From d4b9db012e2b5195759f694792c392770112b42d Mon Sep 17 00:00:00 2001 From: brad kittenbrink Date: Tue, 26 Apr 2011 15:04:22 -0700 Subject: FIX VWR-25609: crash on shutdown in LLGLNamePool::sInstances destructor --- indra/llrender/llgl.cpp | 29 ++++++++--------------------- indra/llrender/llgl.h | 7 ++++--- indra/llrender/llvertexbuffer.cpp | 4 ---- 3 files changed, 12 insertions(+), 28 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index c86c89fa9b..b1a4051e96 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -105,7 +105,6 @@ LLMatrix4 gGLObliqueProjectionInverse; #define LL_GL_NAME_POOLING 0 -LLGLNamePool::pool_list_t LLGLNamePool::sInstances; std::list LLGLUpdate::sGLQ; #if (LL_WINDOWS || LL_LINUX || LL_SOLARIS) && !LL_MESA_HEADLESS @@ -1920,22 +1919,8 @@ LLGLNamePool::LLGLNamePool() { } -void LLGLNamePool::registerPool(LLGLNamePool* pool) -{ - pool_list_t::iterator iter = std::find(sInstances.begin(), sInstances.end(), pool); - if (iter == sInstances.end()) - { - sInstances.push_back(pool); - } -} - LLGLNamePool::~LLGLNamePool() { - pool_list_t::iterator iter = std::find(sInstances.begin(), sInstances.end(), this); - if (iter != sInstances.end()) - { - sInstances.erase(iter); - } } void LLGLNamePool::upkeep() @@ -2004,20 +1989,22 @@ void LLGLNamePool::release(GLuint name) void LLGLNamePool::upkeepPools() { LLMemType mt(LLMemType::MTYPE_UPKEEP_POOLS); - for (pool_list_t::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter) + tracker_t::LLInstanceTrackerScopedGuard guard; + for (tracker_t::instance_iter iter = guard.beginInstances(); iter != guard.endInstances(); ++iter) { - LLGLNamePool* pool = *iter; - pool->upkeep(); + LLGLNamePool & pool = *iter; + pool.upkeep(); } } //static void LLGLNamePool::cleanupPools() { - for (pool_list_t::iterator iter = sInstances.begin(); iter != sInstances.end(); ++iter) + tracker_t::LLInstanceTrackerScopedGuard guard; + for (tracker_t::instance_iter iter = guard.beginInstances(); iter != guard.endInstances(); ++iter) { - LLGLNamePool* pool = *iter; - pool->cleanup(); + LLGLNamePool & pool = *iter; + pool.cleanup(); } } diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 684fd50883..51b0a1e45f 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -40,6 +40,7 @@ #include "v4math.h" #include "llplane.h" #include "llgltypes.h" +#include "llinstancetracker.h" #include "llglheaders.h" #include "glh/glh_linear.h" @@ -328,9 +329,11 @@ public: Generic pooling scheme for things which use GL names (used for occlusion queries and vertex buffer objects). Prevents thrashing of GL name caches by avoiding calls to glGenFoo and glDeleteFoo. */ -class LLGLNamePool +class LLGLNamePool : public LLInstanceTracker { public: + typedef LLInstanceTracker tracker_t; + struct NameEntry { GLuint name; @@ -357,13 +360,11 @@ public: GLuint allocate(); void release(GLuint name); - static void registerPool(LLGLNamePool* pool); static void upkeepPools(); static void cleanupPools(); protected: typedef std::vector pool_list_t; - static pool_list_t sInstances; virtual GLuint allocateName() = 0; virtual void releaseName(GLuint name) = 0; diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 1beb74eca6..1a5a4f734d 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -323,10 +323,6 @@ void LLVertexBuffer::initClass(bool use_vbo, bool no_vbo_mapping) } sDisableVBOMapping = sEnableVBOs && no_vbo_mapping ; - LLGLNamePool::registerPool(&sDynamicVBOPool); - LLGLNamePool::registerPool(&sDynamicIBOPool); - LLGLNamePool::registerPool(&sStreamVBOPool); - LLGLNamePool::registerPool(&sStreamIBOPool); } //static -- cgit v1.3 From a52019d6d1e15d0e826d279ebcaef2f99d293292 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Tue, 10 May 2011 14:34:36 -0700 Subject: SH-1521 FIX -- Lighting and Shadows grayed out on mac * Modified mac feature table to bring it up to date with latest renderer features including deferred rendering * Changed mac AGL pixel format to no longer allow it to revert to software rendering when shader compilation errors occur. * Fixed up various GLSL shader compilation warnings and errors that came up as a result of the above changes. * Changed initial conditions for the "hardware skinning" checkbox on the preferences floater so it can be modified before login on machines that support avatar vertex programs. * Removed unused avatarAlphaF.glsl files Reviewed by davep --- indra/llrender/llshadermgr.cpp | 2 +- indra/llwindow/llwindowmacosx.cpp | 59 ++++++------ indra/newview/app_settings/high_graphics.xml | 19 ++-- indra/newview/app_settings/low_graphics.xml | 23 +++-- indra/newview/app_settings/mid_graphics.xml | 19 ++-- .../shaders/class1/deferred/avatarAlphaF.glsl | 70 --------------- .../shaders/class1/deferred/avatarAlphaV.glsl | 50 ++++++++--- .../shaders/class1/deferred/multiPointLightV.glsl | 20 +++++ .../shaders/class2/deferred/avatarAlphaF.glsl | 100 --------------------- .../shaders/class2/deferred/avatarAlphaV.glsl | 50 ++++++++--- indra/newview/app_settings/ultra_graphics.xml | 19 ++-- indra/newview/featuretable_mac.txt | 46 +++++----- indra/newview/featuretable_xp.txt | 4 +- indra/newview/llfloaterpreference.cpp | 12 ++- indra/newview/llviewershadermgr.cpp | 2 +- 15 files changed, 203 insertions(+), 292 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl (limited to 'indra/llrender') diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 21b02fdb71..98a0a93084 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -315,7 +315,7 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns) } else { - LL_DEBUGS("ShaderLoading") << log << LL_ENDL; + LL_INFOS("ShaderLoading") << log << LL_ENDL; } } } diff --git a/indra/llwindow/llwindowmacosx.cpp b/indra/llwindow/llwindowmacosx.cpp index affd7276cc..077d7ef1d0 100644 --- a/indra/llwindow/llwindowmacosx.cpp +++ b/indra/llwindow/llwindowmacosx.cpp @@ -541,20 +541,20 @@ BOOL LLWindowMacOSX::createContext(int x, int y, int width, int height, int bits GLint fullscreenAttrib[] = { AGL_RGBA, - AGL_FULLSCREEN, - // AGL_NO_RECOVERY, // MBW -- XXX -- Not sure if we want this attribute - AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, - AGL_SAMPLES_ARB, mFSAASamples, - AGL_DOUBLEBUFFER, - AGL_CLOSEST_POLICY, - AGL_ACCELERATED, - AGL_RED_SIZE, 8, - AGL_GREEN_SIZE, 8, - AGL_BLUE_SIZE, 8, - AGL_ALPHA_SIZE, 8, - AGL_DEPTH_SIZE, 24, - AGL_STENCIL_SIZE, 8, - AGL_NONE + AGL_FULLSCREEN, + AGL_NO_RECOVERY, + AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, + AGL_SAMPLES_ARB, mFSAASamples, + AGL_DOUBLEBUFFER, + AGL_CLOSEST_POLICY, + AGL_ACCELERATED, + AGL_RED_SIZE, 8, + AGL_GREEN_SIZE, 8, + AGL_BLUE_SIZE, 8, + AGL_ALPHA_SIZE, 8, + AGL_DEPTH_SIZE, 24, + AGL_STENCIL_SIZE, 8, + AGL_NONE }; LL_DEBUGS("Window") << "createContext: creating fullscreen pixelformat" << LL_ENDL; @@ -567,21 +567,28 @@ BOOL LLWindowMacOSX::createContext(int x, int y, int width, int height, int bits } else { + // NOTE from Leslie: + // + // AGL_NO_RECOVERY, when combined with AGL_ACCELERATED prevents software rendering + // fallback which means we won't hvae shaders that compile and link but then don't + // work. The drawback is that our shader compilation will be a bit more finicky though. + GLint windowedAttrib[] = { AGL_RGBA, - AGL_DOUBLEBUFFER, - AGL_CLOSEST_POLICY, - AGL_ACCELERATED, - AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, - AGL_SAMPLES_ARB, mFSAASamples, - AGL_RED_SIZE, 8, - AGL_GREEN_SIZE, 8, - AGL_BLUE_SIZE, 8, - AGL_ALPHA_SIZE, 8, - AGL_DEPTH_SIZE, 24, - AGL_STENCIL_SIZE, 8, - AGL_NONE + AGL_NO_RECOVERY, + AGL_DOUBLEBUFFER, + AGL_CLOSEST_POLICY, + AGL_ACCELERATED, + AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, + AGL_SAMPLES_ARB, mFSAASamples, + AGL_RED_SIZE, 8, + AGL_GREEN_SIZE, 8, + AGL_BLUE_SIZE, 8, + AGL_ALPHA_SIZE, 8, + AGL_DEPTH_SIZE, 24, + AGL_STENCIL_SIZE, 8, + AGL_NONE }; LL_DEBUGS("Window") << "createContext: creating windowed pixelformat" << LL_ENDL; diff --git a/indra/newview/app_settings/high_graphics.xml b/indra/newview/app_settings/high_graphics.xml index f1862f9d72..5bc2e1b7e6 100644 --- a/indra/newview/app_settings/high_graphics.xml +++ b/indra/newview/app_settings/high_graphics.xml @@ -4,15 +4,15 @@ - - + + - + @@ -34,11 +34,10 @@ - - - - - - - + + + + + + diff --git a/indra/newview/app_settings/low_graphics.xml b/indra/newview/app_settings/low_graphics.xml index ad0073dfac..ca1dae0b86 100644 --- a/indra/newview/app_settings/low_graphics.xml +++ b/indra/newview/app_settings/low_graphics.xml @@ -4,17 +4,17 @@ - - - - + + + + - + @@ -36,11 +36,10 @@ - - - - - - - + + + + + + diff --git a/indra/newview/app_settings/mid_graphics.xml b/indra/newview/app_settings/mid_graphics.xml index 6c4afbd7f0..01822fe64c 100644 --- a/indra/newview/app_settings/mid_graphics.xml +++ b/indra/newview/app_settings/mid_graphics.xml @@ -4,15 +4,15 @@ - - + + - + @@ -34,11 +34,10 @@ - - - - - - - + + + + + + diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl deleted file mode 100644 index 7d9d6cc0b2..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl +++ /dev/null @@ -1,70 +0,0 @@ -/** - * @file avatarAlphaF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * $/LicenseInfo$ - */ - -#version 120 - -uniform sampler2D diffuseMap; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; -uniform sampler2D noiseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec4 vary_position; -varying vec3 vary_normal; - -void main() -{ - float shadow = 1.0; - vec4 pos = vary_position; - vec3 norm = normalize(vary_normal); - - vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; - - if (pos.z > -shadow_clip.w) - { - - if (pos.z < -shadow_clip.z) - { - vec4 lpos = shadow_matrix[3]*pos; - shadow = shadow2DProj(shadowMap3, lpos).x; - } - else if (pos.z < -shadow_clip.y) - { - vec4 lpos = shadow_matrix[2]*pos; - shadow = shadow2DProj(shadowMap2, lpos).x; - } - else if (pos.z < -shadow_clip.x) - { - vec4 lpos = shadow_matrix[1]*pos; - shadow = shadow2DProj(shadowMap1, lpos).x; - } - else - { - vec4 lpos = shadow_matrix[0]*pos; - shadow = shadow2DProj(shadowMap0, lpos).x; - } - } - - - vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a); - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - gl_FragColor = color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 5dfbb91393..a2a7dea20d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -22,11 +22,36 @@ vec3 scaleUpLight(vec3 light); varying vec3 vary_position; varying vec3 vary_ambient; varying vec3 vary_directional; -varying vec3 vary_normal; varying vec3 vary_fragcoord; +varying vec3 vary_pointlight_col; uniform float near_clip; +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = length(lv); + + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float dist2 = d*d/(la*la); + float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= calcDirectionalLight(n, lv); + + return da; +} + void main() { gl_TexCoord[0] = gl_MultiTexCoord0; @@ -49,7 +74,6 @@ void main() gl_Position = frag_pos; vary_position = pos.xyz; - vary_normal = norm; calcAtmospherics(pos.xyz); @@ -57,18 +81,20 @@ void main() vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb = scaleDownLight(col.rgb); + // Collect normal lights + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + vary_pointlight_col = col.rgb*gl_Color.rgb; + + col.rgb = vec3(0,0,0); + // Add windlight lights - col.rgb += atmosAmbient(vec3(0.)); + col.rgb = atmosAmbient(vec3(0.)); vary_ambient = col.rgb*gl_Color.rgb; vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl new file mode 100644 index 0000000000..2e3e84dd15 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -0,0 +1,20 @@ +/** + * @file multiPointLightV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +varying vec4 vary_fragcoord; + +void main() +{ + //transform vertex + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = pos; + + gl_Position = pos; + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl deleted file mode 100644 index 4671a54078..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl +++ /dev/null @@ -1,100 +0,0 @@ -/** - * @file avatarAlphaF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * $/LicenseInfo$ - */ - -#version 120 - -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2D diffuseMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2D noiseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform vec2 screen_res; -uniform vec2 shadow_res; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_position; -varying vec3 vary_normal; - -uniform float shadow_bias; - -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias; - - float cs = shadow2DRect(shadowMap, stc.xyz).x; - float shadow = cs; - - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); - - return shadow/5.0; -} - -void main() -{ - float shadow = 1.0; - vec4 pos = vec4(vary_position, 1.0); - vec3 norm = normalize(vary_normal); - - //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; - - vec4 spos = pos; - - if (spos.z > -shadow_clip.w) - { - vec4 lpos; - - if (spos.z < -shadow_clip.z) - { - lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap3, lpos, 1.5); - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - else if (spos.z < -shadow_clip.y) - { - lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap2, lpos, 1.5); - } - else if (spos.z < -shadow_clip.x) - { - lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap1, lpos, 1.5); - } - else - { - lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap0, lpos, 1.5); - } - } - - - vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a); - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - gl_FragColor = color; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 30954a8677..495e86c8db 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -22,13 +22,38 @@ vec3 scaleUpLight(vec3 light); varying vec3 vary_position; varying vec3 vary_ambient; varying vec3 vary_directional; -varying vec3 vary_normal; varying vec3 vary_fragcoord; +varying vec3 vary_pointlight_col; uniform float near_clip; uniform float shadow_offset; uniform float shadow_bias; +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = length(lv); + + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float dist2 = d*d/(la*la); + float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= calcDirectionalLight(n, lv); + + return da; +} + void main() { gl_TexCoord[0] = gl_MultiTexCoord0; @@ -51,7 +76,6 @@ void main() float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; - vary_normal = norm; calcAtmospherics(pos.xyz); @@ -59,18 +83,20 @@ void main() vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb = scaleDownLight(col.rgb); + // Collect normal lights + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + vary_pointlight_col = col.rgb*gl_Color.rgb; + + col.rgb = vec3(0,0,0); + // Add windlight lights - col.rgb += atmosAmbient(vec3(0.)); + col.rgb = atmosAmbient(vec3(0.)); vary_ambient = col.rgb*gl_Color.rgb; vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/ultra_graphics.xml b/indra/newview/app_settings/ultra_graphics.xml index 3d588cf57d..71459e5470 100644 --- a/indra/newview/app_settings/ultra_graphics.xml +++ b/indra/newview/app_settings/ultra_graphics.xml @@ -4,15 +4,15 @@ - - + + - + @@ -34,11 +34,10 @@ - - - - - - - + + + + + + diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index 