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.
309 lines
8.9 KiB
C++
309 lines
8.9 KiB
C++
/**
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* @file lldynamictexture.cpp
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* @brief Implementation of LLViewerDynamicTexture class
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldynamictexture.h"
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// Linden library includes
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#include "llglheaders.h"
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#include "llwindow.h" // getPosition()
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// Viewer includes
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#include "llviewerwindow.h"
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#include "llviewercamera.h"
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#include "llviewercontrol.h"
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#include "llviewertexture.h"
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#include "llvertexbuffer.h"
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#include "llviewerdisplay.h"
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#include "llrender.h"
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#include "pipeline.h"
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#include "llglslshader.h"
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// static
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LLViewerDynamicTexture::instance_list_t LLViewerDynamicTexture::sInstances[ LLViewerDynamicTexture::ORDER_COUNT ];
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S32 LLViewerDynamicTexture::sNumRenders = 0;
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//-----------------------------------------------------------------------------
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// LLViewerDynamicTexture()
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//-----------------------------------------------------------------------------
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LLViewerDynamicTexture::LLViewerDynamicTexture(S32 width, S32 height, S32 components, EOrder order, BOOL clamp) :
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LLViewerTexture(width, height, components, FALSE),
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mClamp(clamp)
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{
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llassert((1 <= components) && (components <= 4));
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if(gGLManager.mDebugGPU)
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{
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if(components == 3)
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{
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mComponents = 4 ; //convert to 32bits.
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}
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}
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generateGLTexture();
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llassert( 0 <= order && order < ORDER_COUNT );
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LLViewerDynamicTexture::sInstances[ order ].insert(this);
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}
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//-----------------------------------------------------------------------------
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// LLViewerDynamicTexture()
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//-----------------------------------------------------------------------------
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LLViewerDynamicTexture::~LLViewerDynamicTexture()
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{
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for( S32 order = 0; order < ORDER_COUNT; order++ )
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{
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LLViewerDynamicTexture::sInstances[order].erase(this); // will fail in all but one case.
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}
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}
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//virtual
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S8 LLViewerDynamicTexture::getType() const
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{
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return LLViewerTexture::DYNAMIC_TEXTURE ;
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}
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//-----------------------------------------------------------------------------
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// generateGLTexture()
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//-----------------------------------------------------------------------------
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void LLViewerDynamicTexture::generateGLTexture()
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{
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LLViewerTexture::generateGLTexture() ;
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generateGLTexture(-1, 0, 0, FALSE);
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}
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void LLViewerDynamicTexture::generateGLTexture(LLGLint internal_format, LLGLenum primary_format, LLGLenum type_format, BOOL swap_bytes, const LLColor4U *fill_color/*=NULL*/)
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{
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if (mComponents < 1 || mComponents > 4)
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{
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LL_ERRS() << "Bad number of components in dynamic texture: " << mComponents << LL_ENDL;
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}
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LLPointer<LLImageRaw> raw_image = new LLImageRaw(mFullWidth, mFullHeight, mComponents);
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if (internal_format >= 0)
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{
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setExplicitFormat(internal_format, primary_format, type_format, swap_bytes);
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}
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if(fill_color)
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raw_image->fill(*fill_color);
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createGLTexture(0, raw_image, LLImageGL::GLTextureName(), TRUE, LLViewerTexture::DYNAMIC_TEX);
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setAddressMode((mClamp) ? LLTexUnit::TAM_CLAMP : LLTexUnit::TAM_WRAP);
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mGLTexturep->setGLTextureCreated(false);
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}
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//-----------------------------------------------------------------------------
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// render()
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//-----------------------------------------------------------------------------
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BOOL LLViewerDynamicTexture::render()
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{
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return FALSE;
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}
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//-----------------------------------------------------------------------------
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// preRender()
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//-----------------------------------------------------------------------------
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void LLViewerDynamicTexture::preRender(BOOL clear_depth)
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{
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//only images up to 512x512 are supported
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llassert(mFullHeight <= 512);
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llassert(mFullWidth <= 512);
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if (gGLManager.mHasFramebufferObject && gPipeline.mWaterDis.isComplete() && !gGLManager.mIsATI)
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{ //using offscreen render target, just use the bottom left corner
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mOrigin.set(0, 0);
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}
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else
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{ // force rendering to on-screen portion of frame buffer
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LLCoordScreen window_pos;
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gViewerWindow->getWindow()->getPosition( &window_pos );
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mOrigin.set(0, gViewerWindow->getWindowHeightRaw() - mFullHeight); // top left corner
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if (window_pos.mX < 0)
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{
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mOrigin.mX = -window_pos.mX;
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}
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if (window_pos.mY < 0)
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{
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mOrigin.mY += window_pos.mY;
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mOrigin.mY = llmax(mOrigin.mY, 0) ;
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}
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}
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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// Set up camera
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LLViewerCamera* camera = LLViewerCamera::getInstance();
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mCamera.setOrigin(*camera);
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mCamera.setAxes(*camera);
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mCamera.setAspect(camera->getAspect());
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mCamera.setView(camera->getView());
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mCamera.setNear(camera->getNear());
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gGL.setViewport(mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight);
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if (clear_depth)
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{
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gGL.syncContextState();
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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}
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//-----------------------------------------------------------------------------
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// postRender()
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//-----------------------------------------------------------------------------
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void LLViewerDynamicTexture::postRender(BOOL success)
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{
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{
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if (success)
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{
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if(mGLTexturep.isNull())
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{
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generateGLTexture() ;
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}
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else if(!mGLTexturep->getHasGLTexture())
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{
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generateGLTexture() ;
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}
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else if(mGLTexturep->getDiscardLevel() != 0)//do not know how it happens, but regenerate one if it does.
