From 14f6bbadef2c39e58a3b54c0c6212949acf50e45 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 8 Aug 2011 15:29:23 -0500 Subject: SH-2242 Work in progress migrating to glVertexAttrib everywhere --- indra/newview/llviewershadermgr.cpp | 280 ++++++++++++++++++++++++++++++------ 1 file changed, 235 insertions(+), 45 deletions(-) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index fa8d43e0b2..8684322eef 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -66,6 +66,7 @@ LLGLSLShader gOcclusionProgram; LLGLSLShader gCustomAlphaProgram; LLGLSLShader gGlowCombineProgram; LLGLSLShader gTwoTextureAddProgram; +LLGLSLShader gOneTextureNoColorProgram; //object shaders LLGLSLShader gObjectSimpleProgram; @@ -74,6 +75,8 @@ LLGLSLShader gObjectSimpleAlphaMaskProgram; LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; LLGLSLShader gObjectFullbrightProgram; LLGLSLShader gObjectFullbrightWaterProgram; +LLGLSLShader gObjectEmissiveProgram; +LLGLSLShader gObjectEmissiveWaterProgram; LLGLSLShader gObjectFullbrightAlphaMaskProgram; LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram; LLGLSLShader gObjectFullbrightShinyProgram; @@ -81,11 +84,17 @@ LLGLSLShader gObjectFullbrightShinyWaterProgram; LLGLSLShader gObjectShinyProgram; LLGLSLShader gObjectShinyWaterProgram; LLGLSLShader gObjectBumpProgram; +LLGLSLShader gTreeProgram; +LLGLSLShader gTreeWaterProgram; +LLGLSLShader gObjectFullbrightNoColorProgram; +LLGLSLShader gObjectFullbrightNoColorWaterProgram; LLGLSLShader gObjectSimpleNonIndexedProgram; LLGLSLShader gObjectSimpleNonIndexedWaterProgram; LLGLSLShader gObjectAlphaMaskNonIndexedProgram; LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram; +LLGLSLShader gObjectAlphaMaskNoColorProgram; +LLGLSLShader gObjectAlphaMaskNoColorWaterProgram; LLGLSLShader gObjectFullbrightNonIndexedProgram; LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; LLGLSLShader gObjectFullbrightShinyNonIndexedProgram; @@ -123,6 +132,7 @@ LLGLSLShader gAvatarPickProgram; LLGLSLShader gWLSkyProgram; LLGLSLShader gWLCloudProgram; + // Effects Shaders LLGLSLShader gGlowProgram; LLGLSLShader gGlowExtractProgram; @@ -186,14 +196,19 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gObjectSimpleProgram); + mShaderList.push_back(&gObjectFullbrightNoColorProgram); + mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram); mShaderList.push_back(&gObjectSimpleAlphaMaskProgram); mShaderList.push_back(&gObjectBumpProgram); mShaderList.push_back(&gUIProgram); mShaderList.push_back(&gCustomAlphaProgram); mShaderList.push_back(&gGlowCombineProgram); mShaderList.push_back(&gTwoTextureAddProgram); + mShaderList.push_back(&gOneTextureNoColorProgram); mShaderList.push_back(&gSolidColorProgram); mShaderList.push_back(&gOcclusionProgram); + mShaderList.push_back(&gObjectEmissiveProgram); + mShaderList.push_back(&gObjectEmissiveWaterProgram); mShaderList.push_back(&gObjectFullbrightProgram); mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram); mShaderList.push_back(&gObjectFullbrightShinyProgram); @@ -202,6 +217,10 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectSimpleNonIndexedWaterProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram); + mShaderList.push_back(&gObjectAlphaMaskNoColorProgram); + mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram); + mShaderList.push_back(&gTreeProgram); + mShaderList.push_back(&gTreeWaterProgram); mShaderList.push_back(&gObjectFullbrightNonIndexedProgram); mShaderList.push_back(&gObjectFullbrightNonIndexedWaterProgram); mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram); @@ -266,19 +285,24 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) { if (mReservedAttribs.empty()) { - mReservedAttribs.push_back("materialColor"); - mReservedAttribs.push_back("specularColor"); + //MUST match order of enum in LLVertexBuffer.h + mReservedAttribs.push_back("position"); + mReservedAttribs.push_back("normal"); + mReservedAttribs.push_back("texcoord0"); + mReservedAttribs.push_back("texcoord1"); + mReservedAttribs.push_back("texcoord2"); + mReservedAttribs.push_back("texcoord3"); + mReservedAttribs.push_back("diffuse_color"); + mReservedAttribs.push_back("emissive"); mReservedAttribs.push_back("binormal"); - mReservedAttribs.push_back("object_weight"); - - mAvatarAttribs.reserve(5); - mAvatarAttribs.push_back("weight"); - mAvatarAttribs.push_back("clothing"); - mAvatarAttribs.push_back("gWindDir"); - mAvatarAttribs.push_back("gSinWaveParams"); - mAvatarAttribs.push_back("gGravity"); + mReservedAttribs.push_back("weight"); + mReservedAttribs.push_back("weight4"); + mReservedAttribs.push_back("clothing"); mAvatarUniforms.push_back("matrixPalette"); + mAvatarUniforms.push_back("gWindDir"); + mAvatarUniforms.push_back("gSinWaveParams"); + mAvatarUniforms.push_back("gGravity"); mReservedUniforms.reserve(24); mReservedUniforms.push_back("diffuseMap"); @@ -444,6 +468,7 @@ void LLViewerShaderMgr::setShaders() mMaxAvatarShaderLevel = 0; LLGLSLShader::sNoFixedFunction = false; + LLVertexBuffer::unbind(); if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") && gSavedSettings.getBOOL("VertexShaderEnable")) { @@ -635,8 +660,11 @@ void LLViewerShaderMgr::unloadShaders() gCustomAlphaProgram.unload(); gGlowCombineProgram.unload(); gTwoTextureAddProgram.unload(); + gOneTextureNoColorProgram.unload(); gSolidColorProgram.unload(); + gObjectFullbrightNoColorProgram.unload(); + gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); @@ -644,6 +672,8 @@ void LLViewerShaderMgr::unloadShaders() gObjectSimpleWaterAlphaMaskProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightWaterProgram.unload(); + gObjectEmissiveProgram.unload(); + gObjectEmissiveWaterProgram.unload(); gObjectFullbrightAlphaMaskProgram.unload(); gObjectFullbrightWaterAlphaMaskProgram.unload(); @@ -656,8 +686,12 @@ void LLViewerShaderMgr::unloadShaders() gObjectSimpleNonIndexedWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); + gObjectAlphaMaskNoColorProgram.unload(); + gObjectAlphaMaskNoColorWaterProgram.unload(); gObjectFullbrightNonIndexedProgram.unload(); gObjectFullbrightNonIndexedWaterProgram.unload(); + gTreeProgram.unload(); + gTreeWaterProgram.unload(); gObjectShinyNonIndexedProgram.unload(); gObjectFullbrightShinyNonIndexedProgram.unload(); @@ -1472,7 +1506,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarShadowProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gDeferredAvatarShadowProgram.createShader(NULL, &mAvatarUniforms); } if (success) @@ -1504,7 +1538,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gDeferredAvatarProgram.createShader(NULL, &mAvatarUniforms); } if (success) @@ -1521,7 +1555,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms); } if (success) @@ -1677,11 +1711,15 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyProgram.unload(); gObjectFullbrightShinyWaterProgram.unload(); gObjectShinyWaterProgram.unload(); + gObjectFullbrightNoColorProgram.unload(); + gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); gObjectSimpleWaterProgram.unload(); gObjectSimpleWaterAlphaMaskProgram.unload(); + gObjectEmissiveProgram.unload(); + gObjectEmissiveWaterProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightAlphaMaskProgram.unload(); gObjectFullbrightWaterProgram.unload(); @@ -1694,6 +1732,8 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleNonIndexedWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); + gObjectAlphaMaskNoColorProgram.unload(); + gObjectAlphaMaskNoColorWaterProgram.unload(); gObjectFullbrightNonIndexedProgram.unload(); gObjectFullbrightNonIndexedWaterProgram.unload(); gSkinnedObjectSimpleProgram.unload(); @@ -1704,6 +1744,8 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightWaterProgram.unload(); gSkinnedObjectFullbrightShinyWaterProgram.unload(); gSkinnedObjectShinySimpleWaterProgram.unload(); + gTreeProgram.unload(); + gTreeWaterProgram.unload(); return TRUE; } @@ -1752,7 +1794,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectAlphaMaskNonIndexedProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNonIndexedProgram.mShaderFiles.clear(); - gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB)); gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectAlphaMaskNonIndexedProgram.createShader(NULL, NULL); @@ -1769,13 +1811,83 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.clear(); - gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB)); gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectAlphaMaskNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectAlphaMaskNonIndexedWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader"; + gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true; + gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true; + gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true; + gObjectAlphaMaskNoColorProgram.mShaderFiles.clear(); + gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader"; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true; + gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true; + gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear(); + gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gTreeProgram.mName = "Tree Shader"; + gTreeProgram.mFeatures.calculatesLighting = true; + gTreeProgram.mFeatures.calculatesAtmospherics = true; + gTreeProgram.mFeatures.hasGamma = true; + gTreeProgram.mFeatures.hasAtmospherics = true; + gTreeProgram.mFeatures.hasLighting = true; + gTreeProgram.mFeatures.disableTextureIndex = true; + gTreeProgram.mFeatures.hasAlphaMask = true; + gTreeProgram.mShaderFiles.clear(); + gTreeProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB)); + gTreeProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gTreeProgram.createShader(NULL, NULL); + } + + if (success) + { + gTreeWaterProgram.mName = "Tree Water Shader"; + gTreeWaterProgram.mFeatures.calculatesLighting = true; + gTreeWaterProgram.mFeatures.calculatesAtmospherics = true; + gTreeWaterProgram.mFeatures.hasWaterFog = true; + gTreeWaterProgram.mFeatures.hasAtmospherics = true; + gTreeWaterProgram.mFeatures.hasLighting = true; + gTreeWaterProgram.mFeatures.disableTextureIndex = true; + gTreeWaterProgram.mFeatures.hasAlphaMask = true; + gTreeWaterProgram.mShaderFiles.clear(); + gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB)); + gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gTreeWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gTreeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gTreeWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader"; @@ -1807,6 +1919,37 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader"; + gObjectFullbrightNoColorProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightNoColorProgram.mFeatures.hasGamma = true; + gObjectFullbrightNoColorProgram.mFeatures.hasTransport = true; + gObjectFullbrightNoColorProgram.mFeatures.isFullbright = true; + gObjectFullbrightNoColorProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightNoColorProgram.mShaderFiles.clear(); + gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectFullbrightNoColorProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightNoColorWaterProgram.mName = "Non Indexed no color Fullbright Water Shader"; + gObjectFullbrightNoColorWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightNoColorWaterProgram.mFeatures.isFullbright = true; + gObjectFullbrightNoColorWaterProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightNoColorWaterProgram.mFeatures.hasTransport = true; + gObjectFullbrightNoColorWaterProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightNoColorWaterProgram.mShaderFiles.clear(); + gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectFullbrightNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectFullbrightNoColorWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader"; @@ -1892,19 +2035,19 @@ BOOL LLViewerShaderMgr::loadShadersObject() if (success) { - gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader"; - gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true; - gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; - gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true; - gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true; - gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true; - gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true; - gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; - gObjectSimpleAlphaMaskProgram.mShaderFiles.clear(); - gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); - gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); - gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL); + gObjectSimpleWaterProgram.mName = "Simple Water Shader"; + gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; + gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; + gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleWaterProgram.mFeatures.hasLighting = true; + gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectSimpleWaterProgram.mShaderFiles.clear(); + gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectSimpleWaterProgram.createShader(NULL, NULL); } if (success) @@ -1923,23 +2066,24 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectBumpProgram.createShader(NULL, NULL); } + if (success) { - gObjectSimpleWaterProgram.mName = "Simple Water Shader"; - gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; - gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; - gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; - gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; - gObjectSimpleWaterProgram.mFeatures.hasLighting = true; - gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0; - gObjectSimpleWaterProgram.mShaderFiles.clear(); - gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); - gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); - gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gObjectSimpleWaterProgram.createShader(NULL, NULL); + gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader"; + gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true; + gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true; + gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectSimpleAlphaMaskProgram.mShaderFiles.clear(); + gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL); } - + if (success) { gObjectSimpleWaterAlphaMaskProgram.mName = "Simple Water Alpha Mask Shader"; @@ -1989,6 +2133,37 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectFullbrightWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectEmissiveProgram.mName = "Emissive Shader"; + gObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true; + gObjectEmissiveProgram.mFeatures.hasGamma = true; + gObjectEmissiveProgram.mFeatures.hasTransport = true; + gObjectEmissiveProgram.mFeatures.isFullbright = true; + gObjectEmissiveProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectEmissiveProgram.mShaderFiles.clear(); + gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectEmissiveProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectEmissiveWaterProgram.mName = "Emissive Water Shader"; + gObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectEmissiveWaterProgram.mFeatures.isFullbright = true; + gObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true; + gObjectEmissiveWaterProgram.mFeatures.hasTransport = true; + gObjectEmissiveWaterProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectEmissiveWaterProgram.mShaderFiles.clear(); + gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectEmissiveWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectEmissiveWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectFullbrightAlphaMaskProgram.mName = "Fullbright Alpha Mask Shader"; @@ -2272,7 +2447,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR]; - success = gAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gAvatarProgram.createShader(NULL, &mAvatarUniforms); if (success) { @@ -2291,7 +2466,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() // Note: no cloth under water: gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1); gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gAvatarWaterProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gAvatarWaterProgram.createShader(NULL, &mAvatarUniforms); } /// Keep track of avatar levels @@ -2310,7 +2485,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR]; - success = gAvatarPickProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + success = gAvatarPickProgram.createShader(NULL, &mAvatarUniforms); } if (success) @@ -2414,6 +2589,21 @@ BOOL LLViewerShaderMgr::loadShadersInterface() } } + if (success) + { + gOneTextureNoColorProgram.mName = "One Texture No Color Shader"; + gOneTextureNoColorProgram.mShaderFiles.clear(); + gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB)); + gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorF.glsl", GL_FRAGMENT_SHADER_ARB)); + gOneTextureNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gOneTextureNoColorProgram.createShader(NULL, NULL); + if (success) + { + gOneTextureNoColorProgram.bind(); + gOneTextureNoColorProgram.uniform1i("tex0", 0); + } + } + if (success) { gSolidColorProgram.mName = "Solid Color Shader"; -- cgit v1.3 From 2ee815478043c4d5845f094f744a055707dba0e0 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 10 Aug 2011 13:01:14 -0500 Subject: SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed). --- indra/llrender/llglslshader.cpp | 2 + indra/llrender/llrendersphere.cpp | 97 +------- indra/llrender/llrendersphere.h | 5 - indra/llrender/llvertexbuffer.cpp | 62 ++++- indra/llrender/llvertexbuffer.h | 3 +- .../shaders/class1/avatar/objectSkinV.glsl | 6 +- .../class1/deferred/alphaNonIndexedNoColorF.glsl | 63 +++++ .../shaders/class1/deferred/avatarAlphaV.glsl | 13 +- .../shaders/class1/deferred/avatarF.glsl | 2 +- .../shaders/class1/deferred/avatarShadowF.glsl | 1 - .../shaders/class1/deferred/avatarShadowV.glsl | 4 - .../shaders/class1/deferred/avatarV.glsl | 3 - .../shaders/class1/deferred/diffuseAlphaMaskF.glsl | 4 +- .../class1/deferred/diffuseAlphaMaskNoColorF.glsl | 30 +++ .../shaders/class1/deferred/diffuseNoColorV.glsl | 23 ++ .../shaders/class1/deferred/emissiveF.glsl | 28 +++ .../shaders/class1/deferred/emissiveV.glsl | 38 +++ .../shaders/class1/deferred/multiPointLightV.glsl | 2 - .../shaders/class1/deferred/multiSpotLightF.glsl | 23 +- .../shaders/class1/deferred/pointLightF.glsl | 15 +- .../shaders/class1/deferred/pointLightV.glsl | 10 - .../shaders/class1/deferred/softenLightF.glsl | 1 + .../shaders/class1/deferred/spotLightF.glsl | 18 +- .../shaders/class1/deferred/sunLightSSAOF.glsl | 1 - .../shaders/class1/deferred/sunLightV.glsl | 10 - .../shaders/class1/deferred/treeF.glsl | 10 +- .../shaders/class1/deferred/treeShadowF.glsl | 27 +++ .../shaders/class1/deferred/treeShadowV.glsl | 23 ++ .../shaders/class1/deferred/treeV.glsl | 1 - .../class1/interface/onetexturenocolorF.glsl | 13 ++ .../class1/interface/onetexturenocolorV.glsl | 18 ++ .../app_settings/shaders/class1/interface/uiV.glsl | 2 +- .../app_settings/shaders/class1/objects.zip | Bin 0 -> 6772 bytes .../shaders/class1/objects/emissiveSkinnedV.glsl | 33 +++ .../shaders/class1/objects/emissiveV.glsl | 29 +++ .../shaders/class1/objects/fullbrightNoColorV.glsl | 27 +++ .../shaders/class1/objects/simpleNoColorV.glsl | 30 +++ .../app_settings/shaders/class1/objects/treeV.glsl | 35 +++ .../class2/deferred/alphaNonIndexedNoColorF.glsl | 121 ++++++++++ .../shaders/class2/deferred/alphaSkinnedV.glsl | 4 +- .../shaders/class2/deferred/avatarAlphaV.glsl | 13 +- .../shaders/class2/deferred/multiSpotLightF.glsl | 17 +- .../shaders/class2/deferred/softenLightF.glsl | 7 +- .../shaders/class2/deferred/softenLightV.glsl | 5 +- .../shaders/class2/deferred/sunLightSSAOF.glsl | 6 +- .../shaders/class2/deferred/sunLightV.glsl | 9 - .../shaders/class2/objects/simpleNonIndexedV.glsl | 36 +++ indra/newview/llagent.cpp | 4 +- indra/newview/llcylinder.cpp | 260 ++------------------- indra/newview/llcylinder.h | 33 +-- indra/newview/lldrawpoolalpha.cpp | 3 +- indra/newview/lldrawpoolavatar.cpp | 105 ++++----- indra/newview/lldrawpoolavatar.h | 2 +- indra/newview/lldrawpoolsimple.cpp | 5 +- indra/newview/lldrawpooltree.cpp | 7 +- indra/newview/llfloatermodelpreview.cpp | 20 +- indra/newview/llhudeffectbeam.cpp | 4 +- indra/newview/llmaniptranslate.cpp | 3 +- indra/newview/llselectmgr.cpp | 55 +++-- indra/newview/llspatialpartition.cpp | 2 +- indra/newview/lltracker.cpp | 8 +- indra/newview/llviewerjointmesh.cpp | 8 +- indra/newview/llviewershadermgr.cpp | 128 +++++++++- indra/newview/llviewershadermgr.h | 19 +- indra/newview/llviewerwindow.cpp | 28 +-- indra/newview/llvosurfacepatch.cpp | 14 -- indra/newview/llwlparamset.cpp | 8 +- indra/newview/pipeline.cpp | 126 ++++++---- 68 files changed, 1095 insertions(+), 677 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects.zip create mode 100644 indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/treeV.glsl create mode 100644 indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index b6cb84d10c..02bcc9e338 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -934,7 +934,9 @@ void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v std::map::iterator iter = mValue.find(location); if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) { + stop_glerror(); glUniform4fvARB(location, count, v); + stop_glerror(); mValue[location] = vec; } } diff --git a/indra/llrender/llrendersphere.cpp b/indra/llrender/llrendersphere.cpp index a5cd70445f..e7e07a1ab2 100644 --- a/indra/llrender/llrendersphere.cpp +++ b/indra/llrender/llrendersphere.cpp @@ -35,106 +35,11 @@ #include "llglheaders.h" -GLUquadricObj *gQuadObj2 = NULL; LLRenderSphere gSphere; -void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks); - -void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks) -{ - if (!gQuadObj2) - { - gQuadObj2 = gluNewQuadric(); - if (!gQuadObj2) - { - llwarns << "drawSolidSphere couldn't allocate quadric" << llendl; - return; - } - } - - gluQuadricDrawStyle(gQuadObj2, GLU_FILL); - gluQuadricNormals(gQuadObj2, GLU_SMOOTH); - // If we ever changed/used the texture or orientation state - // of quadObj, we'd need to change it to the defaults here - // with gluQuadricTexture and/or gluQuadricOrientation. - gluQuadricTexture(gQuadObj2, GL_TRUE); - gluSphere(gQuadObj2, radius, slices, stacks); -} - - -// A couple thoughts on sphere drawing: -// 1) You need more slices than stacks, but little less than 2:1 -// 2) At low LOD, setting stacks to an odd number avoids a "band" around the equator, making things look smoother -void LLRenderSphere::prerender() -{ - // Create a series of display lists for different LODs - mDList[0] = glGenLists(1); - glNewList(mDList[0], GL_COMPILE); - drawSolidSphere(1.0, 30, 20); - glEndList(); - - mDList[1] = glGenLists(1); - glNewList(mDList[1], GL_COMPILE); - drawSolidSphere(1.0, 20, 15); - glEndList(); - - mDList[2] = glGenLists(1); - glNewList(mDList[2], GL_COMPILE); - drawSolidSphere(1.0, 12, 8); - glEndList(); - - mDList[3] = glGenLists(1); - glNewList(mDList[3], GL_COMPILE); - drawSolidSphere(1.0, 8, 5); - glEndList(); -} - -void LLRenderSphere::cleanupGL() -{ - for (S32 detail = 0; detail < 4; detail++) - { - glDeleteLists(mDList[detail], 1); - mDList[detail] = 0; - } - - if (gQuadObj2) - { - gluDeleteQuadric(gQuadObj2); - gQuadObj2 = NULL; - } -} - -// Constants here are empirically derived from my eyeballs, JNC -// -// The toughest adjustment is the cutoff for the lowest LOD -// Maybe we should have more LODs at the low end? -void LLRenderSphere::render(F32 pixel_area) -{ - S32 level_of_detail; - - if (pixel_area > 10000.f) - { - level_of_detail = 0; - } - else if (pixel_area > 800.f) - { - level_of_detail = 1; - } - else if (pixel_area > 100.f) - { - level_of_detail = 2; - } - else - { - level_of_detail = 3; - } - glCallList(mDList[level_of_detail]); -} - - void LLRenderSphere::render() { - glCallList(mDList[0]); + renderGGL(); } inline LLVector3 polar_to_cart(F32 latitude, F32 longitude) diff --git a/indra/llrender/llrendersphere.h b/indra/llrender/llrendersphere.h index 96a6bec80c..f8e9e86e7f 100644 --- a/indra/llrender/llrendersphere.h +++ b/indra/llrender/llrendersphere.h @@ -40,11 +40,6 @@ void lat2xyz(LLVector3 * result, F32 lat, F32 lon); // utility routine class LLRenderSphere { public: - LLGLuint mDList[5]; - - void prerender(); - void cleanupGL(); - void render(F32 pixel_area); // of a box of size 1.0 at that position void render(); // render at highest LOD void renderGGL(); // render using LLRender diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index a5977d658d..5d19168842 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -62,7 +62,6 @@ U32 LLVertexBuffer::sAllocatedBytes = 0; BOOL LLVertexBuffer::sMapped = FALSE; BOOL LLVertexBuffer::sUseStreamDraw = TRUE; BOOL LLVertexBuffer::sPreferStreamDraw = FALSE; -S32 LLVertexBuffer::sWeight4Loc = -1; std::vector LLVertexBuffer::sDeleteList; @@ -355,6 +354,8 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) //static void LLVertexBuffer::drawArrays(U32 mode, const std::vector& pos, const std::vector& norm) { + llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + U32 count = pos.size(); llassert_always(norm.size() >= pos.size()); llassert_always(count > 0) ; @@ -369,6 +370,49 @@ void LLVertexBuffer::drawArrays(U32 mode, const std::vector& pos, con glDrawArrays(sGLMode[mode], 0, count); } +//static +void LLVertexBuffer::drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp) +{ + llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + + U32 mask = LLVertexBuffer::MAP_VERTEX; + if (tc) + { + mask = mask | LLVertexBuffer::MAP_TEXCOORD0; + } + + unbind(); + + setupClientArrays(mask); + + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + if (shader) + { + S32 loc = shader->getAttribLocation(LLVertexBuffer::TYPE_VERTEX); + if (loc > -1) + { + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 16, pos); + + if (tc) + { + loc = shader->getAttribLocation(LLVertexBuffer::TYPE_TEXCOORD0); + if (loc > -1) + { + glVertexAttribPointerARB(loc, 2, GL_FLOAT, GL_FALSE, 0, tc); + } + } + } + } + else + { + glTexCoordPointer(2, GL_FLOAT, 0, tc); + glVertexPointer(3, GL_FLOAT, 16, pos); + } + + glDrawElements(sGLMode[mode], num_indices, GL_UNSIGNED_SHORT, indicesp); +} + void LLVertexBuffer::validateRange(U32 start, U32 end, U32 count, U32 indices_offset) const { if (start >= (U32) mRequestedNumVerts || @@ -403,6 +447,7 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi validateRange(start, end, count, indices_offset); llassert(mRequestedNumVerts >= 0); + llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); if (mGLIndices != sGLRenderIndices) { @@ -431,6 +476,8 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const { + llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + llassert(mRequestedNumIndices >= 0); if (indices_offset >= (U32) mRequestedNumIndices || indices_offset + count > (U32) mRequestedNumIndices) @@ -463,6 +510,8 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const { + llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); + llassert(mRequestedNumVerts >= 0); if (first >= (U32) mRequestedNumVerts || first + count > (U32) mRequestedNumVerts) @@ -2037,9 +2086,16 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const } - if (data_mask & MAP_WEIGHT4 && sWeight4Loc != -1) + if (data_mask & MAP_WEIGHT4) { - glVertexAttribPointerARB(sWeight4Loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4])); + if (shader) + { + S32 loc = shader->getAttribLocation(TYPE_WEIGHT4); + if (loc > -1) + { + glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4])); + } + } } if (data_mask & MAP_CLOTHWEIGHT) diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index 3cccdf62ec..9497bc9357 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -111,8 +111,6 @@ public: static LLVBOPool sStreamIBOPool; static LLVBOPool sDynamicIBOPool; - static S32 sWeight4Loc; - static BOOL sUseStreamDraw; static BOOL sPreferStreamDraw; @@ -120,6 +118,7 @@ public: static void cleanupClass(); static void setupClientArrays(U32 data_mask); static void drawArrays(U32 mode, const std::vector& pos, const std::vector& norm); + static void drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp); static void clientCopy(F64 max_time = 0.005); //copy data from client to GL static void unbind(); //unbind any bound vertex buffer diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 7613e50dca..35c5a38081 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -7,7 +7,7 @@ -attribute vec4 object_weight; +attribute vec4 weight4; uniform mat4 matrixPalette[32]; @@ -15,8 +15,8 @@ mat4 getObjectSkinnedTransform() { int i; - vec4 w = fract(object_weight); - vec4 index = floor(object_weight); + vec4 w = fract(weight4); + vec4 index = floor(weight4); float scale = 1.0/(w.x+w.y+w.z+w.w); w *= scale; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl new file mode 100644 index 0000000000..5d1306bfc9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -0,0 +1,63 @@ +/** + * @file alphaNonIndexedNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + vec4 pos = vec4(vary_position, 1.0); + + vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); + + vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0); + vec4 color = diff * col; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + color.rgb += diff.rgb * vary_pointlight_col.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 842931ec17..468d7332a6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -7,7 +7,6 @@ attribute vec3 position; attribute vec3 normal; -attribute vec4 diffuse_color; attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -86,9 +85,7 @@ void main() calcAtmospherics(pos.xyz); - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); + vec4 col = vec4(0.0, 0.0, 0.0, 1.0); // 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); @@ -98,17 +95,17 @@ void main() 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*diffuse_color.rgb; + vary_pointlight_col = col.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); + vary_ambient = col.rgb; + vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0)); - col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); + col.rgb = min(col.rgb, 1.0); gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 3268618093..d8e8f6088d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -13,7 +13,7 @@ varying vec3 vary_normal; void main() { - vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy); if (diff.a < 0.2) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 78986ab12e..c693725074 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -13,7 +13,6 @@ varying vec4 post_pos; void main() { - //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); gl_FragColor = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index cf6fc1c0ed..35d0bb5603 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -11,10 +11,8 @@ mat4 getSkinnedTransform(); attribute vec3 position; attribute vec3 normal; -attribute vec4 diffuse_color; attribute vec2 texcoord0; - varying vec4 post_pos; void main() @@ -40,8 +38,6 @@ void main() post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index e66f8c8483..9ef11109ed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -6,7 +6,6 @@ */ attribute vec3 position; -attribute vec4 diffuse_color; attribute vec3 normal; attribute vec2 texcoord0; @@ -38,8 +37,6 @@ void main() vary_normal = norm; gl_Position = gl_ProjectionMatrix * pos; - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 338d0ebb2b..26355731ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -1,5 +1,5 @@ /** - * @file diffuseF.glsl + * @file diffuseAlphaMaskF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ @@ -15,7 +15,7 @@ varying vec3 vary_normal; void main() { - vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; if (col.a < minimum_alpha || col.a > maximum_alpha) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl new file mode 100644 index 0000000000..dfc1b52c2e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -0,0 +1,30 @@ +/** + * @file diffuseAlphaMaskNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +varying vec3 vary_normal; + +void main() +{ + vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); + + if (col.a < minimum_alpha || col.a > maximum_alpha) + { + discard; + } + + gl_FragData[0] = vec4(col.rgb, 0.0); + gl_FragData[1] = vec4(0,0,0,0); // spec + vec3 nvn = normalize(vary_normal); + gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl new file mode 100644 index 0000000000..ff9578e253 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -0,0 +1,23 @@ +/** + * @file diffuseNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +varying vec3 vary_normal; +varying float vary_texture_index; + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vary_normal = normalize(gl_NormalMatrix * normal); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl new file mode 100644 index 0000000000..5a9a6196f3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -0,0 +1,28 @@ +/** + * @file emissiveF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +#extension GL_ARB_texture_rectangle : enable + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + + +void main() +{ + float shadow = 1.0; + + vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl new file mode 100644 index 0000000000..9841943fe6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -0,0 +1,38 @@ +/** + * @file emissiveV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +attribute vec4 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz, 1.0); + vec4 pos = (gl_ModelViewMatrix * vert); + vary_texture_index = position.w; + + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = vec4(0,0,0,emissive); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 7db577c07a..bb0497b309 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -7,7 +7,6 @@ attribute vec3 position; -attribute vec4 diffuse_color; varying vec4 vary_fragcoord; @@ -18,5 +17,4 @@ void main() vary_fragcoord = pos; gl_Position = pos; - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 0d25d7792d..6c08f7b51f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -37,7 +37,10 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -92,7 +95,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -111,9 +114,9 @@ void main() frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos.xyz; + vec3 lv = center.xyz-pos.xyz; float dist2 = dot(lv,lv); - dist2 /= vary_light.w; + dist2 /= size; if (dist2 > 1.0) { discard; @@ -127,16 +130,16 @@ void main() vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); if (proj_tc.z < 0.0) { - discard; + //discard; } proj_tc.xyz /= proj_tc.w; - float fa = gl_Color.a+1.0; + float fa = falloff+1.0; float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); if (dist_atten <= 0.0) { - discard; + //discard; } lv = proj_origin-pos.xyz; @@ -164,7 +167,7 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + vec3 lcol = color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; @@ -181,7 +184,7 @@ void main() amb_da = min(amb_da, 1.0-lit); - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -214,7 +217,7 @@ void main() stc.y > 0.0) { vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb; } } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 5efa3200d4..601bb17bc7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -20,7 +20,10 @@ uniform sampler2DRect depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -49,9 +52,9 @@ void main() frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos; + vec3 lv = center.xyz-pos; float dist2 = dot(lv,lv); - dist2 /= vary_light.w; + dist2 /= size; if (dist2 > 1.0) { discard; @@ -72,11 +75,11 @@ void main() float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; - float fa = gl_Color.a+1.0; + float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); float lit = da * dist_atten * noise; - col = gl_Color.rgb*lit*col; + col = color.rgb*lit*col; vec4 spec = texture2DRect(specularRect, frag.xy); if (spec.a > 0.0) @@ -86,7 +89,7 @@ void main() { sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); sa *= noise; - col += da*sa*gl_Color.rgb*spec.rgb; + col += da*sa*color.rgb*spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index ac3170d16d..a09cfa2661 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -6,10 +6,7 @@ */ attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -varying vec4 vary_light; varying vec4 vary_fragcoord; void main() @@ -18,12 +15,5 @@ void main() vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); vary_fragcoord = pos; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vary_light = vec4(texcoord0,0,1); - gl_Position = pos; - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 3ba5ee5bd2..35ab77d3cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -306,5 +306,6 @@ void main() } gl_FragColor.rgb = col; + gl_FragColor.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 9aaffc15bf..ed67dc32d5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -13,7 +13,6 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2D projectionMap; @@ -32,7 +31,10 @@ uniform float far_clip; uniform vec3 proj_origin; //origin of projection to be used for angular attenuation uniform float sun_wash; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -60,9 +62,9 @@ void main() frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos.xyz; + vec3 lv = center.xyz-pos.xyz; float dist2 = dot(lv,lv); - dist2 /= vary_light.w; + dist2 /= size; if (dist2 > 1.0) { discard; @@ -82,7 +84,7 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = gl_Color.a+1.0; + float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); lv = proj_origin-pos.xyz; @@ -108,7 +110,7 @@ void main() vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + vec3 lcol = color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; @@ -127,7 +129,7 @@ void main() amb_da = min(amb_da, 1.0-lit); - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -156,7 +158,7 @@ void main() stc.y > 0.0) { vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb; } } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 665d8126a0..6bbf86177a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -25,7 +25,6 @@ uniform float ssao_factor; uniform float ssao_factor_inv; varying vec2 vary_fragcoord; -varying vec4 vary_light; uniform mat4 inv_proj; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 65fa288e88..d39bfef4ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -6,11 +6,7 @@ */ attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -varying vec4 vary_light; varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -22,10 +18,4 @@ void main() gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vary_light = vec4(texcoord0,0,1); - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index de7e038402..08a3bc251a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -11,10 +11,18 @@ uniform sampler2D diffuseMap; varying vec3 vary_normal; +uniform float minimum_alpha; +uniform float maximum_alpha; + void main() { vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); - gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); + if (col.a < minimum_alpha || col.a > maximum_alpha) + { + discard; + } + + gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, 0.0); gl_FragData[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl new file mode 100644 index 0000000000..9f0b902c96 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -0,0 +1,27 @@ +/** + * @file treeShadowF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +varying vec4 post_pos; + +void main() +{ + float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a; + + if (alpha < minimum_alpha || alpha > maximum_alpha) + { + discard; + } + + gl_FragColor = vec4(1,1,1,1); + + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl new file mode 100644 index 0000000000..42ce2f5226 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -0,0 +1,23 @@ +/** + * @file treeShadowV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec3 position; +attribute vec2 texcoord0; + +varying vec4 post_pos; + +void main() +{ + //transform vertex + vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 07e56e84db..f56f389348 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -10,7 +10,6 @@ attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; - varying vec3 vary_normal; void main() diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl new file mode 100644 index 0000000000..a5442c9bf4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -0,0 +1,13 @@ +/** + * @file onetexturenocolorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D tex0; + +void main() +{ + gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl new file mode 100644 index 0000000000..7df45e90e6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl @@ -0,0 +1,18 @@ +/** + * @file onetexturenocolorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +attribute vec3 position; +attribute vec2 texcoord0; + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); + gl_TexCoord[0] = vec4(texcoord0,0,1); +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index ebf2361da4..9d129caf21 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -14,7 +14,7 @@ attribute vec2 texcoord0; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); - gl_TexCoord[0] = vec4(texcoord0,0,1); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/objects.zip b/indra/newview/app_settings/shaders/class1/objects.zip new file mode 100644 index 0000000000..7e43660731 Binary files /dev/null and b/indra/newview/app_settings/shaders/class1/objects.zip differ diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl new file mode 100644 index 0000000000..78668711ac --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -0,0 +1,33 @@ +/** + * @file emissiveSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + + +attribute vec3 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); +mat4 getObjectSkinnedTransform(); + +void main() +{ + //transform vertex + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + mat4 mat = getObjectSkinnedTransform(); + + mat = gl_ModelViewMatrix * mat; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + + calcAtmospherics(pos.xyz); + + gl_FrontColor = vec4(0,0,0,emissive); + + gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl new file mode 100644 index 0000000000..05d7cc397f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -0,0 +1,29 @@ +/** + * @file emissiveV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec4 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vary_texture_index = position.w; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + calcAtmospherics(pos.xyz); + + gl_FrontColor = vec4(0,0,0,emissive); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl new file mode 100644 index 0000000000..57d98038e0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -0,0 +1,27 @@ +/** + * @file fullbrightNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; + +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz,1.0); + vec4 pos = (gl_ModelViewMatrix * vert); + gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = vec4(1,1,1,1); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl new file mode 100644 index 0000000000..54c262885e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -0,0 +1,30 @@ +/** + * @file simpleNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vec3 norm = normalize(gl_NormalMatrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl new file mode 100644 index 0000000000..1e9e7f4b0b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -0,0 +1,35 @@ +/** + * @file treeV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz,1.0); + + gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + + vec4 pos = (gl_ModelViewMatrix * vert); + + vec3 norm = normalize(gl_NormalMatrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl new file mode 100644 index 0000000000..294a000ab5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -0,0 +1,121 @@ +/** + * @file alphaNonIndexedNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +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_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform float shadow_bias; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos.xyz /= pos.w; + pos.w = 1.0; + return pos; +} + +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() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + float shadow = 1.0; + vec4 pos = vec4(vary_position, 1.0); + + 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 diff = texture2D(diffuseMap,gl_TexCoord[0].xy); + + vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0); + vec4 color = diff * col; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + color.rgb += diff.rgb * vary_pointlight_col.rgb; + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 97fe7029e1..a446239a22 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -68,11 +68,11 @@ void main() mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*position).xyz; + vec3 pos = (mat*vec4(position, 1.0)).xyz; gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0); - vec4 n = position; + vec4 n = vec4(position, 1.0); n.xyz += normal.xyz; n.xyz = (mat*n).xyz; n.xyz = normalize(n.xyz-pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 65c3e5da10..8102578bb2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -8,7 +8,6 @@ attribute vec3 position; attribute vec3 normal; -attribute vec4 diffuse_color; attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -89,9 +88,7 @@ void main() calcAtmospherics(pos.xyz); - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); + vec4 col = vec4(0.0, 0.0, 0.0, 1.0); // 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); @@ -101,17 +98,17 @@ void main() 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*diffuse_color.rgb; + vary_pointlight_col = col.rgb; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); + vary_ambient = col.rgb; + vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0)); - col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); + col.rgb = min(col.rgb, 1.0); gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index f54186ffca..a16be0c8b4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -36,7 +36,10 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; -varying vec4 vary_light; +uniform vec3 center; +uniform float size; +uniform vec3 color; +uniform float falloff; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -110,9 +113,9 @@ void main() frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos.xyz; + vec3 lv = center.xyz-pos.xyz; float dist2 = dot(lv,lv); - dist2 /= vary_light.w; + dist2 /= size; if (dist2 > 1.0) { discard; @@ -143,7 +146,7 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = gl_Color.a+1.0; + float fa = falloff+1.0; float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); if (dist_atten <= 0.0) { @@ -175,7 +178,7 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + vec3 lcol = color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; @@ -192,7 +195,7 @@ void main() amb_da = min(amb_da, 1.0-lit); - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -225,7 +228,7 @@ void main() stc.y > 0.0) { vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f0c9b01671..cbac299e44 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -47,7 +47,8 @@ uniform mat3 ssao_effect_mat; uniform mat4 inv_proj; uniform vec2 screen_res; -varying vec4 vary_light; +uniform vec3 sun_dir; + varying vec2 vary_fragcoord; vec3 vary_PositionEye; @@ -264,7 +265,7 @@ void main() norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; - float da = max(dot(norm.xyz, vary_light.xyz), 0.0); + float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -291,7 +292,7 @@ void main() // the old infinite-sky shiny reflection // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); + float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; // add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index d2e3415d91..9534f1d79c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -7,12 +7,11 @@ attribute vec3 position; -attribute vec2 texcoord0; uniform vec2 screen_res; -varying vec4 vary_light; varying vec2 vary_fragcoord; + void main() { //transform vertex @@ -21,6 +20,4 @@ void main() vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; - - vary_light = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index d53850b489..699fcdb0f3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -30,7 +30,7 @@ uniform float ssao_factor; uniform float ssao_factor_inv; varying vec2 vary_fragcoord; -varying vec4 vary_light; +uniform vec3 sun_dir; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -167,10 +167,10 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); vec3 shadow_pos = pos.xyz + displace*norm; - vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 6795b55dc6..39cca9589e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -6,9 +6,6 @@ */ attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; varying vec4 vary_light; @@ -23,10 +20,4 @@ void main() gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vary_light = vec4(texcoord0,0,1); - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl new file mode 100644 index 0000000000..d2a83c9724 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -0,0 +1,36 @@ +/** + * @file simpleNonIndexedV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz,1.0); + + gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + + vec4 pos = (gl_ModelViewMatrix * vert); + + vec3 norm = normalize(gl_NormalMatrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp index 406417a36b..64a5884e14 100755 --- a/indra/newview/llagent.cpp +++ b/indra/newview/llagent.cpp @@ -3925,7 +3925,7 @@ void LLAgent::renderAutoPilotTarget() gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); // lovely green - gGL.diffuseColor4f(0.f, 1.f, 1.f, 1.f); + gGL.color4f(0.f, 1.f, 1.f, 1.f); target_global = mAutoPilotTargetGlobal; @@ -3935,7 +3935,7 @@ void LLAgent::renderAutoPilotTarget() glScalef(height_meters, height_meters, height_meters); - gSphere.render(1500.f); + gSphere.render(); gGL.popMatrix(); } diff --git a/indra/newview/llcylinder.cpp b/indra/newview/llcylinder.cpp index 4901e29691..2adc071d7a 100644 --- a/indra/newview/llcylinder.cpp +++ b/indra/newview/llcylinder.cpp @@ -37,261 +37,39 @@ #include "llgl.h" #include "llglheaders.h" -LLCylinder gCylinder; LLCone gCone; -GLUquadricObj* gQuadObj = NULL; - -static const GLint SLICES[] = { 30, 20, 12, 6 }; // same as sphere slices -static const GLint STACKS = 2; -static const GLfloat RADIUS = 0.5f; - -// draws a cylinder or cone -// returns approximate number of triangles required -U32 draw_cylinder_side(GLint slices, GLint stacks, GLfloat base_radius, GLfloat top_radius) -{ - U32 triangles = 0; - GLfloat height = 1.0f; - - if (!gQuadObj) - { - gQuadObj = gluNewQuadric(); - if (!gQuadObj) llerror("draw_cylindrical_body couldn't allocated quadric", 0); - } - - gluQuadricDrawStyle(gQuadObj, GLU_FILL); - gluQuadricNormals(gQuadObj, GLU_SMOOTH); - gluQuadricOrientation(gQuadObj, GLU_OUTSIDE); - gluQuadricTexture(gQuadObj, GL_TRUE); - gluCylinder(gQuadObj, base_radius, top_radius, height, slices, stacks); - triangles += stacks * (slices * 2); - - - return triangles; -} - - -// Returns number of triangles required to draw -// Need to know if top or not to set lighting normals -const BOOL TOP = TRUE; -const BOOL BOTTOM = FALSE; -U32 draw_cylinder_cap(GLint slices, GLfloat base_radius, BOOL is_top) -{ - U32 triangles = 0; - - if (!gQuadObj) - { - gQuadObj = gluNewQuadric(); - if (!gQuadObj) llerror("draw_cylinder_base couldn't allocated quadric", 0); - } - - gluQuadricDrawStyle(gQuadObj, GLU_FILL); - gluQuadricNormals(gQuadObj, GLU_SMOOTH); - gluQuadricOrientation(gQuadObj, GLU_OUTSIDE); - gluQuadricTexture(gQuadObj, GL_TRUE); - - // no hole in the middle of the disk, and just one ring - GLdouble inner_radius = 0.0; - GLint rings = 1; - - // normals point in +z for top, -z for base - if (is_top) - { - gluQuadricOrientation(gQuadObj, GLU_OUTSIDE); - } - else - { - gluQuadricOrientation(gQuadObj, GLU_INSIDE); - } - gluDisk(gQuadObj, inner_radius, base_radius, slices, rings); - triangles += slices; - - return triangles; -} - -void LLCylinder::drawSide(S32 detail) -{ - draw_cylinder_side(SLICES[detail], STACKS, RADIUS, RADIUS); -} - -void LLCylinder::drawTop(S32 detail) -{ - draw_cylinder_cap(SLICES[detail], RADIUS, TOP); -} - -void LLCylinder::drawBottom(S32 detail) -{ - draw_cylinder_cap(SLICES[detail], RADIUS, BOTTOM); -} - -void LLCylinder::prerender() -{ -} - -void LLCylinder::cleanupGL() -{ - if (gQuadObj) - { - gluDeleteQuadric(gQuadObj); - gQuadObj = NULL; - } -} - -void LLCylinder::render(F32 pixel_area) -{ - renderface(pixel_area, 0); - renderface(pixel_area, 1); - renderface(pixel_area, 2); -} - - -void LLCylinder::renderface(F32 pixel_area, S32 face) -{ - if (face < 0 || face > 2) - { - llerror("LLCylinder::renderface() invalid face number", face); - return; - } - - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - - S32 level_of_detail; - - if (pixel_area > 20000.f) - { - level_of_detail = 0; - } - else if (pixel_area > 1600.f) - { - level_of_detail = 1; - } - else if (pixel_area > 200.f) - { - level_of_detail = 2; - } - else - { - level_of_detail = 3; - } - - if (level_of_detail < 0 || CYLINDER_LEVELS_OF_DETAIL <= level_of_detail) - { - llerror("LLCylinder::renderface() invalid level of detail", level_of_detail); - return; - } - - LLVertexBuffer::unbind(); - - switch(face) - { - case 0: - glTranslatef(0.f, 0.f, -0.5f); - drawSide(level_of_detail); - break; - case 1: - glTranslatef(0.0f, 0.f, 0.5f); - drawTop(level_of_detail); - break; - case 2: - glTranslatef(0.0f, 0.f, -0.5f); - drawBottom(level_of_detail); - break; - default: - llerror("LLCylinder::renderface() fell out of switch", 0); - break; - } - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); -} - - // // Cones // -void LLCone::prerender() +void LLCone::render(S32 sides) { -} + gGL.begin(LLRender::TRIANGLE_FAN); + gGL.vertex3f(0,0,0); -void LLCone::cleanupGL() -{ - if (gQuadObj) + for (U32 i = 0; i < sides; i++) { - gluDeleteQuadric(gQuadObj); - gQuadObj = NULL; + F32 a = (F32) i/sides * F_PI*2.f; + F32 x = cosf(a)*0.5f; + F32 y = sinf(a)*0.5f; + gGL.vertex3f(x,y,0.f); } -} + gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, 0.f); -void LLCone::drawSide(S32 detail) -{ - draw_cylinder_side( SLICES[detail], STACKS, RADIUS, 0.f ); -} - -void LLCone::drawBottom(S32 detail) -{ - draw_cylinder_cap( SLICES[detail], RADIUS, BOTTOM ); -} - -void LLCone::render(S32 level_of_detail) -{ - GLfloat height = 1.0f; + gGL.end(); - if (level_of_detail < 0 || CONE_LEVELS_OF_DETAIL <= level_of_detail) + gGL.begin(LLRender::TRIANGLE_FAN); + gGL.vertex3f(0.f, 0.f, 1.f); + for (U32 i = 0; i < sides; i++) { - llerror("LLCone::render() invalid level of detail", level_of_detail); - return; + F32 a = (F32) i/sides * F_PI*2.f; + F32 x = cosf(a)*0.5f; + F32 y = sinf(a)*0.5f; + gGL.vertex3f(x,y,0.f); } + gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, 0.f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - - // center object at 0 - glTranslatef(0.f, 0.f, - height / 2.0f); - - drawSide(level_of_detail); - drawBottom(level_of_detail); - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.end(); } - -void LLCone::renderface(S32 level_of_detail, S32 face) -{ - if (face < 0 || face > 1) - { - llerror("LLCone::renderface() invalid face number", face); - return; - } - - if (level_of_detail < 0 || CONE_LEVELS_OF_DETAIL <= level_of_detail) - { - llerror("LLCone::renderface() invalid level of detail", level_of_detail); - return; - } - - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - - LLVertexBuffer::unbind(); - - switch(face) - { - case 0: - glTranslatef(0.f, 0.f, -0.5f); - drawSide(level_of_detail); - break; - case 1: - glTranslatef(0.f, 0.f, -0.5f); - drawBottom(level_of_detail); - break; - default: - llerror("LLCylinder::renderface() fell out of switch", 0); - break; - } - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); -} diff --git a/indra/newview/llcylinder.h b/indra/newview/llcylinder.h index 40a669ceb6..4369f06659 100644 --- a/indra/newview/llcylinder.h +++ b/indra/newview/llcylinder.h @@ -30,45 +30,18 @@ //#include "stdtypes.h" //#include "llgl.h" -// -// Cylinders -// -const S32 CYLINDER_LEVELS_OF_DETAIL = 4; -const S32 CYLINDER_FACES = 3; - -class LLCylinder -{ -public: - void prerender(); - void drawTop(S32 detail); - void drawSide(S32 detail); - void drawBottom(S32 detail); - void cleanupGL(); - - void render(F32 pixel_area); - void renderface(F32 pixel_area, S32 face); -}; - +#include "llvertexbuffer.h" // // Cones // -const S32 CONE_LOD_HIGHEST = 0; -const S32 CONE_LEVELS_OF_DETAIL = 4; -const S32 CONE_FACES = 2; - class LLCone { public: - void prerender(); - void cleanupGL(); - void drawSide(S32 detail); - void drawBottom(S32 detail); - void render(S32 level_of_detail); - void renderface(S32 level_of_detail, S32 face); + void render(S32 sides = 12); }; -extern LLCylinder gCylinder; + extern LLCone gCone; #endif diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index ef8819d9b5..a3f8eb377a 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -492,7 +492,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. - if (draw_glow_for_this_partition && + if (current_shader && + draw_glow_for_this_partition && params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE)) { // install glow-accumulating blend mode diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index dae995e1f5..a99f0200ce 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -270,7 +270,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedAlpha() sVertexProgram = &gDeferredSkinnedAlphaProgram; gPipeline.bindDeferredShader(*sVertexProgram); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); gPipeline.enableLightsDynamic(); } @@ -279,7 +278,6 @@ void LLDrawPoolAvatar::endDeferredRiggedAlpha() LLVertexBuffer::unbind(); gPipeline.unbindDeferredShader(*sVertexProgram); sDiffuseChannel = 0; - LLVertexBuffer::sWeight4Loc = -1; sVertexProgram = NULL; } @@ -354,10 +352,7 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass) if (pass == 0) { sVertexProgram = &gDeferredAvatarShadowProgram; - if (sShaderLevel > 0) - { - gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX]; - } + //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f); gGL.diffuseColor4f(1,1,1,1); @@ -373,7 +368,6 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass) sVertexProgram = &gDeferredAttachmentShadowProgram; sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } } @@ -392,7 +386,6 @@ void LLDrawPoolAvatar::endShadowPass(S32 pass) { LLVertexBuffer::unbind(); sVertexProgram->unbind(); - LLVertexBuffer::sWeight4Loc = -1; sVertexProgram = NULL; } } @@ -426,11 +419,6 @@ void LLDrawPoolAvatar::renderShadow(S32 pass) if (pass == 0) { - if (sShaderLevel > 0) - { - gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX]; - } - avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); } else @@ -587,11 +575,20 @@ void LLDrawPoolAvatar::beginImpostor() gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); sDiffuseChannel = 0; + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } } void LLDrawPoolAvatar::endImpostor() { gPipeline.enableLightsDynamic(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } } void LLDrawPoolAvatar::beginRigid() @@ -657,9 +654,10 @@ void LLDrawPoolAvatar::endDeferredImpostor() void LLDrawPoolAvatar::beginDeferredRigid() { - sVertexProgram = &gDeferredNonIndexedDiffuseProgram; + sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; sVertexProgram->bind(); + sVertexProgram->setAlphaRange(0.2f, 1.f); } void LLDrawPoolAvatar::endDeferredRigid() @@ -773,7 +771,6 @@ void LLDrawPoolAvatar::beginRiggedSimple() { sDiffuseChannel = 0; sVertexProgram->bind(); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } } @@ -784,7 +781,6 @@ void LLDrawPoolAvatar::endRiggedSimple() { sVertexProgram->unbind(); sVertexProgram = NULL; - LLVertexBuffer::sWeight4Loc = -1; } } @@ -811,7 +807,34 @@ void LLDrawPoolAvatar::endRiggedFullbrightAlpha() void LLDrawPoolAvatar::beginRiggedGlow() { - beginRiggedFullbright(); + if (sShaderLevel > 0) + { + if (LLPipeline::sUnderWaterRender) + { + sVertexProgram = &gSkinnedObjectEmissiveWaterProgram; + } + else + { + sVertexProgram = &gSkinnedObjectEmissiveProgram; + } + } + else + { + if (LLPipeline::sUnderWaterRender) + { + sVertexProgram = &gObjectEmissiveNonIndexedWaterProgram; + } + else + { + sVertexProgram = &gObjectEmissiveNonIndexedProgram; + } + } + + if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) + { + sDiffuseChannel = 0; + sVertexProgram->bind(); + } } void LLDrawPoolAvatar::endRiggedGlow() @@ -848,7 +871,6 @@ void LLDrawPoolAvatar::beginRiggedFullbright() { sDiffuseChannel = 0; sVertexProgram->bind(); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } } @@ -859,7 +881,6 @@ void LLDrawPoolAvatar::endRiggedFullbright() { sVertexProgram->unbind(); sVertexProgram = NULL; - LLVertexBuffer::sWeight4Loc = -1; } } @@ -892,7 +913,6 @@ void LLDrawPoolAvatar::beginRiggedShinySimple() { sVertexProgram->bind(); LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } } @@ -904,7 +924,6 @@ void LLDrawPoolAvatar::endRiggedShinySimple() LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); sVertexProgram->unbind(); sVertexProgram = NULL; - LLVertexBuffer::sWeight4Loc = -1; } } @@ -938,7 +957,6 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny() { sVertexProgram->bind(); LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } } @@ -950,7 +968,6 @@ void LLDrawPoolAvatar::endRiggedFullbrightShiny() LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); sVertexProgram->unbind(); sVertexProgram = NULL; - LLVertexBuffer::sWeight4Loc = -1; } } @@ -960,14 +977,12 @@ void LLDrawPoolAvatar::beginDeferredRiggedSimple() sVertexProgram = &gDeferredSkinnedDiffuseProgram; sDiffuseChannel = 0; sVertexProgram->bind(); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } void LLDrawPoolAvatar::endDeferredRiggedSimple() { LLVertexBuffer::unbind(); sVertexProgram->unbind(); - LLVertexBuffer::sWeight4Loc = -1; sVertexProgram = NULL; } @@ -977,7 +992,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedBump() sVertexProgram->bind(); normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT); } void LLDrawPoolAvatar::endDeferredRiggedBump() @@ -986,7 +1000,6 @@ void LLDrawPoolAvatar::endDeferredRiggedBump() sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP); sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->unbind(); - LLVertexBuffer::sWeight4Loc = -1; normal_channel = -1; sDiffuseChannel = 0; sVertexProgram = NULL; @@ -996,10 +1009,10 @@ void LLDrawPoolAvatar::beginDeferredSkinned() { sShaderLevel = mVertexShaderLevel; sVertexProgram = &gDeferredAvatarProgram; - sRenderingSkinned = TRUE; sVertexProgram->bind(); + sVertexProgram->setAlphaRange(0.2f, 1.f); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gGL.getTexUnit(0)->activate(); @@ -1216,11 +1229,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) return; } - if (sShaderLevel > 0) - { - gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX]; - } - if ((sShaderLevel >= SHADER_LEVEL_CLOTH)) { LLMatrix4 rot_mat; @@ -1632,34 +1640,3 @@ LLVertexBufferAvatar::LLVertexBufferAvatar() } -void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const -{ - /*if (sRenderingSkinned) - { - U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData; - - glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_VERTEX], (void*)(base + 0)); - glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); - - set_vertex_weights(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT], - LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_WEIGHT], (F32*)(base + mOffsets[TYPE_WEIGHT])); - - if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_BUMP) - { - set_binormals(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL], - LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_BINORMAL], (LLVector3*)(base + mOffsets[TYPE_BINORMAL])); - } - - if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_CLOTH) - { - set_vertex_clothing_weights(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING], - LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_CLOTHWEIGHT], (LLVector4*)(base + mOffsets[TYPE_CLOTHWEIGHT])); - } - } - else - {*/ - LLVertexBuffer::setupVertexBuffer(data_mask); - //} -} - diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h index fcd8294af5..e0326bcfaf 100644 --- a/indra/newview/lldrawpoolavatar.h +++ b/indra/newview/lldrawpoolavatar.h @@ -176,6 +176,7 @@ public: RIGGED_FULLBRIGHT_SHINY_MASK = RIGGED_SIMPLE_MASK, RIGGED_GLOW_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | + LLVertexBuffer::MAP_EMISSIVE | LLVertexBuffer::MAP_WEIGHT4, RIGGED_ALPHA_MASK = RIGGED_SIMPLE_MASK, RIGGED_FULLBRIGHT_ALPHA_MASK = RIGGED_FULLBRIGHT_MASK, @@ -214,7 +215,6 @@ class LLVertexBufferAvatar : public LLVertexBuffer { public: LLVertexBufferAvatar(); - virtual void setupVertexBuffer(U32 data_mask) const; }; extern S32 AVATAR_OFFSET_POS; diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index 582e462871..80c202d4e2 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -46,7 +46,7 @@ static LLFastTimer::DeclareTimer FTM_RENDER_GRASS_DEFERRED("Deferred Grass"); void LLDrawPoolGlow::beginPostDeferredPass(S32 pass) { - gDeferredFullbrightProgram.bind(); + gDeferredEmissiveProgram.bind(); } static LLFastTimer::DeclareTimer FTM_RENDER_GLOW_PUSH("Glow Push"); @@ -76,7 +76,7 @@ void LLDrawPoolGlow::renderPostDeferred(S32 pass) void LLDrawPoolGlow::endPostDeferredPass(S32 pass) { - gDeferredFullbrightProgram.unbind(); + gDeferredEmissiveProgram.unbind(); LLRenderPass::endRenderPass(pass); } @@ -255,6 +255,7 @@ void LLDrawPoolGrass::prerender() void LLDrawPoolGrass::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_GRASS); + stop_glerror(); if (LLPipeline::sUnderWaterRender) { diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 50a52ac4cf..da8e3e8b3a 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -142,7 +142,7 @@ void LLDrawPoolTree::beginDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_TREES); - shader = &gDeferredNonIndexedDiffuseAlphaMaskProgram; + shader = &gDeferredTreeProgram; shader->bind(); shader->setAlphaRange(0.5f, 1.f); } @@ -169,8 +169,8 @@ void LLDrawPoolTree::beginShadowPass(S32 pass) glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"), gSavedSettings.getF32("RenderDeferredTreeShadowBias")); - gDeferredShadowAlphaMaskProgram.bind(); - gDeferredShadowAlphaMaskProgram.setAlphaRange(0.5f, 1.f); + gDeferredTreeShadowProgram.bind(); + gDeferredTreeShadowProgram.setAlphaRange(0.5f, 1.f); } void LLDrawPoolTree::renderShadow(S32 pass) @@ -184,6 +184,7 @@ void LLDrawPoolTree::endShadowPass(S32 pass) glPolygonOffset(gSavedSettings.getF32("RenderDeferredSpotShadowOffset"), gSavedSettings.getF32("RenderDeferredSpotShadowBias")); + gDeferredTreeShadowProgram.unbind(); } diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 3286408f21..b9838f7da2 100755 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -3623,6 +3623,15 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim LLVertexBuffer::unbind(); + bool no_ff = LLGLSLShader::sNoFixedFunction; + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + LLGLSLShader::sNoFixedFunction = false; + + if (shader) + { + shader->unbind(); + } + stop_gloderror(); static U32 cur_name = 1; @@ -4003,6 +4012,13 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim mResourceCost = calcResourceCost(); + LLVertexBuffer::unbind(); + LLGLSLShader::sNoFixedFunction = no_ff; + if (shader) + { + shader->bind(); + } + /*if (which_lod == -1 && mScene[LLModel::LOD_PHYSICS].empty()) { //build physics scene mScene[LLModel::LOD_PHYSICS] = mScene[LLModel::LOD_LOW]; @@ -4950,7 +4966,7 @@ BOOL LLModelPreview::render() llassert(binding == model->mMaterialList[i]); - gGL.diffuseColor4fv(instance.mMaterial[i].mDiffuseColor.mV); + gGL.diffuseColor4fv(material.mDiffuseColor.mV); if (material.mDiffuseMap.notNull()) { @@ -5261,7 +5277,7 @@ BOOL LLModelPreview::render() const LLImportMaterial& material = instance.mMaterial[binding]; buffer->setBuffer(type_mask & buffer->getTypeMask()); - gGL.diffuseColor4fv(instance.mMaterial[i].mDiffuseColor.mV); + gGL.diffuseColor4fv(material.mDiffuseColor.mV); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); buffer->draw(LLRender::TRIANGLES, buffer->getNumIndices(), 0); gGL.diffuseColor3f(0.4f, 0.4f, 0.4f); diff --git a/indra/newview/llhudeffectbeam.cpp b/indra/newview/llhudeffectbeam.cpp index 37b7b2e75d..ec5a0926c4 100644 --- a/indra/newview/llhudeffectbeam.cpp +++ b/indra/newview/llhudeffectbeam.cpp @@ -295,12 +295,12 @@ void LLHUDEffectBeam::render() F32 alpha = mFadeInterp.getCurVal()*mColor.mV[3]; alpha *= mInterpFade[i].getCurVal(); coloru.mV[3] = (U8)alpha; - glColor4ubv(coloru.mV); + gGL.color4ubv(coloru.mV); glPushMatrix(); glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]); glScalef(scale, scale, scale); - gSphere.render(0); + gSphere.render(); glPopMatrix(); } } diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp index c4f8369cd0..a9b14829b2 100644 --- a/indra/newview/llmaniptranslate.cpp +++ b/indra/newview/llmaniptranslate.cpp @@ -1519,6 +1519,7 @@ void LLManipTranslate::renderSnapGuides() F32 sz = mGridSizeMeters; F32 tiles = sz; + glMatrixMode(GL_TEXTURE); gGL.pushMatrix(); usc = 1.0f/usc; @@ -2243,7 +2244,7 @@ void LLManipTranslate::renderArrow(S32 which_arrow, S32 selected_arrow, F32 box_ glRotatef(rot, axis.mV[0], axis.mV[1], axis.mV[2]); glScalef(mArrowScales.mV[index], mArrowScales.mV[index], mArrowScales.mV[index] * 1.5f); - gCone.render(CONE_LOD_HIGHEST); + gCone.render(); gGL.popMatrix(); } diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 8aa24e9261..568c967a9a 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -89,6 +89,7 @@ #include "llvoavatarself.h" #include "llvovolume.h" #include "pipeline.h" +#include "llviewershadermgr.h" #include "llglheaders.h" @@ -5570,8 +5571,7 @@ void pushWireframe(LLDrawable* drawable) for (S32 i = 0; i < rigged_volume->getNumVolumeFaces(); ++i) { const LLVolumeFace& face = rigged_volume->getVolumeFace(i); - glVertexPointer(3, GL_FLOAT, 16, face.mPositions); - glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices); + LLVertexBuffer::drawElements(LLRender::TRIANGLES, face.mPositions, face.mTexCoords, face.mNumIndices, face.mIndices); } gGL.popMatrix(); } @@ -5584,7 +5584,7 @@ void pushWireframe(LLDrawable* drawable) LLFace* face = drawable->getFace(i); if (face->verify()) { - pushVerts(face, LLVertexBuffer::MAP_VERTEX); + pushVerts(face, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); } } } @@ -5604,6 +5604,13 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) return; } + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + if (shader) + { + gHighlightProgram.bind(); + } + glMatrixMode(GL_MODELVIEW); gGL.pushMatrix(); @@ -5627,26 +5634,41 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) if (LLSelectMgr::sRenderHiddenSelections) // && gFloaterTools && gFloaterTools->getVisible()) { gGL.blendFunc(LLRender::BF_SOURCE_COLOR, LLRender::BF_ONE); - LLGLEnable fog(GL_FOG); - glFogi(GL_FOG_MODE, GL_LINEAR); - float d = (LLViewerCamera::getInstance()->getPointOfInterest()-LLViewerCamera::getInstance()->getOrigin()).magVec(); - LLColor4 fogCol = color * (F32)llclamp((LLSelectMgr::getInstance()->getSelectionCenterGlobal()-gAgentCamera.getCameraPositionGlobal()).magVec()/(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal().magVec()*4), 0.0, 1.0); - glFogf(GL_FOG_START, d); - glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV()))); - glFogfv(GL_FOG_COLOR, fogCol.mV); - LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GEQUAL); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + if (shader) { - gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f); + gHighlightProgram.uniform4f("highlight_color", color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f); pushWireframe(drawable); } + else + { + LLGLEnable fog(GL_FOG); + glFogi(GL_FOG_MODE, GL_LINEAR); + float d = (LLViewerCamera::getInstance()->getPointOfInterest()-LLViewerCamera::getInstance()->getOrigin()).magVec(); + LLColor4 fogCol = color * (F32)llclamp((LLSelectMgr::getInstance()->getSelectionCenterGlobal()-gAgentCamera.getCameraPositionGlobal()).magVec()/(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal().magVec()*4), 0.0, 1.0); + glFogf(GL_FOG_START, d); + glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV()))); + glFogfv(GL_FOG_COLOR, fogCol.mV); + + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + { + gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f); + pushWireframe(drawable); + } + } } gGL.flush(); gGL.setSceneBlendType(LLRender::BT_ALPHA); - gGL.diffuseColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); + if (shader) + { + gHighlightProgram.uniform4f("highlight_color", color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); + } + else + { + gGL.diffuseColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2); + } LLGLEnable offset(GL_POLYGON_OFFSET_LINE); glPolygonOffset(3.f, 3.f); glLineWidth(3.f); @@ -5654,6 +5676,11 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color) glLineWidth(1.f); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); gGL.popMatrix(); + + if (shader) + { + shader->bind(); + } } //----------------------------------------------------------------------------- diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 064eaa49dd..3d371f7a44 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -4248,7 +4248,7 @@ public: LLVector3 local_start = mStart; LLVector3 local_end = mEnd; - if (!gPipeline.hasRenderType(drawable->getRenderType()) || !drawable->isVisible()) + if (!drawable || !gPipeline.hasRenderType(drawable->getRenderType()) || !drawable->isVisible()) { return false; } diff --git a/indra/newview/lltracker.cpp b/indra/newview/lltracker.cpp index 983108391f..2ec7534025 100644 --- a/indra/newview/lltracker.cpp +++ b/indra/newview/lltracker.cpp @@ -506,7 +506,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global, glMatrixMode(GL_MODELVIEW); - glPushMatrix(); + gGL.pushMatrix(); + { glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]); draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color); @@ -559,9 +560,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global, gGL.end(); } - - //gCylinder.render(1000); - glPopMatrix(); + } + gGL.popMatrix(); std::string text; text = llformat( "%.0f m", to_vec.magVec()); diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 5e4c124c45..2d08a27923 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -459,7 +459,10 @@ void LLViewerJointMesh::uploadJointMatrices() } } stop_glerror(); - glUniform4fvARB(gAvatarMatrixParam, 45, mat); + if (LLGLSLShader::sCurBoundShaderPtr) + { + LLGLSLShader::sCurBoundShaderPtr->uniform4fv(LLViewerShaderMgr::AVATAR_MATRIX, 45, mat); + } stop_glerror(); } else @@ -512,7 +515,8 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) { if (!mValid || !mMesh || !mFace || !mVisible || !mFace->getVertexBuffer() || - mMesh->getNumFaces() == 0) + mMesh->getNumFaces() == 0 || + (LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShaderPtr == NULL)) { return 0; } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 8684322eef..f07b21e3c3 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -97,6 +97,8 @@ LLGLSLShader gObjectAlphaMaskNoColorProgram; LLGLSLShader gObjectAlphaMaskNoColorWaterProgram; LLGLSLShader gObjectFullbrightNonIndexedProgram; LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; +LLGLSLShader gObjectEmissiveNonIndexedProgram; +LLGLSLShader gObjectEmissiveNonIndexedWaterProgram; LLGLSLShader gObjectFullbrightShinyNonIndexedProgram; LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram; LLGLSLShader gObjectShinyNonIndexedProgram; @@ -105,11 +107,13 @@ LLGLSLShader gObjectShinyNonIndexedWaterProgram; //object hardware skinning shaders LLGLSLShader gSkinnedObjectSimpleProgram; LLGLSLShader gSkinnedObjectFullbrightProgram; +LLGLSLShader gSkinnedObjectEmissiveProgram; LLGLSLShader gSkinnedObjectFullbrightShinyProgram; LLGLSLShader gSkinnedObjectShinySimpleProgram; LLGLSLShader gSkinnedObjectSimpleWaterProgram; LLGLSLShader gSkinnedObjectFullbrightWaterProgram; +LLGLSLShader gSkinnedObjectEmissiveWaterProgram; LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram; LLGLSLShader gSkinnedObjectShinySimpleWaterProgram; @@ -147,12 +151,14 @@ LLGLSLShader gDeferredDiffuseProgram; LLGLSLShader gDeferredDiffuseAlphaMaskProgram; LLGLSLShader gDeferredNonIndexedDiffuseProgram; LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; +LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; LLGLSLShader gDeferredSkinnedDiffuseProgram; LLGLSLShader gDeferredSkinnedBumpProgram; LLGLSLShader gDeferredSkinnedAlphaProgram; LLGLSLShader gDeferredBumpProgram; LLGLSLShader gDeferredTerrainProgram; LLGLSLShader gDeferredTreeProgram; +LLGLSLShader gDeferredTreeShadowProgram; LLGLSLShader gDeferredAvatarProgram; LLGLSLShader gDeferredAvatarAlphaProgram; LLGLSLShader gDeferredLightProgram; @@ -169,6 +175,7 @@ LLGLSLShader gDeferredAttachmentShadowProgram; LLGLSLShader gDeferredAlphaProgram; LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; +LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredGIProgram; LLGLSLShader gDeferredGIFinalProgram; LLGLSLShader gDeferredPostGIProgram; @@ -179,10 +186,6 @@ LLGLSLShader gDeferredWLCloudProgram; LLGLSLShader gDeferredStarProgram; LLGLSLShader gLuminanceGatherProgram; - -//current avatar shader parameter pointer -GLint gAvatarMatrixParam; - LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0), mMaxAvatarShaderLevel(0) @@ -223,14 +226,18 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gTreeWaterProgram); mShaderList.push_back(&gObjectFullbrightNonIndexedProgram); mShaderList.push_back(&gObjectFullbrightNonIndexedWaterProgram); + mShaderList.push_back(&gObjectEmissiveNonIndexedProgram); + mShaderList.push_back(&gObjectEmissiveNonIndexedWaterProgram); mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram); mShaderList.push_back(&gObjectFullbrightShinyNonIndexedWaterProgram); mShaderList.push_back(&gSkinnedObjectSimpleProgram); mShaderList.push_back(&gSkinnedObjectFullbrightProgram); + mShaderList.push_back(&gSkinnedObjectEmissiveProgram); mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram); mShaderList.push_back(&gSkinnedObjectShinySimpleProgram); mShaderList.push_back(&gSkinnedObjectSimpleWaterProgram); mShaderList.push_back(&gSkinnedObjectFullbrightWaterProgram); + mShaderList.push_back(&gSkinnedObjectEmissiveWaterProgram); mShaderList.push_back(&gSkinnedObjectFullbrightShinyWaterProgram); mShaderList.push_back(&gSkinnedObjectShinySimpleWaterProgram); mShaderList.push_back(&gTerrainProgram); @@ -251,6 +258,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); + mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); mShaderList.push_back(&gDeferredPostGIProgram); mShaderList.push_back(&gDeferredEdgeProgram); @@ -690,6 +698,8 @@ void LLViewerShaderMgr::unloadShaders() gObjectAlphaMaskNoColorWaterProgram.unload(); gObjectFullbrightNonIndexedProgram.unload(); gObjectFullbrightNonIndexedWaterProgram.unload(); + gObjectEmissiveNonIndexedProgram.unload(); + gObjectEmissiveNonIndexedWaterProgram.unload(); gTreeProgram.unload(); gTreeWaterProgram.unload(); @@ -700,11 +710,13 @@ void LLViewerShaderMgr::unloadShaders() gSkinnedObjectSimpleProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); + gSkinnedObjectEmissiveProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); gSkinnedObjectShinySimpleProgram.unload(); gSkinnedObjectSimpleWaterProgram.unload(); gSkinnedObjectFullbrightWaterProgram.unload(); + gSkinnedObjectEmissiveWaterProgram.unload(); gSkinnedObjectFullbrightShinyWaterProgram.unload(); gSkinnedObjectShinySimpleWaterProgram.unload(); @@ -730,6 +742,7 @@ void LLViewerShaderMgr::unloadShaders() gDeferredDiffuseProgram.unload(); gDeferredDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); @@ -1086,9 +1099,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (mVertexShaderLevel[SHADER_DEFERRED] == 0) { gDeferredTreeProgram.unload(); + gDeferredTreeShadowProgram.unload(); gDeferredDiffuseProgram.unload(); gDeferredDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); @@ -1111,6 +1126,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); gDeferredFullbrightProgram.unload(); + gDeferredEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); gDeferredPostGIProgram.unload(); gDeferredEdgeProgram.unload(); @@ -1163,6 +1179,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL); } + + if (success) + { + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear(); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL); + } if (success) { @@ -1234,6 +1260,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredTreeProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader"; + gDeferredTreeShadowProgram.mShaderFiles.clear(); + gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredTreeShadowProgram.createShader(NULL, NULL); + } + if (success) { gDeferredImpostorProgram.mName = "Deferred Impostor Shader"; @@ -1436,6 +1472,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredFullbrightProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredEmissiveProgram.mName = "Deferred Emissive Shader"; + gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; + gDeferredEmissiveProgram.mFeatures.hasGamma = true; + gDeferredEmissiveProgram.mFeatures.hasTransport = true; + gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredEmissiveProgram.mShaderFiles.clear(); + gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredEmissiveProgram.createShader(NULL, NULL); + } + if (success) { // load water shader @@ -1553,7 +1603,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms); } @@ -1736,12 +1786,16 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectAlphaMaskNoColorWaterProgram.unload(); gObjectFullbrightNonIndexedProgram.unload(); gObjectFullbrightNonIndexedWaterProgram.unload(); + gObjectEmissiveNonIndexedProgram.unload(); + gObjectEmissiveNonIndexedWaterProgram.unload(); gSkinnedObjectSimpleProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); + gSkinnedObjectEmissiveProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); gSkinnedObjectShinySimpleProgram.unload(); gSkinnedObjectSimpleWaterProgram.unload(); gSkinnedObjectFullbrightWaterProgram.unload(); + gSkinnedObjectEmissiveWaterProgram.unload(); gSkinnedObjectFullbrightShinyWaterProgram.unload(); gSkinnedObjectShinySimpleWaterProgram.unload(); gTreeProgram.unload(); @@ -1919,6 +1973,37 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectEmissiveNonIndexedProgram.mName = "Non Indexed Emissive Shader"; + gObjectEmissiveNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectEmissiveNonIndexedProgram.mFeatures.hasGamma = true; + gObjectEmissiveNonIndexedProgram.mFeatures.hasTransport = true; + gObjectEmissiveNonIndexedProgram.mFeatures.isFullbright = true; + gObjectEmissiveNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectEmissiveNonIndexedProgram.mShaderFiles.clear(); + gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectEmissiveNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectEmissiveNonIndexedProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectEmissiveNonIndexedWaterProgram.mName = "Non Indexed Emissive Water Shader"; + gObjectEmissiveNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectEmissiveNonIndexedWaterProgram.mFeatures.isFullbright = true; + gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasTransport = true; + gObjectEmissiveNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectEmissiveNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectEmissiveNonIndexedWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader"; @@ -2299,6 +2384,39 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gSkinnedObjectFullbrightProgram.createShader(NULL, NULL); } + if (success) + { + gSkinnedObjectEmissiveProgram.mName = "Skinned Emissive Shader"; + gSkinnedObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true; + gSkinnedObjectEmissiveProgram.mFeatures.hasGamma = true; + gSkinnedObjectEmissiveProgram.mFeatures.hasTransport = true; + gSkinnedObjectEmissiveProgram.mFeatures.isFullbright = true; + gSkinnedObjectEmissiveProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectEmissiveProgram.mFeatures.disableTextureIndex = true; + gSkinnedObjectEmissiveProgram.mShaderFiles.clear(); + gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); + gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSkinnedObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gSkinnedObjectEmissiveProgram.createShader(NULL, NULL); + } + + if (success) + { + gSkinnedObjectEmissiveWaterProgram.mName = "Skinned Emissive Water Shader"; + gSkinnedObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.hasGamma = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.hasTransport = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.isFullbright = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.disableTextureIndex = true; + gSkinnedObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectEmissiveWaterProgram.mShaderFiles.clear(); + gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); + gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gSkinnedObjectEmissiveWaterProgram.createShader(NULL, NULL); + } + if (success) { gSkinnedObjectFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index ced7ed06d9..1b658c45ba 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -71,15 +71,6 @@ public: SHADER_COUNT }; - typedef enum - { - MATERIAL_COLOR = 0, - SPECULAR_COLOR, - BINORMAL, - OBJECT_WEIGHT, - END_RESERVED_ATTRIBS - } eGLSLReservedAttribs; - typedef enum { DIFFUSE_MAP = 0, @@ -309,6 +300,8 @@ extern LLGLSLShader gObjectFullbrightAlphaMaskProgram; extern LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram; extern LLGLSLShader gObjectFullbrightNonIndexedProgram; extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; +extern LLGLSLShader gObjectEmissiveNonIndexedProgram; +extern LLGLSLShader gObjectEmissiveNonIndexedWaterProgram; extern LLGLSLShader gObjectBumpProgram; extern LLGLSLShader gTreeProgram; extern LLGLSLShader gTreeWaterProgram; @@ -328,11 +321,13 @@ extern LLGLSLShader gObjectShinyNonIndexedWaterProgram; extern LLGLSLShader gSkinnedObjectSimpleProgram; extern LLGLSLShader gSkinnedObjectFullbrightProgram; +extern LLGLSLShader gSkinnedObjectEmissiveProgram; extern LLGLSLShader gSkinnedObjectFullbrightShinyProgram; extern LLGLSLShader gSkinnedObjectShinySimpleProgram; extern LLGLSLShader gSkinnedObjectSimpleWaterProgram; extern LLGLSLShader gSkinnedObjectFullbrightWaterProgram; +extern LLGLSLShader gSkinnedObjectEmissiveWaterProgram; extern LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram; extern LLGLSLShader gSkinnedObjectShinySimpleWaterProgram; @@ -368,6 +363,7 @@ extern LLGLSLShader gDeferredWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram; extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; +extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; extern LLGLSLShader gDeferredNonIndexedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedBumpProgram; @@ -375,6 +371,7 @@ extern LLGLSLShader gDeferredSkinnedAlphaProgram; extern LLGLSLShader gDeferredBumpProgram; extern LLGLSLShader gDeferredTerrainProgram; extern LLGLSLShader gDeferredTreeProgram; +extern LLGLSLShader gDeferredTreeShadowProgram; extern LLGLSLShader gDeferredLightProgram; extern LLGLSLShader gDeferredMultiLightProgram; extern LLGLSLShader gDeferredSpotLightProgram; @@ -394,6 +391,7 @@ extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAttachmentShadowProgram; extern LLGLSLShader gDeferredAlphaProgram; extern LLGLSLShader gDeferredFullbrightProgram; +extern LLGLSLShader gDeferredEmissiveProgram; extern LLGLSLShader gDeferredAvatarEyesProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gDeferredWLSkyProgram; @@ -401,8 +399,5 @@ extern LLGLSLShader gDeferredWLCloudProgram; extern LLGLSLShader gDeferredStarProgram; extern LLGLSLShader gLuminanceGatherProgram; -//current avatar shader parameter pointer -extern GLint gAvatarMatrixParam; - #endif diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 36d8d6a39b..9f66c074fd 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -1720,10 +1720,7 @@ void LLViewerWindow::initGLDefaults() glCullFace(GL_BACK); // RN: Need this for translation and stretch manip. - gCone.prerender(); gBox.prerender(); - gSphere.prerender(); - gCylinder.prerender(); } struct MainPanel : public LLPanel @@ -2233,6 +2230,10 @@ void LLViewerWindow::drawDebugText() gGL.color4f(1,1,1,1); gGL.pushMatrix(); gGL.pushUIMatrix(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } { // scale view by UI global scale factor and aspect ratio correction factor gGL.scaleUI(mDisplayScale.mV[VX], mDisplayScale.mV[VY], 1.f); @@ -2242,6 +2243,10 @@ void LLViewerWindow::drawDebugText() gGL.popMatrix(); gGL.flush(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } } void LLViewerWindow::draw() @@ -3441,26 +3446,26 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls, if (drawable && drawable->isLight()) { LLVOVolume* vovolume = drawable->getVOVolume(); - glPushMatrix(); + gGL.pushMatrix(); LLVector3 center = drawable->getPositionAgent(); - glTranslatef(center[0], center[1], center[2]); + gGL.translatef(center[0], center[1], center[2]); F32 scale = vovolume->getLightRadius(); - glScalef(scale, scale, scale); + gGL.scalef(scale, scale, scale); LLColor4 color(vovolume->getLightColor(), .5f); - gGL.diffuseColor4fv(color.mV); + gGL.color4fv(color.mV); F32 pixel_area = 100000.f; // Render Outside - gSphere.render(pixel_area); + gSphere.render(); // Render Inside glCullFace(GL_FRONT); - gSphere.render(pixel_area); + gSphere.render(); glCullFace(GL_BACK); - glPopMatrix(); + gGL.popMatrix(); } return true; } @@ -4635,10 +4640,7 @@ void LLViewerWindow::stopGL(BOOL save_state) gPipeline.destroyGL(); } - gCone.cleanupGL(); gBox.cleanupGL(); - gSphere.cleanupGL(); - gCylinder.cleanupGL(); if(gPostProcess) { diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp index 0b746c841c..7e00350926 100644 --- a/indra/newview/llvosurfacepatch.cpp +++ b/indra/newview/llvosurfacepatch.cpp @@ -112,20 +112,6 @@ public: glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); } - if (data_mask & MAP_WEIGHT) - { - glVertexAttribPointerARB(1, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT])); - } - - if (data_mask & MAP_WEIGHT4 && sWeight4Loc != -1) - { - glVertexAttribPointerARB(sWeight4Loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4])); - } - - if (data_mask & MAP_CLOTHWEIGHT) - { - glVertexAttribPointerARB(4, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT])); - } if (data_mask & MAP_VERTEX) { glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 02d914a812..22fba90f65 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -91,8 +91,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset; val.mV[2] = (F32) i->second[2].asReal(); val.mV[3] = (F32) i->second[3].asReal(); - - shader->uniform4fv(param, 1, val.mV); + stop_glerror(); + shader->uniform4fv(param, 1, val.mV); + stop_glerror(); } else // param is the uniform name { @@ -118,8 +119,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const { val.mV[0] = i->second.asBoolean(); } - + stop_glerror(); shader->uniform4fv(param, 1, val.mV); + stop_glerror(); } } } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index d296081612..f6d021fda8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -458,7 +458,7 @@ void LLPipeline::init() } mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0); - mDeferredVB->allocateBuffer(3, 0, true); + mDeferredVB->allocateBuffer(8, 0, true); setLightingDetail(-1); } @@ -3494,7 +3494,7 @@ void LLPipeline::renderHighlights() if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightProgram.bind(); - gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f); + gHighlightProgram.uniform4f("highlight_color",1,1,1,0.5f); } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) @@ -3526,7 +3526,7 @@ void LLPipeline::renderHighlights() color.setVec(1.f, 0.f, 0.f, 0.5f); if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { - gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f); + gHighlightProgram.uniform4f("highlight_color",1,0,0,0.5f); } int count = mHighlightFaces.size(); for (S32 i = 0; i < count; i++) @@ -7021,7 +7021,7 @@ void LLPipeline::renderDeferredLighting() LLVector4 dir(mSunDir, 0.f); glh::vec4f tc(dir.mV); mat.mult_matrix_vec(tc); - mTransformedSunDir.set(dir.mV); + mTransformedSunDir.set(tc.v); } glPushMatrix(); @@ -7036,7 +7036,7 @@ void LLPipeline::renderDeferredLighting() { //paint shadow/SSAO light map (direct lighting lightmap) LLFastTimer ftm(FTM_SUN_SHADOW); bindDeferredShader(gDeferredSunProgram, 0); - + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glClearColor(1,1,1,1); mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT); glClearColor(0,0,0,0); @@ -7067,7 +7067,7 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } @@ -7091,7 +7091,8 @@ void LLPipeline::renderDeferredLighting() gDeferredEdgeProgram.bind(); mEdgeMap.bindTarget(); bindDeferredShader(gDeferredEdgeProgram); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(gDeferredEdgeProgram); mEdgeMap.flush(); } @@ -7113,7 +7114,8 @@ void LLPipeline::renderDeferredLighting() gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight()); mLuminanceMap.bindTarget(); bindDeferredShader(gLuminanceGatherProgram); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(gLuminanceGatherProgram); mLuminanceMap.flush(); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true); @@ -7131,7 +7133,8 @@ void LLPipeline::renderDeferredLighting() mGIMapPost[0].bindTarget(); bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(gDeferredGIProgram); mGIMapPost[0].flush(); } @@ -7156,7 +7159,8 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_FALSE); stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } @@ -7171,7 +7175,8 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_FALSE); stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } mGIMapPost[0].flush(); @@ -7185,13 +7190,12 @@ void LLPipeline::renderDeferredLighting() LLFastTimer ftm(FTM_SOFTEN_SHADOW); //blur lightmap mDeferredLight[1].bindTarget(); - glClearColor(1,1,1,1); mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT); glClearColor(0,0,0,0); bindDeferredShader(gDeferredBlurLightProgram); - + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian"); const U32 kern_length = 4; F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize"); @@ -7219,7 +7223,7 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } @@ -7227,6 +7231,7 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredBlurLightProgram); bindDeferredShader(gDeferredBlurLightProgram, 1); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); mDeferredLight[0].bindTarget(); gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f); @@ -7235,7 +7240,7 @@ void LLPipeline::renderDeferredLighting() LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } mDeferredLight[0].flush(); @@ -7338,12 +7343,12 @@ void LLPipeline::renderDeferredLighting() std::list light_colors; LLVertexBuffer::unbind(); + LLVector4a* v = (LLVector4a*) vert.get(); - F32 v[24]; - glVertexPointer(3, GL_FLOAT, 0, v); - { bindDeferredShader(gDeferredLightProgram); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) { @@ -7398,15 +7403,15 @@ void LLPipeline::renderDeferredLighting() //correspond to their axis facing, with bit position 3,2,1 matching //axis facing x,y,z, bit set meaning positive facing, bit clear //meaning negative facing - v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000 - v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001 - v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010 - v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011 + v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000 + v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001 + v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010 + v[3].set(c[0]-s,c[1]+s,c[2]+s); // 3 - 0011 - v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100 - v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101 - v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110 - v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111 + v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100 + v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101 + v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110 + v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111 if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || camera->getOrigin().mV[0] < c[0] - s - 0.2f || @@ -7425,8 +7430,12 @@ void LLPipeline::renderDeferredLighting() } LLFastTimer ftm(FTM_LOCAL_LIGHTS); - glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + //glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); + gDeferredLightProgram.uniform3fv("center", 1, tc.v); + gDeferredLightProgram.uniform1f("size", s*s); + gDeferredLightProgram.uniform3fv("color", 1, col.mV); + gDeferredLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); stop_glerror(); @@ -7453,6 +7462,8 @@ void LLPipeline::renderDeferredLighting() LLGLDepthTest depth(GL_TRUE, GL_FALSE); bindDeferredShader(gDeferredSpotLightProgram); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) @@ -7481,18 +7492,20 @@ void LLPipeline::renderDeferredLighting() //correspond to their axis facing, with bit position 3,2,1 matching //axis facing x,y,z, bit set meaning positive facing, bit clear //meaning negative facing - v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000 - v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001 - v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010 - v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011 + v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000 + v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001 + v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010 + v[3].set(c[0]-s,c[1]+s,c[2]+s); // 3 - 0011 - v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100 - v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101 - v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110 - v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111 - - glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100 + v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101 + v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110 + v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111 + + gDeferredSpotLightProgram.uniform3fv("center", 1, tc.v); + gDeferredSpotLightProgram.uniform1f("size", s*s); + gDeferredSpotLightProgram.uniform3fv("color", 1, col.mV); + gDeferredSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); } @@ -7500,6 +7513,11 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredSpotLightProgram); } + //reset mDeferredVB to fullscreen triangle + vert[0].set(-1,1,0); + vert[1].set(-1,-3,0); + vert[2].set(3,1,0); + { bindDeferredShader(gDeferredMultiLightProgram); @@ -7554,6 +7572,8 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) { LLFastTimer ftm(FTM_PROJECTORS); @@ -7575,9 +7595,11 @@ void LLPipeline::renderDeferredLighting() LLColor3 col = volume->getLightColor(); col *= volume->getLightIntensity(); - glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + gDeferredMultiSpotLightProgram.uniform3fv("center", 1, tc.v); + gDeferredMultiSpotLightProgram.uniform1f("size", s*s); + gDeferredMultiSpotLightProgram.uniform3fv("color", 1, col.mV); + gDeferredMultiSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); @@ -7610,7 +7632,7 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]); gDeferredPostProgram.bind(); - + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); LLVertexBuffer::unbind(); // glVertexPointer(2, GL_FLOAT, 0, vert); @@ -7622,8 +7644,8 @@ void LLPipeline::renderDeferredLighting() glPushMatrix(); glLoadIdentity(); - glDrawArrays(GL_TRIANGLES, 0, 3); - + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); @@ -8294,12 +8316,14 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gDeferredShadowAlphaMaskProgram.bind(); gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f); renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE); - gGL.diffuseColor4f(1,1,1,1); + gDeferredTreeShadowProgram.bind(); + gDeferredTreeShadowProgram.setAlphaRange(0.6f, 1.f); renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE); } //glCullFace(GL_BACK); + gDeferredShadowProgram.bind(); gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); doOcclusion(shadow_cam); @@ -9676,6 +9700,11 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) static const F32 clip_plane = 0.99999f; + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + gGL.color4ub(64,64,64,255); gGL.begin(LLRender::QUADS); gGL.vertex3f(-1, -1, clip_plane); @@ -9685,6 +9714,11 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) gGL.end(); gGL.flush(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } + glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); -- cgit v1.3 From 2dd8ce53e4e0d14f2bc20796eb6bdf1ef12a65df Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 11 Aug 2011 14:19:58 -0500 Subject: SH-2242 FXAA support instead of unreliable multisample textures (done here because it's a smaller change than integrating glVertexAttrib with FSAA pipe). Shader integration with LLDynamicTexture subclasses. --- indra/llrender/llgl.cpp | 2 + indra/llrender/llshadermgr.cpp | 13 +- .../class1/deferred/postDeferredNoDoFF.glsl | 2086 +++++++++++++++++++- .../shaders/class1/deferred/postDeferredV.glsl | 5 + .../shaders/class1/interface/glowcombineFXAAF.glsl | 23 + .../shaders/class1/interface/glowcombineFXAAV.glsl | 19 + .../shaders/class1/objects/previewV.glsl | 30 + indra/newview/llfloateranimpreview.cpp | 5 + indra/newview/llfloaterimagepreview.cpp | 39 +- indra/newview/llspatialpartition.cpp | 21 +- indra/newview/lltoolmorph.cpp | 5 + indra/newview/llviewershadermgr.cpp | 42 + indra/newview/llviewershadermgr.h | 2 + indra/newview/pipeline.cpp | 58 +- indra/newview/pipeline.h | 1 + .../newview/skins/default/xui/en/floater_about.xml | 52 +- 16 files changed, 2347 insertions(+), 56 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/previewV.glsl (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 87a6b9b885..1a2fe0ea0e 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -582,6 +582,8 @@ bool LLGLManager::initGL() glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords); } + //HACK always disable texture multisample, use FXAA instead + mHasTextureMultisample = FALSE; #if LL_WINDOWS if (mIsATI) { //using multisample textures on ATI results in black screen for some reason diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 986c1f2774..2334435644 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -531,9 +531,9 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade } //we can't have any lines longer than 1024 characters - //or any shaders longer than 1024 lines... deal - DaveP + //or any shaders longer than 4096 lines... deal - DaveP GLcharARB buff[1024]; - GLcharARB* text[1024]; + GLcharARB* text[4096]; GLuint count = 0; if (gGLManager.mGLVersion < 2.1f) @@ -649,7 +649,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade } //copy file into memory - while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) ) + while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(text) ) { text[count++] = (GLcharARB *)strdup((char *)buff); } @@ -709,6 +709,13 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade for (GLuint i = 0; i < count; i++) { ostr << i << ": " << text[i]; + + if (i % 128 == 0) + { //dump every 128 lines + LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl; + ostr = std::stringstream(); + } + } LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index bf829bfc56..4c531ed20b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -1,24 +1,2096 @@ /** - * @file postDeferredF.glsl + * @file postDeferredNoDoFF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ +#extension GL_ARB_texture_rectangle : enable +#define FXAA_PC 1 +#define FXAA_GLSL_130 1 +#define FXAA_QUALITY__PRESET 12 -#extension GL_ARB_texture_rectangle : enable +/*============================================================================ + + + NVIDIA FXAA 3.11 by TIMOTHY LOTTES + + +------------------------------------------------------------------------------ +COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. +------------------------------------------------------------------------------ +TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA +OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR +CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR +LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, +OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE +THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + +------------------------------------------------------------------------------ + INTEGRATION CHECKLIST +------------------------------------------------------------------------------ +(1.) +In the shader source, setup defines for the desired configuration. +When providing multiple shaders (for different presets), +simply setup the defines differently in multiple files. +Example, + + #define FXAA_PC 1 + #define FXAA_HLSL_5 1 + #define FXAA_QUALITY__PRESET 12 + +Or, + + #define FXAA_360 1 + +Or, + + #define FXAA_PS3 1 + +Etc. + +(2.) +Then include this file, + + #include "Fxaa3_11.h" + +(3.) +Then call the FXAA pixel shader from within your desired shader. +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. +As for FXAA 3.11 all inputs for all shaders are the same +to enable easy porting between platforms. + + return FxaaPixelShader(...); + +(4.) +Insure pass prior to FXAA outputs RGBL (see next section). +Or use, + + #define FXAA_GREEN_AS_LUMA 1 + +(5.) +Setup engine to provide the following constants +which are used in the FxaaPixelShader() inputs, + + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir + +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. + +(6.) +Have FXAA vertex shader run as a full screen triangle, +and output "pos" and "fxaaConsolePosPos" +such that inputs in the pixel shader provide, + + // {xy} = center of pixel + FxaaFloat2 pos, + + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + +(7.) +Insure the texture sampler(s) used by FXAA are set to bilinear filtering. + + +------------------------------------------------------------------------------ + INTEGRATION - RGBL AND COLORSPACE +------------------------------------------------------------------------------ +FXAA3 requires RGBL as input unless the following is set, + + #define FXAA_GREEN_AS_LUMA 1 + +In which case the engine uses green in place of luma, +and requires RGB input is in a non-linear colorspace. + +RGB should be LDR (low dynamic range). +Specifically do FXAA after tonemapping. + +RGB data as returned by a texture fetch can be non-linear, +or linear when FXAA_GREEN_AS_LUMA is not set. +Note an "sRGB format" texture counts as linear, +because the result of a texture fetch is linear data. +Regular "RGBA8" textures in the sRGB colorspace are non-linear. + +If FXAA_GREEN_AS_LUMA is not set, +luma must be stored in the alpha channel prior to running FXAA. +This luma should be in a perceptual space (could be gamma 2.0). +Example pass before FXAA where output is gamma 2.0 encoded, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma + return color; + +Another example where output is linear encoded, +say for instance writing to an sRGB formated render target, +where the render target does the conversion back to sRGB after blending, + + color.rgb = ToneMap(color.rgb); // linear color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma + return color; + +Getting luma correct is required for the algorithm to work correctly. + + +------------------------------------------------------------------------------ + BEING LINEARLY CORRECT? +------------------------------------------------------------------------------ +Applying FXAA to a framebuffer with linear RGB color will look worse. +This is very counter intuitive, but happends to be true in this case. +The reason is because dithering artifacts will be more visiable +in a linear colorspace. + + +------------------------------------------------------------------------------ + COMPLEX INTEGRATION +------------------------------------------------------------------------------ +Q. What if the engine is blending into RGB before wanting to run FXAA? + +A. In the last opaque pass prior to FXAA, + have the pass write out luma into alpha. + Then blend into RGB only. + FXAA should be able to run ok + assuming the blending pass did not any add aliasing. + This should be the common case for particles and common blending passes. + +A. Or use FXAA_GREEN_AS_LUMA. + +============================================================================*/ + +/*============================================================================ + + INTEGRATION KNOBS + +============================================================================*/ +// +// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). +// FXAA_360_OPT is a prototype for the new optimized 360 version. +// +// 1 = Use API. +// 0 = Don't use API. +// +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PS3 + #define FXAA_PS3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360 + #define FXAA_360 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360_OPT + #define FXAA_360_OPT 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_PC + // + // FXAA Quality + // The high quality PC algorithm. + // + #define FXAA_PC 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PC_CONSOLE + // + // The console algorithm for PC is included + // for developers targeting really low spec machines. + // Likely better to just run FXAA_PC, and use a really low preset. + // + #define FXAA_PC_CONSOLE 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_5 + #define FXAA_HLSL_5 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA + // + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT + // + // Controls algorithm's early exit path. + // On PS3 turning this ON adds 2 cycles to the shader. + // On 360 turning this OFF adds 10ths of a millisecond to the shader. + // Turning this off on console will result in a more blurry image. + // So this defaults to on. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD + // + // Only valid for PC OpenGL currently. + // Probably will not work when FXAA_GREEN_AS_LUMA = 1. + // + // 1 = Use discard on pixels which don't need AA. + // For APIs which enable concurrent TEX+ROP from same surface. + // 0 = Return unchanged color on pixels which don't need AA. + // + #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET + // + // Used for GLSL 120 only. + // + // 1 = GL API supports fast pixel offsets + // 0 = do not use fast pixel offsets + // + #ifdef GL_EXT_gpu_shader4 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifndef FXAA_FAST_PIXEL_OFFSET + #define FXAA_FAST_PIXEL_OFFSET 0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA + // + // 1 = API supports gather4 on alpha channel. + // 0 = API does not support gather4 on alpha channel. + // + #if (FXAA_HLSL_5 == 1) + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif +#endif + +/*============================================================================ + FXAA CONSOLE PS3 - TUNING KNOBS +============================================================================*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS + // + // Consoles the sharpness of edges on PS3 only. + // Non-PS3 tuning is done with shader input. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 8.0 is sharper + // 4.0 is softer + // 2.0 is really soft (good for vector graphics inputs) + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD + // + // Only effects PS3. + // Non-PS3 tuning is done with shader input. + // + // The minimum amount of local contrast required to apply algorithm. + // The console setting has a different mapping than the quality setting. + // + // This only applies when FXAA_EARLY_EXIT is 1. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 0.25 and 0.125. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 0.125 leaves less aliasing, but is softer + // 0.25 leaves more aliasing, and is sharper + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 + #else + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 + #endif +#endif + +/*============================================================================ + FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET + // + // Choose the quality preset. + // This needs to be compiled into the shader as it effects code. + // Best option to include multiple presets is to + // in each shader define the preset, then include this file. + // + // OPTIONS + // ----------------------------------------------------------------------- + // 10 to 15 - default medium dither (10=fastest, 15=highest quality) + // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) + // 39 - no dither, very expensive + // + // NOTES + // ----------------------------------------------------------------------- + // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) + // 13 = about same speed as FXAA 3.9 and better than 12 + // 23 = closest to FXAA 3.9 visually and performance wise + // _ = the lowest digit is directly related to performance + // _ = the highest digit is directly related to style + // + #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + + FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ + FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 3.0 + #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 3.0 + #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 4.0 + #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 4.0 + #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 4.0 + #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ + FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 2.0 + #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 3.0 + #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) + #define FXAA_QUALITY__PS 9 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 4.0 + #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) + #define FXAA_QUALITY__PS 10 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 4.0 + #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) + #define FXAA_QUALITY__PS 11 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 4.0 + #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif -uniform sampler2DRect diffuseRect; -uniform sampler2D bloomMap; +/*============================================================================ + FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.0 + #define FXAA_QUALITY__P2 1.0 + #define FXAA_QUALITY__P3 1.0 + #define FXAA_QUALITY__P4 1.0 + #define FXAA_QUALITY__P5 1.5 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + + +/*============================================================================ + + API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +#else + #define FxaaBool bool + #define FxaaDiscard clip(-1) + #define FxaaFloat float + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaHalf half + #define FxaaHalf2 half2 + #define FxaaHalf3 half3 + #define FxaaHalf4 half4 + #define FxaaSat(x) saturate(x) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) + // Requires, + // #version 120 + // And at least, + // #extension GL_EXT_gpu_shader4 : enable + // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) + #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) + #if (FXAA_FAST_PIXEL_OFFSET == 1) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) + #else + #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) + #endif + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) + // Requires "#version 130" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) + #define FxaaInt2 float2 + #define FxaaTex sampler2D + #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) + #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_4 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_5 