6bdb1e1787..c9ab003112 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -24,11 +24,11 @@ version 22 // list all RenderAnisotropic 1 0 -RenderAvatarCloth 0 0 +RenderAvatarCloth 1 1 RenderAvatarLODFactor 1 1.0 RenderAvatarPhysicsLODFactor 1 1.0 RenderAvatarMaxVisible 1 12 -RenderAvatarVP 1 0 +RenderAvatarVP 1 1 RenderCubeMap 1 1 RenderDelayVBUpdate 1 0 RenderFarClip 1 256 @@ -41,7 +41,7 @@ RenderLocalLights 1 1 RenderMaxPartCount 1 8192 RenderNightBrightness 1 1.0 RenderObjectBump 1 1 -RenderReflectionDetail 1 3 +RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 2.0 RenderTransparentWater 1 1 @@ -49,23 +49,21 @@ RenderTreeLODFactor 1 1.0 RenderUseImpostors 1 1 RenderVBOEnable 1 1 RenderVolumeLODFactor 1 2.0 -RenderWaterReflections 1 1 +UseStartScreen 1 1 UseOcclusion 1 1 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 -RenderUseCleverUI 1 1 Disregard128DefaultDrawDistance 1 1 Disregard96DefaultDrawDistance 1 1 RenderTextureMemoryMultiple 1 0.5 -Disregard128DefaultDrawDistance 1 1 -Disregard96DefaultDrawDistance 1 1 +RenderShaderLightingMaxLevel 1 3 SkyUseClassicClouds 1 1 -WatchdogDisabled 1 1 RenderDeferred 1 1 RenderDeferredSSAO 1 1 RenderShadowDetail 1 2 - +WatchdogDisabled 1 1 +RenderUseStreamVBO 1 1 // // Low Graphics Settings @@ -90,15 +88,13 @@ RenderTransparentWater 1 0 RenderTreeLODFactor 1 0 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 0.5 -RenderWaterReflections 1 0 VertexShaderEnable 1 0 WindLightUseAtmosShaders 1 0 WLSkyDetail 1 48 SkyUseClassicClouds 1 0 RenderDeferred 1 0 RenderDeferredSSAO 1 0 -RenderShadowDetail 1 2 - +RenderShadowDetail 1 0 // // Mid Graphics Settings @@ -122,14 +118,12 @@ RenderTransparentWater 1 1 RenderTreeLODFactor 1 0.5 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 1.125 -RenderWaterReflections 1 0 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 0 WLSkyDetail 1 48 RenderDeferred 1 0 RenderDeferredSSAO 1 0 -RenderShadowDetail 1 2 - +RenderShadowDetail 1 0 // // High Graphics Settings (purty) @@ -153,7 +147,6 @@ RenderTransparentWater 1 1 RenderTreeLODFactor 1 0.5 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 1.125 -RenderWaterReflections 1 0 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 48 @@ -161,7 +154,6 @@ RenderDeferred 1 0 RenderDeferredSSAO 1 0 RenderShadowDetail 1 2 - // // Ultra graphics (REALLY PURTY!) // @@ -177,14 +169,13 @@ RenderGlowResolutionPow 1 9 RenderLocalLights 1 1 RenderMaxPartCount 1 8192 RenderObjectBump 1 1 -RenderReflectionDetail 1 3 +RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 2.0 RenderTransparentWater 1 1 RenderTreeLODFactor 1 1.0 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 2.0 -RenderWaterReflections 1 1 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 @@ -192,7 +183,6 @@ RenderDeferred 1 0 RenderDeferredSSAO 1 0 RenderShadowDetail 1 2 - // // Class Unknown Hardware (unknown) // @@ -229,9 +219,12 @@ RenderVBOEnable 1 1 list NoPixelShaders RenderAvatarVP 0 0 RenderAvatarCloth 0 0 -RenderWaterReflections 0 0 +RenderReflectionDetail 0 0 VertexShaderEnable 0 0 WindLightUseAtmosShaders 0 0 +RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 // // No Vertex Shaders available @@ -239,10 +232,14 @@ WindLightUseAtmosShaders 0 0 list NoVertexShaders RenderAvatarVP 0 0 RenderAvatarCloth 0 0 -RenderWaterReflections 0 0 +RenderReflectionDetail 0 0 VertexShaderEnable 0 0 WindLightUseAtmosShaders 0 0 +RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 +// // "Default" setups for safe, low, medium, high // list safe @@ -255,8 +252,11 @@ RenderMaxPartCount 1 1024 RenderTerrainDetail 1 0 RenderUseImpostors 0 0 RenderVBOEnable 1 0 -RenderWaterReflections 0 0 +RenderReflectionDetail 0 0 WindLightUseAtmosShaders 0 0 +RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 // // CPU based feature masks diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt index 08fb67a0c8..3339172a1a 100644 --- a/indra/newview/featuretable_xp.txt +++ b/indra/newview/featuretable_xp.txt @@ -152,7 +152,7 @@ WindLightUseAtmosShaders 1 1 WLSkyDetail 1 48 RenderDeferred 1 0 RenderDeferredSSAO 1 0 -RenderShadowDetail 1 0 +RenderShadowDetail 1 2 // // Ultra graphics (REALLY PURTY!) @@ -181,7 +181,7 @@ WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 RenderDeferred 1 0 RenderDeferredSSAO 1 0 -RenderShadowDetail 1 0 +RenderShadowDetail 1 2 // // Class Unknown Hardware (unknown) diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp index 18b7a48d7b..4b15695cbf 100644 --- a/indra/newview/llfloaterpreference.cpp +++ b/indra/newview/llfloaterpreference.cpp @@ -987,9 +987,15 @@ void LLFloaterPreference::refreshEnabledState() LLCheckBoxCtrl* ctrl_avatar_vp = getChild("AvatarVertexProgram"); // Avatar Render Mode LLCheckBoxCtrl* ctrl_avatar_cloth = getChild("AvatarCloth"); + + bool avatar_vp_enabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderAvatarVP"); + if (LLViewerShaderMgr::sInitialized) + { + S32 max_avatar_shader = LLViewerShaderMgr::instance()->mMaxAvatarShaderLevel; + avatar_vp_enabled = (max_avatar_shader > 0) ? TRUE : FALSE; + } - S32 