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mSampleBuffer->resize(resx,resy);
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}
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void LLRenderTarget::setSampleBuffer(LLMultisampleBuffer* buffer)
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{
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@@ -95,9 +134,10 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
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mUsage = usage;
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mUseDepth = depth;
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if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
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{
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glGenFramebuffers(1, (GLuint *) &mFBO);
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if (depth)
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{
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if (!allocateDepth())
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@@ -107,8 +147,6 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
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}
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}
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glGenFramebuffers(1, (GLuint *) &mFBO);
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if (mDepth)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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@@ -126,7 +164,7 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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stop_glerror();
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}
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@@ -219,7 +257,7 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
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bool LLRenderTarget::allocateDepth()
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{
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if (mStencil)
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if (mStencil && mFBO)
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{
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//use render buffers where stencil buffers are in play
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glGenRenderbuffers(1, (GLuint *) &mDepth);
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@@ -231,24 +269,30 @@ bool LLRenderTarget::allocateDepth()
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}
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else
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{
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LLImageGL::generateTextures(mUsage, GL_DEPTH_COMPONENT24, 1, &mDepth);
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if(!mStencil)
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LLImageGL::generateTextures(mUsage, GL_DEPTH_COMPONENT24, 1, &mDepth);
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else
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LLImageGL::generateTextures(mUsage, GL_DEPTH24_STENCIL8, 1, &mDepth);
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gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
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U32 internal_type = LLTexUnit::getInternalType(mUsage);
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stop_glerror();
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clear_glerror();
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
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if(!mStencil)
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
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else
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH24_STENCIL8, mResX, mResY, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL, false);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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}
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sBytesAllocated += mResX*mResY*4;
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if (glGetError() != GL_NO_ERROR)
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{
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llwarns << "Unable to allocate depth buffer for render target." << llendl;
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return false;
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}
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sBytesAllocated += mResX*mResY*4;
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return true;
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}
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@@ -301,7 +345,7 @@ void LLRenderTarget::release()
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{
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if (mDepth)
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{
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if (mStencil)
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if (mStencil && mFBO)
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{
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glDeleteRenderbuffers(1, (GLuint*) &mDepth);
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stop_glerror();
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@@ -309,7 +353,11 @@ void LLRenderTarget::release()
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else
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{
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//Release before delete.
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
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if(mFBO)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
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}
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LLImageGL::deleteTextures(mUsage, 0, 0, 1, &mDepth, true);
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stop_glerror();
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}
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@@ -453,6 +501,7 @@ void LLRenderTarget::flush(bool fetch_depth)
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{
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gGL.getTexUnit(0)->bind(this);
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glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, 0, 0, 0, 0, mResX, mResY);
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stop_glerror();
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if (fetch_depth)
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{
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@@ -461,8 +510,10 @@ void LLRenderTarget::flush(bool fetch_depth)
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allocateDepth();
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}
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gGL.getTexUnit(0)->bind(this);
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glCopyTexImage2D(LLTexUnit::getInternalType(mUsage), 0, GL_DEPTH24_STENCIL8, 0, 0, mResX, mResY, 0);
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gGL.getTexUnit(0)->bind(this,true);
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glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, 0, 0, 0, 0, mResX, mResY);
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stop_glerror();
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//glCopyTexImage2D(LLTexUnit::getInternalType(mUsage), 0, GL_DEPTH24_STENCIL8, 0, 0, mResX, mResY, 0);
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}
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gGL.getTexUnit(0)->disable();
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@@ -472,7 +523,7 @@ void LLRenderTarget::flush(bool fetch_depth)
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stop_glerror();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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stop_glerror();
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if (mSampleBuffer)
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{
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LLGLEnable multisample(GL_MULTISAMPLE);
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@@ -482,7 +533,7 @@ void LLRenderTarget::flush(bool fetch_depth)
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check_framebuffer_status();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleBuffer->mFBO);
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check_framebuffer_status();
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stop_glerror();
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if(gGLManager.mIsATI)
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{
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@@ -532,7 +583,6 @@ void LLRenderTarget::flush(bool fetch_depth)
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}
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}
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}
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void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
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S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
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{
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@@ -553,7 +603,7 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0,
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}
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else
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{
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if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
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if (mask == GL_DEPTH_BUFFER_BIT && !mStencil && source.mStencil != mStencil)
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{
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stop_glerror();
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@@ -642,7 +692,8 @@ void LLRenderTarget::getViewport(S32* viewport)
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// LLMultisampleBuffer implementation
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//==================================================
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LLMultisampleBuffer::LLMultisampleBuffer() :
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mSamples(0)
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mSamples(0),
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mColorFormat(0)
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{
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}
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@@ -743,6 +794,7 @@ bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth
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mUsage = usage;
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mUseDepth = depth;
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mStencil = stencil;
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mColorFormat = color_fmt;
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{
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@@ -780,6 +832,42 @@ bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth
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return addColorAttachment(color_fmt);
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}
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void LLMultisampleBuffer::resize(U32 resx, U32 resy)
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{
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//for accounting, get the number of pixels added/subtracted
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S32 pix_diff = (resx*resy)-(mResX*mResY);
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mResX = resx;
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mResY = resy;
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for (U32 i = 0; i < mTex.size(); ++i)
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{ //resize color attachments
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glBindRenderbuffer(GL_RENDERBUFFER, mTex[i]);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, mColorFormat, mResX, mResY);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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sBytesAllocated += pix_diff*4;
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}
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if (mDepth)
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{ //resize depth attachment
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if (mStencil)
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{
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//use render buffers where stencil buffers are in play
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glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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else
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{
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glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT24, mResX, mResY);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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sBytesAllocated += pix_diff*4;
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}
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}
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bool LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
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{
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if (color_fmt == 0)
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@@ -829,12 +917,13 @@ bool LLMultisampleBuffer::allocateDepth()
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clear_glerror();
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if (mStencil)
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{
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY);
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}
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else
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{
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT16_ARB, mResX, mResY);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT24, mResX, mResY);
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}
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if (glGetError() != GL_NO_ERROR)
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{
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llwarns << "Unable to allocate depth buffer for multisample render target." << llendl;
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@@ -845,4 +934,3 @@ bool LLMultisampleBuffer::allocateDepth()
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return true;
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}
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