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) + #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) + #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) + #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) + #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) +#endif + + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + + + + +/*============================================================================ + + FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // Used only for FXAA Console, and not used on the 360 version. + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + // + // Input color texture. + // {rgb_} = color in linear or perceptual color space + // if (FXAA_GREEN_AS_LUMA == 0) + // {___a} = luma in perceptual color space (not linear) + FxaaTex tex, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 2nd sampler. + // This sampler needs to have an exponent bias of -1. + FxaaTex fxaaConsole360TexExpBiasNegOne, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 3nd sampler. + // This sampler needs to have an exponent bias of -2. + FxaaTex fxaaConsole360TexExpBiasNegTwo, + // + // Only used on FXAA Quality. + // This must be from a constant/uniform. + // {x_} = 1.0/screenWidthInPixels + // {_y} = 1.0/screenHeightInPixels + FxaaFloat2 fxaaQualityRcpFrame, + // + // Only used on FXAA Console. + // This must be from a constant/uniform. + // This effects sub-pixel AA quality and inversely sharpness. + // Where N ranges between, + // N = 0.50 (default) + // N = 0.33 (sharper) + // {x___} = -N/screenWidthInPixels + // {_y__} = -N/screenHeightInPixels + // {__z_} = N/screenWidthInPixels + // {___w} = N/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt, + // + // Only used on FXAA Console. + // Not used on 360, but used on PS3 and PC. + // This must be from a constant/uniform. + // {x___} = -2.0/screenWidthInPixels + // {_y__} = -2.0/screenHeightInPixels + // {__z_} = 2.0/screenWidthInPixels + // {___w} = 2.0/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + // + // Only used on FXAA Console. + // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. + // This must be from a constant/uniform. + // {x___} = 8.0/screenWidthInPixels + // {_y__} = 8.0/screenHeightInPixels + // {__z_} = -4.0/screenWidthInPixels + // {___w} = -4.0/screenHeightInPixels + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + FxaaFloat fxaaQualitySubpix, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + FxaaFloat fxaaQualityEdgeThreshold, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaQualityEdgeThresholdMin, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + FxaaFloat fxaaConsoleEdgeSharpness, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. + // Due to the PS3 being ALU bound, + // there are only two safe values here: 1/4 and 1/8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // The console setting has a different mapping than the quality setting. + // Other platforms can use other values. + // 0.125 leaves less aliasing, but is softer (default!!!) + // 0.25 leaves more aliasing, and is sharper + FxaaFloat fxaaConsoleEdgeThreshold, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // The console setting has a different mapping than the quality setting. + // This only applies when FXAA_EARLY_EXIT is 1. + // This does not apply to PS3, + // PS3 was simplified to avoid more shader instructions. + // 0.06 - faster but more aliasing in darks + // 0.05 - default + // 0.04 - slower and less aliasing in darks + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaConsoleEdgeThresholdMin, + // + // Extra constants for 360 FXAA Console only. + // Use zeros or anything else for other platforms. + // These must be in physical constant registers and NOT immedates. + // Immedates will result in compiler un-optimizing. + // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + #if (FXAA_GATHER4_ALPHA == 1) + #if (FXAA_DISCARD == 0) + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); + #else + FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); + #endif + #if (FXAA_DISCARD == 1) + #define lumaM luma4A.w + #endif + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x + #else + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat maxSM = max(lumaS, lumaM); + FxaaFloat minSM = min(lumaS, lumaM); + FxaaFloat maxESM = max(lumaE, maxSM); + FxaaFloat minESM = min(lumaE, minSM); + FxaaFloat maxWN = max(lumaN, lumaW); + FxaaFloat minWN = min(lumaN, lumaW); + FxaaFloat rangeMax = max(maxWN, maxESM); + FxaaFloat rangeMin = min(minWN, minESM); + FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; + FxaaFloat range = rangeMax - rangeMin; + FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); + FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ + if(earlyExit) + #if (FXAA_DISCARD == 1) + FxaaDiscard; + #else + return rgbyM; + #endif +/*--------------------------------------------------------------------------*/ + #if (FXAA_GATHER4_ALPHA == 0) + FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #else + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNS = lumaN + lumaS; + FxaaFloat lumaWE = lumaW + lumaE; + FxaaFloat subpixRcpRange = 1.0/range; + FxaaFloat subpixNSWE = lumaNS + lumaWE; + FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; + FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNESE = lumaNE + lumaSE; + FxaaFloat lumaNWNE = lumaNW + lumaNE; + FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNWSW = lumaNW + lumaSW; + FxaaFloat lumaSWSE = lumaSW + lumaSE; + FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); + FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); + FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; + FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; + FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; + FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ + FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; + FxaaFloat lengthSign = fxaaQualityRcpFrame.x; + FxaaBool horzSpan = edgeHorz >= edgeVert; + FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; + FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ + FxaaFloat gradientN = lumaN - lumaM; + FxaaFloat gradientS = lumaS - lumaM; + FxaaFloat lumaNN = lumaN + lumaM; + FxaaFloat lumaSS = lumaS + lumaM; + FxaaBool pairN = abs(gradientN) >= abs(gradientS); + FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); + if(pairN) lengthSign = -lengthSign; + FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posB; + posB.x = posM.x; + posB.y = posM.y; + FxaaFloat2 offNP; + offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; + offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; + if(!horzSpan) posB.x += lengthSign * 0.5; + if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posN; + posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; + FxaaFloat2 posP; + posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; + FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; + FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); + FxaaFloat subpixE = subpixC * subpixC; + FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ + if(!pairN) lumaNN = lumaSS; + FxaaFloat gradientScaled = gradient * 1.0/4.0; + FxaaFloat lumaMM = lumaM - lumaNN * 0.5; + FxaaFloat subpixF = subpixD * subpixE; + FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ + lumaEndN -= lumaNN * 0.5; + lumaEndP -= lumaNN * 0.5; + FxaaBool doneN = abs(lumaEndN) >= gradientScaled; + FxaaBool doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; + FxaaBool doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; +/*--------------------------------------------------------------------------*/ + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 3) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 4) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 5) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 6) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 7) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 8) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 9) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 10) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 11) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 12) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } +/*--------------------------------------------------------------------------*/ + FxaaFloat dstN = posM.x - posN.x; + FxaaFloat dstP = posP.x - posM.x; + if(!horzSpan) dstN = posM.y - posN.y; + if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ + FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + FxaaFloat spanLength = (dstP + dstN); + FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ + FxaaBool directionN = dstN < dstP; + FxaaFloat dst = min(dstN, dstP); + FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; + FxaaFloat subpixG = subpixF * subpixF; + FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; + FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ + FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + #if (FXAA_DISCARD == 1) + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif +} +/*==========================================================================*/ +#endif + + + + +/*============================================================================ + + FXAA3 CONSOLE - PC VERSION + +------------------------------------------------------------------------------ +Instead of using this on PC, I'd suggest just using FXAA Quality with + #define FXAA_QUALITY__PRESET 10 +Or + #define FXAA_QUALITY__PRESET 20 +Either are higher qualilty and almost as fast as this on modern PC GPUs. +============================================================================*/ +#if (FXAA_PC_CONSOLE == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); + FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); + FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); + FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat lumaM = rgbyM.w; + #else + FxaaFloat lumaM = rgbyM.y; + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); + lumaNe += 1.0/384.0; + FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); + FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); + FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMinM = min(lumaMin, lumaM); + FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); + FxaaFloat lumaMaxM = max(lumaMax, lumaM); + FxaaFloat dirSwMinusNe = lumaSw - lumaNe; + FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; + FxaaFloat dirSeMinusNw = lumaSe - lumaNw; + if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir; + dir.x = dirSwMinusNe + dirSeMinusNw; + dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir1 = normalize(dir.xy); + FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); + FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; + FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); + FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; + FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); + #else + FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); + #endif + if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; + return rgbyB; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - 360 PIXEL SHADER + +------------------------------------------------------------------------------ +This optimized version thanks to suggestions from Andy Luedke. +Should be fully tex bound in all cases. +As of the FXAA 3.11 release, I have still not tested this code, +however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. +And note this is replacing the old unoptimized version. +If it does not work, please let me know so I can fix it. +============================================================================*/ +#if (FXAA_360 == 1) +/*--------------------------------------------------------------------------*/ +[reduceTempRegUsage(4)] +float4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + float4 lumaNwNeSwSe; + #if (FXAA_GREEN_AS_LUMA == 0) + asm { + tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #else + asm { + tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #endif +/*--------------------------------------------------------------------------*/ + lumaNwNeSwSe.y += 1.0/384.0; + float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); + float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); +/*--------------------------------------------------------------------------*/ + float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + float lumaMinM = min(lumaMin, rgbyM.w); + float lumaMaxM = max(lumaMax, rgbyM.w); + #else + float lumaMinM = min(lumaMin, rgbyM.y); + float lumaMaxM = max(lumaMax, rgbyM.y); + #endif + if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; +/*--------------------------------------------------------------------------*/ + float2 dir; + dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); + dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); + dir = normalize(dir); +/*--------------------------------------------------------------------------*/ + float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; +/*--------------------------------------------------------------------------*/ + float4 dir2; + float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; + dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); + dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; +/*--------------------------------------------------------------------------*/ + float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); + float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); + float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); + float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ + float4 rgbyA = rgbyN1 + rgbyP1; + float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; +/*--------------------------------------------------------------------------*/ + float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; + rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; + return rgbyR; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) + +============================================================================== +The code below does not exactly match the assembly. +I have a feeling that 12 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h0.w(TRUE), v5.xwxx, #0 + 6: addh h0.z(TRUE), -h2, h0.w + 7: texpkb h1.w(TRUE), v5, #0 + 9: addh h0.x(TRUE), h0.z, -h1.w + 10: addh h3.w(TRUE), h0.z, h1 + 11: texpkb h2.w(TRUE), v5.zwzz, #0 + 13: addh h0.z(TRUE), h3.w, -h2.w + 14: addh h0.x(TRUE), h2.w, h0 + 15: nrmh h1.xz(TRUE), h0_n + 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| + 17: maxh h4.w(TRUE), h0, h1 + 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n + 19: movr r1.zw(TRUE), v4.xxxy + 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww + 22: minh h5.w(TRUE), h0, h1 + 23: texpkb h0(TRUE), r2.xzxx, #0 + 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 + 27: maxh h4.x(TRUE), h2.z, h2.w + 28: texpkb h1(TRUE), r0.zwzz, #0 + 30: addh_d2 h1(TRUE), h0, h1 + 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 33: texpkb h0(TRUE), r0, #0 + 35: minh h4.z(TRUE), h2, h2.w + 36: fenct TRUE + 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 39: texpkb h2(TRUE), r1, #0 + 41: addh_d2 h0(TRUE), h0, h2 + 42: maxh h2.w(TRUE), h4, h4.x + 43: minh h2.x(TRUE), h5.w, h4.z + 44: addh_d2 h0(TRUE), h0, h1 + 45: slth h2.x(TRUE), h0.w, h2 + 46: sgth h2.w(TRUE), h0, h2 + 47: movh h0(TRUE), h0 + 48: addx.c0 rc(TRUE), h2, h2.w + 49: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; + | | | + 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; + | | | + 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; + | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; + | | | + 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; + | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; + | | | + 5 | SCT1 | mov | 15: NRMh h1.xz, h0; + | SRB | nrm | 15: NRMh h1.xz, h0; + | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; + | SCB1 | max | 17: MAXh h4.w, h0, h1; + | | | + 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; + | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; + | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; + | SCB1 | min | 22: MINh h5.w, h0, h1; + | | | + 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; + | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; + | | | + 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; + | | | + 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; + | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; + | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; + | | | + 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; + | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; + | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; + | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; + | | | + 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; + | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; + | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; + | | | + 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; + | SCT1 | set | 46: SGTh h2.w, h0, h2; + | SCB0/1 | mul | 47: MOVh h0, h0; + | | | + 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; + | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 0% 0% 50% + 6: 100% 0% 75% + 7: 0% 100% 75% + 8: 0% 100% 100% + 9: 0% 100% 25% + 10: 0% 100% 100% + 11: 50% 0% 100% + 12: 50% 0% 100% + 13: 25% 0% 100% + +MEAN: 17% 61% 67% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 0% 100% + 2: 0% 0% 100% 0% 100% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 0% 0% 0% 100% 100% + 6: 100% 100% 0% 100% 100% + 7: 0% 0% 100% 100% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 0% 100% + 10: 0% 0% 100% 100% 100% + 11: 100% 100% 0% 100% 100% + 12: 100% 100% 0% 100% 100% + 13: 100% 0% 0% 100% 100% + +MEAN: 30% 23% 61% 76% 100% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 13 cycles, 3 r regs, 923,076,923 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O3 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 dir; + half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + lumaNe.w += half(1.0/512.0); + dir.x = -lumaNe.w; + dir.z = -lumaNe.w; + #else + lumaNe.y += half(1.0/512.0); + dir.x = -lumaNe.y; + dir.z = -lumaNe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSw.w; + dir.z += lumaSw.w; + #else + dir.x += lumaSw.y; + dir.z += lumaSw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x -= lumaNw.w; + dir.z += lumaNw.w; + #else + dir.x -= lumaNw.y; + dir.z += lumaNw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSe.w; + dir.z -= lumaSe.w; + #else + dir.x += lumaSe.y; + dir.z -= lumaSe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half4 dir1_pos; + dir1_pos.xy = normalize(dir.xyz).xz; + half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (7) + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (8) + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (9) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (11) + // compilier moves these scalar ops up to other cycles + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); + half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); + #else + half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); + half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); + #endif + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (12) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif +/*--------------------------------------------------------------------------*/ +// (13) + if(twoTapLt || twoTapGt) rgby2 = rgby1; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) + +============================================================================== +The code mostly matches the assembly. +I have a feeling that 14 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). +Will look at fixing this for FXAA 3.12. +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h1.w(TRUE), v5.xwxx, #0 + 6: addh h0.x(TRUE), h1.w, -h2.y + 7: texpkb h2.w(TRUE), v5.zwzz, #0 + 9: minh h4.w(TRUE), h2.y, h2 + 10: maxh h5.x(TRUE), h2.y, h2.w + 11: texpkb h0.w(TRUE), v5, #0 + 13: addh h3.w(TRUE), -h0, h0.x + 14: addh h0.x(TRUE), h0.w, h0 + 15: addh h0.z(TRUE), -h2.w, h0.x + 16: addh h0.x(TRUE), h2.w, h3.w + 17: minh h5.y(TRUE), h0.w, h1.w + 18: nrmh h2.xz(TRUE), h0_n + 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| + 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w + 21: movr r1.zw(TRUE), v4.xxxy + 22: maxh h2.w(TRUE), h0, h1 + 23: fenct TRUE + 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 26: texpkb h0(TRUE), r0, #0 + 28: maxh h5.x(TRUE), h2.w, h5 + 29: minh h5.w(TRUE), h5.y, h4 + 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 32: texpkb h2(TRUE), r1, #0 + 34: addh_d2 h2(TRUE), h0, h2 + 35: texpkb h1(TRUE), v4, #0 + 37: maxh h5.y(TRUE), h5.x, h1.w + 38: minh h4.w(TRUE), h1, h5 + 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 41: texpkb h0(TRUE), r0, #0 + 43: addh_m8 h5.z(TRUE), h5.y, -h4.w + 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 46: texpkb h3(TRUE), r2, #0 + 48: addh_d2 h0(TRUE), h0, h3 + 49: addh_d2 h3(TRUE), h0, h2 + 50: movh h0(TRUE), h3 + 51: slth h3.x(TRUE), h3.w, h5.w + 52: sgth h3.w(TRUE), h3, h5.x + 53: addx.c0 rc(TRUE), h3.x, h3 + 54: slth.c0 rc(TRUE), h5.z, h5 + 55: movh h0(c0.NE.w), h2 + 56: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; + | | | + 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; + | | | + 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; + | SCB1 | min | 9: MINh h4.w, h2.---y, h2; + | | | + 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; + | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; + | | | + 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; + | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; + | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; + | | | + 6 | SCT1 | mov | 18: NRMh h2.xz, h0; + | SRB | nrm | 18: NRMh h2.xz, h0; + | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; + | | | + 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; + | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; + | SCB1 | max | 22: MAXh h2.w, h0, h1; + | | | + 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; + | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; + | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; + | SCB1 | min | 29: MINh h5.w, h5.