max_avatar_shader = LLViewerShaderMgr::instance()->mMaxAvatarShaderLevel; - ctrl_avatar_vp->setEnabled((max_avatar_shader > 0) ? TRUE : FALSE); + ctrl_avatar_vp->setEnabled(avatar_vp_enabled); if (gSavedSettings.getBOOL("VertexShaderEnable") == FALSE || gSavedSettings.getBOOL("RenderAvatarVP") == FALSE) @@ -1006,7 +1012,7 @@ void LLFloaterPreference::refreshEnabledState() LLCheckBoxCtrl* ctrl_shader_enable = getChild("BasicShaders"); // radio set for terrain detail mode LLRadioGroup* mRadioTerrainDetail = getChild("TerrainDetailRadio"); // can be linked with control var - + ctrl_shader_enable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")); BOOL shaders = ctrl_shader_enable->get(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index e81ee72c05..3e85802ba6 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1051,7 +1051,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader"; gDeferredMultiLightProgram.mShaderFiles.clear(); - gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredMultiLightProgram.createShader(NULL, NULL); -- cgit v1.3 From 2a843e9a6bb5cb70f69794419ab4a7d16ee3c6cb Mon Sep 17 00:00:00 2001 From: brad kittenbrink Date: Thu, 12 May 2011 16:09:42 -0700 Subject: Fix up alignment problems for debug build. reviewed by davep. --- indra/llcommon/llmemory.h | 12 +++++- indra/llmath/llvolume.cpp | 78 ++++++++++++++++++------------------ indra/llrender/llvertexbuffer.cpp | 24 +++++------ indra/newview/llpolymesh.cpp | 4 +- indra/newview/llspatialpartition.cpp | 4 +- 5 files changed, 65 insertions(+), 57 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llcommon/llmemory.h b/indra/llcommon/llmemory.h index 0adb78236e..3bd1403576 100644 --- a/indra/llcommon/llmemory.h +++ b/indra/llcommon/llmemory.h @@ -28,7 +28,7 @@ #include "llmemtype.h" -#if 0 //DON'T use ll_aligned_foo now that we use tcmalloc everywhere (tcmalloc aligns automatically at appropriate intervals) +#if LL_DEBUG inline void* ll_aligned_malloc( size_t size, int align ) { void* mem = malloc( size + (align - 1) + sizeof(void*) ); @@ -95,7 +95,15 @@ inline void ll_aligned_free_32(void *p) free(p); // posix_memalign() is compatible with heap deallocator #endif } -#endif +#else // LL_DEBUG +// ll_aligned_foo are noops now that we use tcmalloc everywhere (tcmalloc aligns automatically at appropriate intervals) +#define ll_aligned_malloc( size, align ) malloc(size) +#define ll_aligned_free( ptr ) free(ptr) +#define ll_aligned_malloc_16 malloc +#define ll_aligned_free_16 free +#define ll_aligned_malloc_32 malloc +#define ll_aligned_free_32 free +#endif // LL_DEBUG class LL_COMMON_API LLMemory { diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp index 70e1e1f312..b3446b72b8 100644 --- a/indra/llmath/llvolume.cpp +++ b/indra/llmath/llvolume.cpp @@ -1883,9 +1883,9 @@ LLVolume::~LLVolume() mProfilep = NULL; mVolumeFaces.clear(); - free(mHullPoints); + ll_aligned_free_16(mHullPoints); mHullPoints = NULL; - free(mHullIndices); + ll_aligned_free_16(mHullIndices); mHullIndices = NULL; } @@ -2007,7 +2007,7 @@ void LLVolumeFace::VertexData::init() { if (!mData) { - mData = (LLVector4a*) malloc(sizeof(LLVector4a)*2); + mData = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*2); } } @@ -2036,7 +2036,7 @@ const LLVolumeFace::VertexData& LLVolumeFace::VertexData::operator=(const LLVolu LLVolumeFace::VertexData::~VertexData() { - free(mData); + ll_aligned_free_16(mData); mData = NULL; } @@ -5192,7 +5192,7 @@ LLVolumeFace::LLVolumeFace() : mWeights(NULL), mOctree(NULL) { - mExtents = (LLVector4a*) malloc(sizeof(LLVector4a)*3); + mExtents = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*3); mCenter = mExtents+2; } @@ -5213,7 +5213,7 @@ LLVolumeFace::LLVolumeFace(const LLVolumeFace& src) mWeights(NULL), mOctree(NULL) { - mExtents = (LLVector4a*) malloc(sizeof(LLVector4a)*3); + mExtents = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*3); mCenter = mExtents+2; *this = src; } @@ -5263,7 +5263,7 @@ LLVolumeFace& LLVolumeFace::operator=(const LLVolumeFace& src) } else { - free(mBinormals); + ll_aligned_free_16(mBinormals); mBinormals = NULL; } @@ -5274,7 +5274,7 @@ LLVolumeFace& LLVolumeFace::operator=(const LLVolumeFace& src) } else { - free(mWeights); + ll_aligned_free_16(mWeights); mWeights = NULL; } } @@ -5292,7 +5292,7 @@ LLVolumeFace& LLVolumeFace::operator=(const LLVolumeFace& src) LLVolumeFace::~LLVolumeFace() { - free(mExtents); + ll_aligned_free_16(mExtents); mExtents = NULL; freeData(); @@ -5300,17 +5300,17 @@ LLVolumeFace::~LLVolumeFace() void LLVolumeFace::freeData() { - free(mPositions); + ll_aligned_free_16(mPositions); mPositions = NULL; - free( mNormals); + ll_aligned_free_16( mNormals); mNormals = NULL; - free(mTexCoords); + ll_aligned_free_16(mTexCoords); mTexCoords = NULL; - free(mIndices); + ll_aligned_free_16(mIndices); mIndices = NULL; - free(mBinormals); + ll_aligned_free_16(mBinormals); mBinormals = NULL; - free(mWeights); + ll_aligned_free_16(mWeights); mWeights = NULL; delete mOctree; @@ -5827,21 +5827,21 @@ void LLVolumeFace::cacheOptimize() //allocate space for new buffer S32 