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{
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generateGLTexture() ;
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}
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success = mGLTexturep->setSubImageFromFrameBuffer(0, 0, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight);
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}
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}
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// restore viewport
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gViewerWindow->setup2DViewport();
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// restore camera
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LLViewerCamera* camera = LLViewerCamera::getInstance();
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camera->setOrigin(mCamera);
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camera->setAxes(mCamera);
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camera->setAspect(mCamera.getAspect());
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camera->setView(mCamera.getView());
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camera->setNear(mCamera.getNear());
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}
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//-----------------------------------------------------------------------------
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// static
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// updateDynamicTextures()
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// Calls update on each dynamic texture. Calls each group in order: "first," then "middle," then "last."
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//-----------------------------------------------------------------------------
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BOOL LLViewerDynamicTexture::updateAllInstances()
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{
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sNumRenders = 0;
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if (gGLManager.mIsDisabled || LLPipeline::sMemAllocationThrottled)
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{
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return TRUE;
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}
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bool use_fbo = gGLManager.mHasFramebufferObject && gPipeline.mWaterDis.isComplete() && !gGLManager.mIsATI;
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if (use_fbo)
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{
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gPipeline.mWaterDis.bindTarget();
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}
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LLGLSLShader::bindNoShader();
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LLVertexBuffer::unbind();
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BOOL result = FALSE;
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BOOL ret = FALSE ;
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for( S32 order = 0; order < ORDER_COUNT; order++ )
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{
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for (instance_list_t::iterator iter = LLViewerDynamicTexture::sInstances[order].begin();
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iter != LLViewerDynamicTexture::sInstances[order].end(); ++iter)
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{
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LLViewerDynamicTexture *dynamicTexture = *iter;
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if (dynamicTexture->needsRender())
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{
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gGL.syncContextState();
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glClear(GL_DEPTH_BUFFER_BIT);
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gDepthDirty = TRUE;
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gGL.color4f(1,1,1,1);
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dynamicTexture->preRender(); // Must be called outside of startRender()
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result = FALSE;
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if (dynamicTexture->render())
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{
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ret = TRUE ;
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result = TRUE;
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sNumRenders++;
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}
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gGL.flush();
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LLVertexBuffer::unbind();
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dynamicTexture->postRender(result);
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}
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}
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}
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if (use_fbo)
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{
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gPipeline.mWaterDis.flush();
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}
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return ret;
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}
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//-----------------------------------------------------------------------------
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// static
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// destroyGL()
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//-----------------------------------------------------------------------------
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void LLViewerDynamicTexture::destroyGL()
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{
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for( S32 order = 0; order < ORDER_COUNT; order++ )
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{
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for (instance_list_t::iterator iter = LLViewerDynamicTexture::sInstances[order].begin();
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iter != LLViewerDynamicTexture::sInstances[order].end(); ++iter)
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{
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LLViewerDynamicTexture *dynamicTexture = *iter;
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dynamicTexture->destroyGLTexture() ;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// static
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// restoreGL()
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//-----------------------------------------------------------------------------
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void LLViewerDynamicTexture::restoreGL()
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{
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if (gGLManager.mIsDisabled)
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{
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return ;
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}
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for( S32 order = 0; order < ORDER_COUNT; order++ )
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{
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for (instance_list_t::iterator iter = LLViewerDynamicTexture::sInstances[order].begin();
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iter != LLViewerDynamicTexture::sInstances[order].end(); ++iter)
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{
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LLViewerDynamicTexture *dynamicTexture = *iter;
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dynamicTexture->restoreGLTexture() ;
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}
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}
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}
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