---y, h4; + | | | + 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; + | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; + | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; + | | | + 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; + | SCB1 | min | 38: MINh h4.w, h1, h5; + | | | + 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; + | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; + | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; + | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; + | | | + 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; + | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; + | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; + | | | + 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; + | SCB0/1 | mul | 50: MOVh h0, h3; + | | | + 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; + | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; + | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; + | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; + | | | + 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; + | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 50% 0% 25% + 6: 0% 0% 25% + 7: 100% 0% 25% + 8: 0% 100% 50% + 9: 0% 100% 100% + 10: 0% 100% 50% + 11: 0% 100% 75% + 12: 0% 100% 100% + 13: 100% 0% 100% + 14: 50% 0% 50% + 15: 100% 0% 100% + +MEAN: 26% 60% 56% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 100% 0% + 2: 0% 0% 100% 100% 0% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 100% 100% 0% 100% 0% + 6: 0% 0% 0% 0% 100% + 7: 100% 100% 0% 0% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 100% 100% + 10: 0% 0% 100% 100% 100% + 11: 0% 0% 100% 100% 100% + 12: 0% 0% 100% 100% 100% + 13: 100% 100% 0% 100% 100% + 14: 100% 100% 0% 100% 100% + 15: 100% 100% 0% 100% 100% + +MEAN: 33% 33% 60% 86% 80% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 15 cycles, 3 r regs, 800,000,000 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O2 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaNe = rgbyNe.w + half(1.0/512.0); + #else + half lumaNe = rgbyNe.y + half(1.0/512.0); + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaSwNegNe = lumaSw.w - lumaNe; + #else + half lumaSwNegNe = lumaSw.y - lumaNe; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); + half lumaMinNwSw = min(lumaNw.w, lumaSw.w); + #else + half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); + half lumaMinNwSw = min(lumaNw.y, lumaSw.y); + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half dirZ = lumaNw.w + lumaSwNegNe; + half dirX = -lumaNw.w + lumaSwNegNe; + #else + half dirZ = lumaNw.y + lumaSwNegNe; + half dirX = -lumaNw.y + lumaSwNegNe; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half3 dir; + dir.y = 0.0; + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x = lumaSe.w + dirX; + dir.z = -lumaSe.w + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.w); + #else + dir.x = lumaSe.y + dirX; + dir.z = -lumaSe.y + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir1_pos; + dir1_pos.xy = normalize(dir).xz; + half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (7) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNeSe = max(lumaNe, lumaSe.w); + #else + half lumaMaxNeSe = max(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (8) + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); + half lumaMin = min(lumaMinNwSw, lumaMinNeSe); +/*--------------------------------------------------------------------------*/ +// (9) + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxM = max(lumaMax, rgbyM.w); + half lumaMinM = min(lumaMin, rgbyM.w); + #else + half lumaMaxM = max(lumaMax, rgbyM.y); + half lumaMinM = min(lumaMin, rgbyM.y); + #endif +/*--------------------------------------------------------------------------*/ +// (11) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; +/*--------------------------------------------------------------------------*/ +// (12) + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (13) + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (14) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif + bool earlyExit = lumaRangeM < lumaMax; + bool twoTap = twoTapLt || twoTapGt; +/*--------------------------------------------------------------------------*/ +// (15) + if(twoTap) rgby2 = rgby1; + if(earlyExit) rgby2 = rgbyM; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + +uniform sampler2D diffuseMap; + +uniform vec2 rcp_screen_res; +uniform vec4 rcp_frame_opt; +uniform vec4 rcp_frame_opt2; uniform vec2 screen_res; varying vec2 vary_fragcoord; +varying vec2 vary_tc; void main() { - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = FxaaPixelShader(vary_tc, //pos + vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos + diffuseMap, //tex + diffuseMap, + diffuseMap, + rcp_screen_res, //fxaaQualityRcpFrame + vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt + rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 + rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 + 0.75, //fxaaQualitySubpix + 0.166, //fxaaQualityEdgeThreshold + 0.0833, //fxaaQualityEdgeThresholdMin + 8.0, //fxaaConsoleEdgeSharpness + 0.125, //fxaaConsoleEdgeThreshold + 0.05, //fxaaConsoleEdgeThresholdMin + vec4(0,0,0,0)); //fxaaConsole360ConstDir + + + + //diff = texture2D(diffuseMap, vary_tc); + + gl_FragColor = diff; - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 30dbe3f75e..c327011184 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -8,6 +8,10 @@ attribute vec3 position; varying vec2 vary_fragcoord; +varying vec2 vary_tc; + +uniform vec2 tc_scale; + uniform vec2 screen_res; void main() @@ -15,5 +19,6 @@ void main() //transform vertex vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); gl_Position = pos; + vary_tc = (pos.xy*0.5+0.5)*tc_scale; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl new file mode 100644 index 0000000000..6639f88047 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -0,0 +1,23 @@ +/** + * @file glowcombineFXAAF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2D glowMap; +uniform sampler2DRect screenMap; + +uniform vec2 screen_res; +varying vec2 vary_tc; + +void main() +{ + vec3 col = texture2D(glowMap, vary_tc).rgb + + texture2DRect(screenMap, vary_tc*screen_res).rgb; + + + gl_FragColor = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl new file mode 100644 index 0000000000..f54876135e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -0,0 +1,19 @@ +/** + * @file glowcombineFXAAV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec3 position; + +varying vec2 vary_tc; + +void main() +{ + vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_Position = pos; + + vary_tc = pos.xy*0.5+0.5; +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl new file mode 100644 index 0000000000..555c59c37e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -0,0 +1,30 @@ +/** + * @file previewV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ + //transform vertex + vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vec3 norm = normalize(gl_NormalMatrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/llfloateranimpreview.cpp b/indra/newview/llfloateranimpreview.cpp index 1f334815d6..ef92dfd956 100644 --- a/indra/newview/llfloateranimpreview.cpp +++ b/indra/newview/llfloateranimpreview.cpp @@ -1072,6 +1072,11 @@ BOOL LLPreviewAnimation::render() gGL.pushMatrix(); glLoadIdentity(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + LLGLSUIDefault def; gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4f(0.15f, 0.2f, 0.3f, 1.f); diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp index dc4c15316a..b9c298ff9d 100644 --- a/indra/newview/llfloaterimagepreview.cpp +++ b/indra/newview/llfloaterimagepreview.cpp @@ -50,6 +50,7 @@ #include "llvoavatar.h" #include "pipeline.h" #include "lluictrlfactory.h" +#include "llviewershadermgr.h" #include "llviewertexturelist.h" #include "llstring.h" @@ -662,6 +663,11 @@ BOOL LLImagePreviewAvatar::render() LLGLSUIDefault def; gGL.color4f(0.15f, 0.2f, 0.3f, 1.f); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + gl_rect_2d_simple( mFullWidth, mFullHeight ); glMatrixMode(GL_PROJECTION); @@ -690,8 +696,7 @@ BOOL LLImagePreviewAvatar::render() LLVertexBuffer::unbind(); avatarp->updateLOD(); - - + if (avatarp->mDrawable.notNull()) { LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE); @@ -790,15 +795,17 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance) U32 num_indices = vf.mNumIndices; U32 num_vertices = vf.mNumVertices; - mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL, 0); + mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0, 0); mVertexBuffer->allocateBuffer(num_vertices, num_indices, TRUE); LLStrider vertex_strider; LLStrider normal_strider; + LLStrider tc_strider; LLStrider index_strider; mVertexBuffer->getVertexStrider(vertex_strider); mVertexBuffer->getNormalStrider(normal_strider); + mVertexBuffer->getTexCoord0Strider(tc_strider); mVertexBuffer->getIndexStrider(index_strider); // build vertices and normals @@ -806,7 +813,8 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance) pos = (LLVector3*) vf.mPositions; pos.setStride(16); LLStrider norm; norm = (LLVector3*) vf.mNormals; norm.setStride(16); - + LLStrider tc; + tc = (LLVector2*) vf.mTexCoords; tc.setStride(8); for (U32 i = 0; i < num_vertices; i++) { @@ -814,6 +822,7 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance) LLVector3 normal = *norm++; normal.normalize(); *(normal_strider++) = normal; + *(tc_strider++) = *tc++; } // build indices @@ -846,8 +855,13 @@ BOOL LLImagePreviewSculpted::render() gGL.color4f(0.15f, 0.2f, 0.3f, 1.f); - gl_rect_2d_simple( mFullWidth, mFullHeight ); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + gl_rect_2d_simple( mFullWidth, mFullHeight ); + glMatrixMode(GL_PROJECTION); gGL.popMatrix(); @@ -876,17 +890,28 @@ BOOL LLImagePreviewSculpted::render() const LLVolumeFace &vf = mVolume->getVolumeFace(0); U32 num_indices = vf.mNumIndices; - mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL); - gPipeline.enableLightsAvatar(); + + if (LLGLSLShader::sNoFixedFunction) + { + gObjectPreviewProgram.bind(); + } gGL.pushMatrix(); const F32 SCALE = 1.25f; gGL.scalef(SCALE, SCALE, SCALE); const F32 BRIGHTNESS = 0.9f; gGL.color3f(BRIGHTNESS, BRIGHTNESS, BRIGHTNESS); + + mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0); mVertexBuffer->draw(LLRender::TRIANGLES, num_indices, 0); gGL.popMatrix(); + + if (LLGLSLShader::sNoFixedFunction) + { + gObjectPreviewProgram.unbind(); + } + return TRUE; } diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 3d371f7a44..ed124cfecf 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2436,8 +2436,7 @@ void pushVerts(LLVolume* volume) for (S32 i = 0; i < volume->getNumVolumeFaces(); ++i) { const LLVolumeFace& face = volume->getVolumeFace(i); - glVertexPointer(3, GL_FLOAT, 16, face.mPositions); - glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices); + LLVertexBuffer::drawElements(LLRender::TRIANGLES, face.mPositions, NULL, face.mNumIndices, face.mIndices); } } @@ -3178,13 +3177,13 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) LLVertexBuffer::unbind(); llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShader != 0); - - glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints); - glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices); + + LLVertexBuffer::drawElements(LLRender::TRIANGLES, phys_volume->mHullPoints, NULL, phys_volume->mNumHullIndices, phys_volume->mHullIndices); gGL.diffuseColor4fv(color.mV); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices); + LLVertexBuffer::drawElements(LLRender::TRIANGLES, phys_volume->mHullPoints, NULL, phys_volume->mNumHullIndices, phys_volume->mHullIndices); + } else { @@ -4115,6 +4114,11 @@ void LLSpatialPartition::renderDebug() return; } + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_PRIORITY)) { //sLastMaxTexPriority = lerp(sLastMaxTexPriority, sCurMaxTexPriority, gFrameIntervalSeconds); @@ -4143,6 +4147,11 @@ void LLSpatialPartition::renderDebug() LLOctreeRenderNonOccluded render_debug(camera); render_debug.traverse(mOctree); + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } } void LLSpatialGroup::drawObjectBox(LLColor4 col) diff --git a/indra/newview/lltoolmorph.cpp b/indra/newview/lltoolmorph.cpp index 964b17d3a6..eeb90a2b19 100644 --- a/indra/newview/lltoolmorph.cpp +++ b/indra/newview/lltoolmorph.cpp @@ -178,6 +178,11 @@ BOOL LLVisualParamHint::render() gGL.pushMatrix(); glLoadIdentity(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + LLGLSUIDefault gls_ui; //LLGLState::verify(TRUE); mBackgroundp->draw(0, 0, mFullWidth, mFullHeight); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index ab193c7d85..de9d853c7c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -65,11 +65,13 @@ LLVector4 gShinyOrigin; LLGLSLShader gOcclusionProgram; LLGLSLShader gCustomAlphaProgram; LLGLSLShader gGlowCombineProgram; +LLGLSLShader gGlowCombineFXAAProgram; LLGLSLShader gTwoTextureAddProgram; LLGLSLShader gOneTextureNoColorProgram; //object shaders LLGLSLShader gObjectSimpleProgram; +LLGLSLShader gObjectPreviewProgram; LLGLSLShader gObjectSimpleWaterProgram; LLGLSLShader gObjectSimpleAlphaMaskProgram; LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; @@ -200,6 +202,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gObjectSimpleProgram); + mShaderList.push_back(&gObjectPreviewProgram); mShaderList.push_back(&gImpostorProgram); mShaderList.push_back(&gObjectFullbrightNoColorProgram); mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram); @@ -208,6 +211,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gUIProgram); mShaderList.push_back(&gCustomAlphaProgram); mShaderList.push_back(&gGlowCombineProgram); + mShaderList.push_back(&gGlowCombineFXAAProgram); mShaderList.push_back(&gTwoTextureAddProgram); mShaderList.push_back(&gOneTextureNoColorProgram); mShaderList.push_back(&gSolidColorProgram); @@ -669,6 +673,7 @@ void LLViewerShaderMgr::unloadShaders() gUIProgram.unload(); gCustomAlphaProgram.unload(); gGlowCombineProgram.unload(); + gGlowCombineFXAAProgram.unload(); gTwoTextureAddProgram.unload(); gOneTextureNoColorProgram.unload(); gSolidColorProgram.unload(); @@ -676,6 +681,7 @@ void LLViewerShaderMgr::unloadShaders() gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); + gObjectPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); @@ -1767,6 +1773,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); + gObjectPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); @@ -2117,6 +2124,23 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gImpostorProgram.createShader(NULL, NULL); } + if (success) + { + gObjectPreviewProgram.mName = "Simple Shader"; + gObjectPreviewProgram.mFeatures.calculatesLighting = true; + gObjectPreviewProgram.mFeatures.calculatesAtmospherics = true; + gObjectPreviewProgram.mFeatures.hasGamma = true; + gObjectPreviewProgram.mFeatures.hasAtmospherics = true; + gObjectPreviewProgram.mFeatures.hasLighting = true; + gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectPreviewProgram.mFeatures.disableTextureIndex = true; + gObjectPreviewProgram.mShaderFiles.clear(); + gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectPreviewProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectPreviewProgram.createShader(NULL, NULL); + } + if (success) { gObjectSimpleProgram.mName = "Simple Shader"; @@ -2706,6 +2730,24 @@ BOOL LLViewerShaderMgr::loadShadersInterface() } } + if (success) + { + gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader"; + gGlowCombineFXAAProgram.mShaderFiles.clear(); + gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER_ARB)); + gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER_ARB)); + gGlowCombineFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gGlowCombineFXAAProgram.createShader(NULL, NULL); + if (success) + { + gGlowCombineFXAAProgram.bind(); + gGlowCombineFXAAProgram.uniform1i("glowMap", 0); + gGlowCombineFXAAProgram.uniform1i("screenMap", 1); + gGlowCombineFXAAProgram.unbind(); + } + } + + if (success) { gTwoTextureAddProgram.mName = "Two Texture Add Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 270c05b669..c63260fb2e 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -273,6 +273,7 @@ extern LLVector4 gShinyOrigin; extern LLGLSLShader gOcclusionProgram; extern LLGLSLShader gCustomAlphaProgram; extern LLGLSLShader gGlowCombineProgram; +extern LLGLSLShader gGlowCombineFXAAProgram; //output tex0[tc0] + tex1[tc1] extern LLGLSLShader gTwoTextureAddProgram; @@ -281,6 +282,7 @@ extern LLGLSLShader gOneTextureNoColorProgram; //object shaders extern LLGLSLShader gObjectSimpleProgram; +extern LLGLSLShader gObjectPreviewProgram; extern LLGLSLShader gObjectSimpleAlphaMaskProgram; extern LLGLSLShader gObjectSimpleWaterProgram; extern LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f6d021fda8..7feb429911 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -673,6 +673,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (!addDeferredAttachments(mDeferredScreen)) return false; if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mFXAABuffer.allocate(nhpo2(resX), nhpo2(resY), GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; #if LL_DARWIN // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO @@ -782,6 +783,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { mShadow[i].release(); } + mFXAABuffer.release(); mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first mDeferredDepth.release(); @@ -867,6 +869,7 @@ void LLPipeline::releaseScreenBuffers() { mUIScreen.release(); mScreen.release(); + mFXAABuffer.release(); mPhysicsDisplay.release(); mDeferredScreen.release(); mDeferredDepth.release(); @@ -4231,6 +4234,11 @@ void LLPipeline::renderDebug() } } + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { LLVertexBuffer::unbind(); @@ -4455,6 +4463,10 @@ void LLPipeline::renderDebug() } gGL.flush(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } gPipeline.renderPhysicsDisplay(); } @@ -6300,7 +6312,31 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLPipeline::sRenderDeferred) { bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater(); + { + //bake out texture2D with RGBL for FXAA shader + mFXAABuffer.bindTarget(); + + S32 width = mScreen.getWidth(); + S32 height = mScreen.getHeight(); + glViewport(0, 0, width, height); + + gGlowCombineFXAAProgram.bind(); + gGlowCombineFXAAProgram.uniform2f("screen_res", width, height); + + gGL.getTexUnit(0)->bind(&mGlow[1]); + gGL.getTexUnit(1)->bind(&mScreen); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1,-1); + gGL.vertex2f(-1,3); + gGL.vertex2f(3,-1); + gGL.end(); + + gGlowCombineFXAAProgram.unbind(); + mFXAABuffer.flush(); + gViewerWindow->setup3DViewport(); + } + LLGLSLShader* shader = &gDeferredPostProgram; if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) { @@ -6317,6 +6353,16 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) LLGLDisable blend(GL_BLEND); bindDeferredShader(*shader); + S32 width = mScreen.getWidth(); + S32 height = mScreen.getHeight(); + + F32 scale_x = (F32) width/mFXAABuffer.getWidth(); + F32 scale_y = (F32) height/mFXAABuffer.getHeight(); + shader->uniform2f("tc_scale", scale_x, scale_y); + shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y); + shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); + shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); + if (dof_enabled) { //depth of field focal plane calculations @@ -6429,17 +6475,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f("magnification", magnification); } - S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); if (channel > -1) { - mScreen.bindTexture(0, channel); + mFXAABuffer.bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); } - //channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); - //if (channel > -1) - //{ - //gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - //} - + gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 61ab84588d..159ec612d3 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -527,6 +527,7 @@ public: LLRenderTarget mScreen; LLRenderTarget mUIScreen; LLRenderTarget mDeferredScreen; + LLRenderTarget mFXAABuffer; LLRenderTarget mEdgeMap; LLRenderTarget mDeferredDepth; LLRenderTarget mDeferredLight[3]; diff --git a/indra/newview/skins/default/xui/en/floater_about.xml b/indra/newview/skins/default/xui/en/floater_about.xml index a8b3ce9c28..b93e70c8c5 100644 --- a/indra/newview/skins/default/xui/en/floater_about.xml +++ b/indra/newview/skins/default/xui/en/floater_about.xml @@ -137,34 +137,36 @@ Thank you to the following Residents for helping to ensure that this is the best top="5" width="435" word_wrap="true"> -3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion -APR Copyright (C) 2000-2004 The Apache Software Foundation -Collada DOM Copyright 2005 Sony Computer Entertainment Inc. -cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se) -DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc. -expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd. -FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org). -GL Copyright (C) 1999-2004 Brian Paul. -GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia. -google-perftools Copyright (c) 2005, Google Inc. -Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited. -jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW) -jpeglib Copyright (C) 1991-1998, Thomas G. Lane. -ogg/vorbis Copyright (C) 2001, Xiphophorus -OpenSSL Copyright (C) 1998-2002 The OpenSSL Project. -PCRE Copyright (c) 1997-2008 University of Cambridge -SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga -SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com) -xmlrpc-epi Copyright (C) 2000 Epinions, Inc. -zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler. -google-perftools Copyright (c) 2005, Google Inc. + 3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion + APR Copyright (C) 2000-2004 The Apache Software Foundation + Collada DOM Copyright 2005 Sony Computer Entertainment Inc. + cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se) + DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc. + expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd. + FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org). + GL Copyright (C) 1999-2004 Brian Paul. + GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia. + google-perftools Copyright (c) 2005, Google Inc. + Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited. + jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW) + jpeglib Copyright (C) 1991-1998, Thomas G. Lane. + ogg/vorbis Copyright (C) 2001, Xiphophorus + OpenSSL Copyright (C) 1998-2002 The OpenSSL Project. + PCRE Copyright (c) 1997-2008 University of Cambridge + SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga + SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com) + xmlrpc-epi Copyright (C) 2000 Epinions, Inc. + zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler. + google-perftools Copyright (c) 2005, Google Inc. -Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details. + Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details. -All rights reserved. See licenses.txt for details. + This software contains source code provided by NVIDIA Corporation. -Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C) - + All rights reserved. See licenses.txt for details. + + Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C) + -- cgit v1.3 From ee4fdd2c18c722164d78a7305777fad6e49cba8b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sun, 21 Aug 2011 16:23:04 -0500 Subject: SH-2242 Work in progress on FXAA/glVertexAttrib -- DoF works, physics shape display still doesn't. --- indra/llrender/llrender.cpp | 20 +- .../shaders/class1/deferred/postDeferredF.glsl | 2099 +++++++++++++++++++- .../shaders/class1/interface/debugF.glsl | 31 + .../shaders/class1/interface/debugV.glsl | 32 + .../class1/interface/splattexturerectF.glsl | 33 + .../class1/interface/splattexturerectV.glsl | 36 + indra/newview/llspatialpartition.cpp | 6 +- indra/newview/llviewershadermgr.cpp | 31 + indra/newview/llviewershadermgr.h | 2 + indra/newview/pipeline.cpp | 34 +- 10 files changed, 2286 insertions(+), 38 