num_verts = mNumVertices; - LLVector4a* pos = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts); - LLVector4a* norm = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts); + LLVector4a* pos = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts); + LLVector4a* norm = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts); S32 size = ((num_verts*sizeof(LLVector2)) + 0xF) & ~0xF; - LLVector2* tc = (LLVector2*) malloc(size); + LLVector2* tc = (LLVector2*) ll_aligned_malloc_16(size); LLVector4a* wght = NULL; if (mWeights) { - wght = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts); + wght = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts); } LLVector4a* binorm = NULL; if (mBinormals) { - binorm = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts); + binorm = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts); } //allocate mapping of old indices to new indices @@ -5878,11 +5878,11 @@ void LLVolumeFace::cacheOptimize() mIndices[i] = new_idx[mIndices[i]]; } - free(mPositions); - free(mNormals); - free(mTexCoords); - free(mWeights); - free(mBinormals); + ll_aligned_free_16(mPositions); + ll_aligned_free_16(mNormals); + ll_aligned_free_16(mTexCoords); + ll_aligned_free_16(mWeights); + ll_aligned_free_16(mBinormals); mPositions = pos; mNormals = norm; @@ -6603,23 +6603,23 @@ void LLVolumeFace::createBinormals() void LLVolumeFace::resizeVertices(S32 num_verts) { - free(mPositions); - free(mNormals); - free(mBinormals); - free(mTexCoords); + ll_aligned_free_16(mPositions); + ll_aligned_free_16(mNormals); + ll_aligned_free_16(mBinormals); + ll_aligned_free_16(mTexCoords); mBinormals = NULL; if (num_verts) { - mPositions = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts); + mPositions = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts); assert_aligned(mPositions, 16); - mNormals = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts); + mNormals = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts); assert_aligned(mNormals, 16); //pad texture coordinate block end to allow for QWORD reads S32 size = ((num_verts*sizeof(LLVector2)) + 0xF) & ~0xF; - mTexCoords = (LLVector2*) malloc(size); + mTexCoords = (LLVector2*) ll_aligned_malloc_16(size); assert_aligned(mTexCoords, 16); } else @@ -6655,7 +6655,7 @@ void LLVolumeFace::pushVertex(const LLVector4a& pos, const LLVector4a& norm, con //just clear binormals - free(mBinormals); + ll_aligned_free_16(mBinormals); mBinormals = NULL; mPositions[mNumVertices] = pos; @@ -6667,26 +6667,26 @@ void LLVolumeFace::pushVertex(const LLVector4a& pos, const LLVector4a& norm, con void LLVolumeFace::allocateBinormals(S32 num_verts) { - free(mBinormals); - mBinormals = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts); + ll_aligned_free_16(mBinormals); + mBinormals = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts); } void LLVolumeFace::allocateWeights(S32 num_verts) { - free(mWeights); - mWeights = (LLVector4a*) malloc(sizeof(LLVector4a)*num_verts); + ll_aligned_free_16(mWeights); + mWeights = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*num_verts); } void LLVolumeFace::resizeIndices(S32 num_indices) { - free(mIndices); + ll_aligned_free_16(mIndices); if (num_indices) { //pad index block end to allow for QWORD reads S32 size = ((num_indices*sizeof(U16)) + 0xF) & ~0xF; - mIndices = (U16*) malloc(size); + mIndices = (U16*) ll_aligned_malloc_16(size); } else { diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 73efbfc999..94a04ba6ca 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -633,7 +633,7 @@ void LLVertexBuffer::createGLBuffer() { static int gl_buffer_idx = 0; mGLBuffer = ++gl_buffer_idx; - mMappedData = (U8*) malloc(size); + mMappedData = (U8*) ll_aligned_malloc_16(size); } } @@ -667,7 +667,7 @@ void LLVertexBuffer::createGLIndices() } else { - mMappedIndexData = (U8*) malloc(size); + mMappedIndexData = (U8*) ll_aligned_malloc_16(size); static int gl_buffer_idx = 0; mGLIndices = ++gl_buffer_idx; } @@ -690,7 +690,7 @@ void LLVertexBuffer::destroyGLBuffer() } else { - free(mMappedData); + ll_aligned_free_16(mMappedData); mMappedData = NULL; mEmpty = TRUE; } @@ -719,7 +719,7 @@ void LLVertexBuffer::destroyGLIndices() } else { - free(mMappedIndexData); + ll_aligned_free_16(mMappedIndexData); mMappedIndexData = NULL; mEmpty = TRUE; } @@ -852,8 +852,8 @@ void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices) { if (!useVBOs()) { - free(mMappedData); - mMappedData = (U8*) malloc(newsize); + ll_aligned_free_16(mMappedData); + mMappedData = (U8*) ll_aligned_malloc_16(newsize); } mResized = TRUE; } @@ -873,8 +873,8 @@ void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices) { if (!useVBOs()) { - free(mMappedIndexData); - mMappedIndexData = (U8*) malloc(new_index_size); + ll_aligned_free_16(mMappedIndexData); + mMappedIndexData = (U8*) ll_aligned_malloc_16(new_index_size); } mResized = TRUE; } @@ -915,8 +915,8 @@ void LLVertexBuffer::freeClientBuffer() { if(useVBOs() && sDisableVBOMapping && (mMappedData || mMappedIndexData)) { - free(mMappedData) ; - free(mMappedIndexData) ; + ll_aligned_free_16(mMappedData) ; + ll_aligned_free_16(mMappedIndexData) ; mMappedData = NULL ; mMappedIndexData = NULL ; } @@ -926,7 +926,7 @@ void LLVertexBuffer::allocateClientVertexBuffer() { if(!mMappedData) { - mMappedData = (U8*)malloc(getSize()); + mMappedData = (U8*)ll_aligned_malloc_16(getSize()); } } @@ -934,7 +934,7 @@ void LLVertexBuffer::allocateClientIndexBuffer() { if(!mMappedIndexData) { - mMappedIndexData = (U8*)malloc(getIndicesSize()); + mMappedIndexData = (U8*)ll_aligned_malloc_16(getIndicesSize()); } } diff --git a/indra/newview/llpolymesh.cpp b/indra/newview/llpolymesh.cpp index 4b2c569cc3..450f9b2be7 100644 --- a/indra/newview/llpolymesh.cpp +++ b/indra/newview/llpolymesh.cpp @@ -770,7 +770,7 @@ LLPolyMesh::LLPolyMesh(LLPolyMeshSharedData *shared_data, LLPolyMesh *reference_ int nverts = mSharedData->mNumVertices; int nfloats = nverts * (2*4 + 3*3 + 2 + 4); //use 16 byte aligned vertex data to make LLPolyMesh SSE friendly - mVertexData = (F32*) malloc(nfloats*4); + mVertexData = (F32*) ll_aligned_malloc_16(nfloats*4); int offset = 0; mCoords = (LLVector4*)(mVertexData + offset); offset += 4*nverts; mNormals = (LLVector4*)(mVertexData + offset); offset += 4*nverts; @@ -799,7 +799,7 @@ LLPolyMesh::~LLPolyMesh() mJointRenderData[i] = NULL; } - free(mVertexData); + ll_aligned_free_16(mVertexData); } diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 65f7d299bc..34a42ff28b 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -3169,11 +3169,11 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) LLConvexDecomposition::getInstance()->generateSingleHullMeshFromMesh( &mesh, &res ); //copy res into phys_volume - phys_volume->mHullPoints = (LLVector4a*) malloc(sizeof(LLVector4a)*res.mNumVertices); + phys_volume->mHullPoints = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*res.mNumVertices); phys_volume->mNumHullPoints = res.mNumVertices; S32 idx_size = (res.mNumTriangles*3*2+0xF) & ~0xF; - phys_volume->mHullIndices = (U16*) malloc(idx_size); + phys_volume->mHullIndices = (U16*) ll_aligned_malloc_16(idx_size); phys_volume->mNumHullIndices = res.mNumTriangles*3; const F32* v = res.mVertexBase; -- cgit v1.3 From 19a06478d9863c451450b7c9e2f931ba587a3cec Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Thu, 19 May 2011 17:28:23 -0700 Subject: SH-1618 FIX -- Lighting and shadows crash ATI macs * Fixed ATI mac "lighting and shadows" related crash * Fixed up numerous GL errors on macs related to multiple color formats, the use of glEnable/glDisable on textures above the texture unit count and old ATI-specific code that was not appropriate for Mac. * Disabled SSAO for ATI macs due to it not working with shadows * Ongoing work to properly get shadows and SSAO functioning on ATI macs is required. Reviewed by davep --- indra/llrender/llgl.cpp | 10 ++++ indra/llrender/llgl.h | 1 + indra/llrender/llrender.cpp | 32 ++++++++++-- indra/llrender/llrendertarget.cpp | 1 + .../shaders/class1/deferred/multiPointLightF.glsl | 61 ++++++++++++---------- indra/newview/featuretable_mac.txt | 3 ++ indra/newview/llfeaturemanager.cpp | 2 +- indra/newview/pipeline.cpp | 17 +++++- 8 files changed, 94 insertions(+), 33 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index f29ee0e57e..a460912e70 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -328,6 +328,7 @@ LLGLManager::LLGLManager() : mHasShaderObjects(FALSE), mHasVertexShader(FALSE), mHasFragmentShader(FALSE), + mNumTextureImageUnits(0), mHasOcclusionQuery(FALSE), mHasOcclusionQuery2(FALSE), mHasPointParameters(FALSE), @@ -534,6 +535,13 @@ bool LLGLManager::initGL() return false; } + if (mHasFragmentShader) + { + GLint num_tex_image_units; + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units); + mNumTextureImageUnits = num_tex_image_units; + } + setToDebugGPU(); initGLStates(); @@ -878,11 +886,13 @@ void LLGLManager::initExtensions() LL_INFOS("RenderInit") << "Disabling mip-map generation for Intel GPUs" << LL_ENDL; mHasMipMapGeneration = FALSE; } +#if !LL_DARWIN if (mIsATI && mHasMipMapGeneration) { LL_INFOS("RenderInit") << "Disabling mip-map generation for ATI GPUs (performance opt)" << LL_ENDL; mHasMipMapGeneration = FALSE; } +#endif // Misc glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, (GLint*) &mGLMaxVertexRange); diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 3d002fd8c4..1d7ab188fc 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -91,6 +91,7 @@ public: BOOL mHasShaderObjects; BOOL mHasVertexShader; BOOL mHasFragmentShader; + S32 mNumTextureImageUnits; BOOL mHasOcclusionQuery; BOOL mHasOcclusionQuery2; BOOL mHasPointParameters; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 49e10c4790..c37139ac4c 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -119,14 +119,29 @@ void LLTexUnit::refreshState(void) gGL.flush(); glActiveTextureARB(GL_TEXTURE0_ARB + mIndex); + + // + // Per apple spec, don't call glEnable/glDisable when index exceeds max texture units + // http://www.mailinglistarchive.com/html/mac-opengl@lists.apple.com/2008-07/msg00653.html + // + bool enableDisable = (mIndex < gGLManager.mNumTextureUnits); + if (mCurrTexType != TT_NONE) { - glEnable(sGLTextureType[mCurrTexType]); + if (enableDisable) + { + glEnable(sGLTextureType[mCurrTexType]); + } + glBindTexture(sGLTextureType[mCurrTexType], mCurrTexture); } else { - glDisable(GL_TEXTURE_2D); + if (enableDisable) + { + glDisable(GL_TEXTURE_2D); + } + glBindTexture(GL_TEXTURE_2D, 0); } @@ -167,7 +182,11 @@ void LLTexUnit::enable(eTextureType type) mCurrTexType = type; gGL.flush(); - glEnable(sGLTextureType[type]); + + if (mIndex < gGLManager.mNumTextureUnits) + { + glEnable(sGLTextureType[type]); + } } } @@ -180,7 +199,12 @@ void LLTexUnit::disable(void) activate(); unbind(mCurrTexType); gGL.flush(); - glDisable(sGLTextureType[mCurrTexType]); + + if (mIndex < gGLManager.mNumTextureUnits) + { + glDisable(sGLTextureType[mCurrTexType]); + } + mCurrTexType = TT_NONE; } } diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index cd2556d435..da1e94df64 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -44,6 +44,7 @@ void check_framebuffer_status() case GL_FRAMEBUFFER_COMPLETE: break; default: + llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl; ll_fail("check_framebuffer_status failed"); break; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index c5ddf31ac0..609fc4f14f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -23,8 +23,9 @@ uniform float sun_wash; uniform int light_count; -uniform vec4 light[16]; -uniform vec4 light_col[16]; +#define MAX_LIGHT_COUNT 16 +uniform vec4 light[MAX_LIGHT_COUNT]; +uniform vec4 light_col[MAX_LIGHT_COUNT]; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -63,50 +64,56 @@ void main() float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 out_col = vec3(0,0,0); vec3 npos = normalize(-pos); - - for (int i = 0; i < light_count; ++i) + + // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop + for (int i = 0; i < MAX_LIGHT_COUNT; ++i) { + bool light_contrib = (i < light_count); + vec3 lv = light[i].xyz-pos; float dist2 = dot(lv,lv); dist2 /= light[i].w; if (dist2 > 1.0) { - continue; + light_contrib = false; } float da = dot(norm, lv); if (da < 0.0) { - continue; + light_contrib = false; } - - lv = normalize(lv); - da = dot(norm, lv); - - float fa = light_col[i].a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= noise; - - float lit = da * dist_atten; - vec3 col = light_col[i].rgb*lit*diff; - //vec3 col = vec3(dist2, light_col[i].a, lit); - - if (spec.a > 0.0) + if (light_contrib) { - //vec3 ref = dot(pos+lv, norm); + lv = normalize(lv); + da = dot(norm, lv); + + float fa = light_col[i].a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= noise; + + float lit = da * dist_atten; - float sa = dot(normalize(lv+npos),norm); + vec3 col = light_col[i].rgb*lit*diff; + //vec3 col = vec3(dist2, light_col[i].a, lit); - if (sa > 0.0) + if (spec.a > 0.0) { - sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*light_col[i].rgb*spec.rgb; + //vec3 ref = dot(pos+lv, norm); + + float sa = dot(normalize(lv+npos),norm); + + if (sa > 0.0) + { + sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*light_col[i].rgb*spec.rgb; + } } + + out_col += col; } - - out_col += col; } if (dot(out_col, out_col) <= 0.0) diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index c075c660f3..e2b979d9e9 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -281,6 +281,9 @@ RenderVBOEnable 1 0 list TexUnit8orLess RenderDeferredSSAO 0 0 +list ATI +RenderDeferredSSAO 0 0 + list Intel RenderAnisotropic 1 0 RenderLocalLights 1 0 diff --git a/indra/newview/llfeaturemanager.cpp b/indra/newview/llfeaturemanager.cpp index 524d2d74ef..b7aabe2aeb 100644 --- a/indra/newview/llfeaturemanager.cpp +++ b/indra/newview/llfeaturemanager.cpp @@ -753,7 +753,7 @@ void LLFeatureManager::applyBaseMasks() { maskFeatures("OpenGLPre30"); } - if (gGLManager.mNumTextureUnits <= 8) + if (gGLManager.mNumTextureImageUnits <= 8) { maskFeatures("TexUnit8orLess"); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f64eb89866..845a87b8cf 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -625,8 +625,14 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); addDeferredAttachments(mDeferredScreen); - mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + +#if LL_DARWIN + // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO + mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); +#else mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); +#endif if (shadow_detail > 0 || ssao) { //only need mDeferredLight[0] for shadows OR ssao @@ -651,7 +657,12 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); for (U32 i = 0; i < 2; i++) { +#if LL_DARWIN + // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO + mGIMapPost[i].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); +#endif } } else @@ -666,8 +677,12 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale"); +#if LL_DARWIN + U32 shadow_fmt = 0; +#else //HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug) U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0; +#endif if (shadow_detail > 0) { //allocate 4 sun shadow maps -- cgit v1.3