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/interface/debugF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/debugV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index da85bc202c..03a45c35dc 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1586,12 +1586,12 @@ void LLRender::diffuseColor3f(F32 r, F32 g, F32 b) S32 loc = -1; if (shader) { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + loc = shader->getUniformLocation("color"); } if (loc >= 0) { - glVertexAttrib3fARB(loc, r,g,b); + shader->uniform4f(loc, r,g,b,1.f); } else { @@ -1605,12 +1605,12 @@ void LLRender::diffuseColor3fv(const F32* c) S32 loc = -1; if (shader) { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + loc = shader->getUniformLocation("color"); } if (loc >= 0) { - glVertexAttrib3fvARB(loc, c); + shader->uniform4f(loc, c[0], c[1], c[2], 1.f); } else { @@ -1624,12 +1624,12 @@ void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a) S32 loc = -1; if (shader) { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + loc = shader->getUniformLocation("color"); } if (loc >= 0) { - glVertexAttrib4fARB(loc, r,g,b,a); + shader->uniform4f(loc, r,g,b,a); } else { @@ -1644,12 +1644,12 @@ void LLRender::diffuseColor4fv(const F32* c) S32 loc = -1; if (shader) { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + loc = shader->getUniformLocation("color"); } if (loc >= 0) { - glVertexAttrib4fvARB(loc, c); + shader->uniform4fv(loc, 1, c); } else { @@ -1663,12 +1663,12 @@ void LLRender::diffuseColor4ubv(const U8* c) S32 loc = -1; if (shader) { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_COLOR); + loc = shader->getUniformLocation("color"); } if (loc >= 0) { - glVertexAttrib4ubvARB(loc, c); + shader->uniform4f(loc, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f); } else { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 29f5f899ba..cfcd8585f1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -22,16 +22,2070 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +#extension GL_ARB_texture_rectangle : enable + +#define FXAA_PC 1 +#define FXAA_GLSL_130 1 +#define FXAA_QUALITY__PRESET 12 + +/*============================================================================ + + + NVIDIA FXAA 3.11 by TIMOTHY LOTTES + + +------------------------------------------------------------------------------ +COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. +------------------------------------------------------------------------------ +TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA +OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR +CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR +LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, +OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE +THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + +------------------------------------------------------------------------------ + INTEGRATION CHECKLIST +------------------------------------------------------------------------------ +(1.) +In the shader source, setup defines for the desired configuration. +When providing multiple shaders (for different presets), +simply setup the defines differently in multiple files. +Example, + + #define FXAA_PC 1 + #define FXAA_HLSL_5 1 + #define FXAA_QUALITY__PRESET 12 + +Or, + + #define FXAA_360 1 + +Or, + + #define FXAA_PS3 1 + +Etc. + +(2.) +Then include this file, + + #include "Fxaa3_11.h" + +(3.) +Then call the FXAA pixel shader from within your desired shader. +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. +As for FXAA 3.11 all inputs for all shaders are the same +to enable easy porting between platforms. + + return FxaaPixelShader(...); + +(4.) +Insure pass prior to FXAA outputs RGBL (see next section). +Or use, + + #define FXAA_GREEN_AS_LUMA 1 + +(5.) +Setup engine to provide the following constants +which are used in the FxaaPixelShader() inputs, + + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir + +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. + +(6.) +Have FXAA vertex shader run as a full screen triangle, +and output "pos" and "fxaaConsolePosPos" +such that inputs in the pixel shader provide, + + // {xy} = center of pixel + FxaaFloat2 pos, + + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + +(7.) +Insure the texture sampler(s) used by FXAA are set to bilinear filtering. + + +------------------------------------------------------------------------------ + INTEGRATION - RGBL AND COLORSPACE +------------------------------------------------------------------------------ +FXAA3 requires RGBL as input unless the following is set, + + #define FXAA_GREEN_AS_LUMA 1 + +In which case the engine uses green in place of luma, +and requires RGB input is in a non-linear colorspace. + +RGB should be LDR (low dynamic range). +Specifically do FXAA after tonemapping. + +RGB data as returned by a texture fetch can be non-linear, +or linear when FXAA_GREEN_AS_LUMA is not set. +Note an "sRGB format" texture counts as linear, +because the result of a texture fetch is linear data. +Regular "RGBA8" textures in the sRGB colorspace are non-linear. + +If FXAA_GREEN_AS_LUMA is not set, +luma must be stored in the alpha channel prior to running FXAA. +This luma should be in a perceptual space (could be gamma 2.0). +Example pass before FXAA where output is gamma 2.0 encoded, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma + return color; + +Another example where output is linear encoded, +say for instance writing to an sRGB formated render target, +where the render target does the conversion back to sRGB after blending, + + color.rgb = ToneMap(color.rgb); // linear color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma + return color; + +Getting luma correct is required for the algorithm to work correctly. + + +------------------------------------------------------------------------------ + BEING LINEARLY CORRECT? +------------------------------------------------------------------------------ +Applying FXAA to a framebuffer with linear RGB color will look worse. +This is very counter intuitive, but happends to be true in this case. +The reason is because dithering artifacts will be more visiable +in a linear colorspace. + + +------------------------------------------------------------------------------ + COMPLEX INTEGRATION +------------------------------------------------------------------------------ +Q. What if the engine is blending into RGB before wanting to run FXAA? + +A. In the last opaque pass prior to FXAA, + have the pass write out luma into alpha. + Then blend into RGB only. + FXAA should be able to run ok + assuming the blending pass did not any add aliasing. + This should be the common case for particles and common blending passes. + +A. Or use FXAA_GREEN_AS_LUMA. + +============================================================================*/ + +/*============================================================================ + + INTEGRATION KNOBS + +============================================================================*/ +// +// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). +// FXAA_360_OPT is a prototype for the new optimized 360 version. +// +// 1 = Use API. +// 0 = Don't use API. +// +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PS3 + #define FXAA_PS3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360 + #define FXAA_360 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360_OPT + #define FXAA_360_OPT 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_PC + // + // FXAA Quality + // The high quality PC algorithm. + // + #define FXAA_PC 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PC_CONSOLE + // + // The console algorithm for PC is included + // for developers targeting really low spec machines. + // Likely better to just run FXAA_PC, and use a really low preset. + // + #define FXAA_PC_CONSOLE 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_5 + #define FXAA_HLSL_5 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA + // + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT + // + // Controls algorithm's early exit path. + // On PS3 turning this ON adds 2 cycles to the shader. + // On 360 turning this OFF adds 10ths of a millisecond to the shader. + // Turning this off on console will result in a more blurry image. + // So this defaults to on. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD + // + // Only valid for PC OpenGL currently. + // Probably will not work when FXAA_GREEN_AS_LUMA = 1. + // + // 1 = Use discard on pixels which don't need AA. + // For APIs which enable concurrent TEX+ROP from same surface. + // 0 = Return unchanged color on pixels which don't need AA. + // + #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET + // + // Used for GLSL 120 only. + // + // 1 = GL API supports fast pixel offsets + // 0 = do not use fast pixel offsets + // + #ifdef GL_EXT_gpu_shader4 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifndef FXAA_FAST_PIXEL_OFFSET + #define FXAA_FAST_PIXEL_OFFSET 0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA + // + // 1 = API supports gather4 on alpha channel. + // 0 = API does not support gather4 on alpha channel. + // + #if (FXAA_HLSL_5 == 1) + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif +#endif + +/*============================================================================ + FXAA CONSOLE PS3 - TUNING KNOBS +============================================================================*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS + // + // Consoles the sharpness of edges on PS3 only. + // Non-PS3 tuning is done with shader input. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 8.0 is sharper + // 4.0 is softer + // 2.0 is really soft (good for vector graphics inputs) + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD + // + // Only effects PS3. + // Non-PS3 tuning is done with shader input. + // + // The minimum amount of local contrast required to apply algorithm. + // The console setting has a different mapping than the quality setting. + // + // This only applies when FXAA_EARLY_EXIT is 1. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 0.25 and 0.125. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 0.125 leaves less aliasing, but is softer + // 0.25 leaves more aliasing, and is sharper + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 + #else + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 + #endif +#endif + +/*============================================================================ + FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET + // + // Choose the quality preset. + // This needs to be compiled into the shader as it effects code. + // Best option to include multiple presets is to + // in each shader define the preset, then include this file. + // + // OPTIONS + // ----------------------------------------------------------------------- + // 10 to 15 - default medium dither (10=fastest, 15=highest quality) + // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) + // 39 - no dither, very expensive + // + // NOTES + // ----------------------------------------------------------------------- + // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) + // 13 = about same speed as FXAA 3.9 and better than 12 + // 23 = closest to FXAA 3.9 visually and performance wise + // _ = the lowest digit is directly related to performance + // _ = the highest digit is directly related to style + // + #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + + FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ + FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 3.0 + #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 3.0 + #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 4.0 + #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 4.0 + #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 4.0 + #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ + FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 2.0 + #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 3.0 + #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) + #define FXAA_QUALITY__PS 9 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 4.0 + #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) + #define FXAA_QUALITY__PS 10 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 4.0 + #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) + #define FXAA_QUALITY__PS 11 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 4.0 + #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + +/*============================================================================ + FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.0 + #define FXAA_QUALITY__P2 1.0 + #define FXAA_QUALITY__P3 1.0 + #define FXAA_QUALITY__P4 1.0 + #define FXAA_QUALITY__P5 1.5 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + + + +/*============================================================================ + + API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +#else + #define FxaaBool bool + #define FxaaDiscard clip(-1) + #define FxaaFloat float + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaHalf half + #define FxaaHalf2 half2 + #define FxaaHalf3 half3 + #define FxaaHalf4 half4 + #define FxaaSat(x) saturate(x) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) + // Requires, + // #version 120 + // And at least, + // #extension GL_EXT_gpu_shader4 : enable + // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) + #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) + #if (FXAA_FAST_PIXEL_OFFSET == 1) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) + #else + #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) + #endif + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) + // Requires "#version 130" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) + #define FxaaInt2 float2 + #define FxaaTex sampler2D + #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) + #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_4 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_5 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) + #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) + #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) + #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) + #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) +#endif + + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + + + + +/*============================================================================ + + FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // Used only for FXAA Console, and not used on the 360 version. + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + // + // Input color texture. + // {rgb_} = color in linear or perceptual color space + // if (FXAA_GREEN_AS_LUMA == 0) + // {___a} = luma in perceptual color space (not linear) + FxaaTex tex, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 2nd sampler. + // This sampler needs to have an exponent bias of -1. + FxaaTex fxaaConsole360TexExpBiasNegOne, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 3nd sampler. + // This sampler needs to have an exponent bias of -2. + FxaaTex fxaaConsole360TexExpBiasNegTwo, + // + // Only used on FXAA Quality. + // This must be from a constant/uniform. + // {x_} = 1.0/screenWidthInPixels + // {_y} = 1.0/screenHeightInPixels + FxaaFloat2 fxaaQualityRcpFrame, + // + // Only used on FXAA Console. + // This must be from a constant/uniform. + // This effects sub-pixel AA quality and inversely sharpness. + // Where N ranges between, + // N = 0.50 (default) + // N = 0.33 (sharper) + // {x___} = -N/screenWidthInPixels + // {_y__} = -N/screenHeightInPixels + // {__z_} = N/screenWidthInPixels + // {___w} = N/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt, + // + // Only used on FXAA Console. + // Not used on 360, but used on PS3 and PC. + // This must be from a constant/uniform. + // {x___} = -2.0/screenWidthInPixels + // {_y__} = -2.0/screenHeightInPixels + // {__z_} = 2.0/screenWidthInPixels + // {___w} = 2.0/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + // + // Only used on FXAA Console. + // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. + // This must be from a constant/uniform. + // {x___} = 8.0/screenWidthInPixels + // {_y__} = 8.0/screenHeightInPixels + // {__z_} = -4.0/screenWidthInPixels + // {___w} = -4.0/screenHeightInPixels + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + FxaaFloat fxaaQualitySubpix, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + FxaaFloat fxaaQualityEdgeThreshold, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaQualityEdgeThresholdMin, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + FxaaFloat fxaaConsoleEdgeSharpness, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. + // Due to the PS3 being ALU bound, + // there are only two safe values here: 1/4 and 1/8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // The console setting has a different mapping than the quality setting. + // Other platforms can use other values. + // 0.125 leaves less aliasing, but is softer (default!!!) + // 0.25 leaves more aliasing, and is sharper + FxaaFloat fxaaConsoleEdgeThreshold, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // The console setting has a different mapping than the quality setting. + // This only applies when FXAA_EARLY_EXIT is 1. + // This does not apply to PS3, + // PS3 was simplified to avoid more shader instructions. + // 0.06 - faster but more aliasing in darks + // 0.05 - default + // 0.04 - slower and less aliasing in darks + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaConsoleEdgeThresholdMin, + // + // Extra constants for 360 FXAA Console only. + // Use zeros or anything else for other platforms. + // These must be in physical constant registers and NOT immedates. + // Immedates will result in compiler un-optimizing. + // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + #if (FXAA_GATHER4_ALPHA == 1) + #if (FXAA_DISCARD == 0) + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); + #else + FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); + #endif + #if (FXAA_DISCARD == 1) + #define lumaM luma4A.w + #endif + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x + #else + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat maxSM = max(lumaS, lumaM); + FxaaFloat minSM = min(lumaS, lumaM); + FxaaFloat maxESM = max(lumaE, maxSM); + FxaaFloat minESM = min(lumaE, minSM); + FxaaFloat maxWN = max(lumaN, lumaW); + FxaaFloat minWN = min(lumaN, lumaW); + FxaaFloat rangeMax = max(maxWN, maxESM); + FxaaFloat rangeMin = min(minWN, minESM); + FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; + FxaaFloat range = rangeMax - rangeMin; + FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); + FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ + if(earlyExit) + #if (FXAA_DISCARD == 1) + FxaaDiscard; + #else + return rgbyM; + #endif +/*--------------------------------------------------------------------------*/ + #if (FXAA_GATHER4_ALPHA == 0) + FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #else + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNS = lumaN + lumaS; + FxaaFloat lumaWE = lumaW + lumaE; + FxaaFloat subpixRcpRange = 1.0/range; + FxaaFloat subpixNSWE = lumaNS + lumaWE; + FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; + FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNESE = lumaNE + lumaSE; + FxaaFloat lumaNWNE = lumaNW + lumaNE; + FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNWSW = lumaNW + lumaSW; + FxaaFloat lumaSWSE = lumaSW + lumaSE; + FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); + FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); + FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; + FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; + FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; + FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ + FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; + FxaaFloat lengthSign = fxaaQualityRcpFrame.x; + FxaaBool horzSpan = edgeHorz >= edgeVert; + FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; + FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ + FxaaFloat gradientN = lumaN - lumaM; + FxaaFloat gradientS = lumaS - lumaM; + FxaaFloat lumaNN = lumaN + lumaM; + FxaaFloat lumaSS = lumaS + lumaM; + FxaaBool pairN = abs(gradientN) >= abs(gradientS); + FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); + if(pairN) lengthSign = -lengthSign; + FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posB; + posB.x = posM.x; + posB.y = posM.y; + FxaaFloat2 offNP; + offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; + offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; + if(!horzSpan) posB.x += lengthSign * 0.5; + if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posN; + posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; + FxaaFloat2 posP; + posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; + FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; + FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); + FxaaFloat subpixE = subpixC * subpixC; + FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ + if(!pairN) lumaNN = lumaSS; + FxaaFloat gradientScaled = gradient * 1.0/4.0; + FxaaFloat lumaMM = lumaM - lumaNN * 0.5; + FxaaFloat subpixF = subpixD * subpixE; + FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ + lumaEndN -= lumaNN * 0.5; + lumaEndP -= lumaNN * 0.5; + FxaaBool doneN = abs(lumaEndN) >= gradientScaled; + FxaaBool doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; + FxaaBool doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; +/*--------------------------------------------------------------------------*/ + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 3) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 4) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 5) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 6) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 7) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 8) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 9) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 10) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 11) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 12) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } +/*--------------------------------------------------------------------------*/ + FxaaFloat dstN = posM.x - posN.x; + FxaaFloat dstP = posP.x - posM.x; + if(!horzSpan) dstN = posM.y - posN.y; + if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ + FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + FxaaFloat spanLength = (dstP + dstN); + FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ + FxaaBool directionN = dstN < dstP; + FxaaFloat dst = min(dstN, dstP); + FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; + FxaaFloat subpixG = subpixF * subpixF; + FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; + FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ + FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + #if (FXAA_DISCARD == 1) + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif +} +/*==========================================================================*/ +#endif + + + + +/*============================================================================ + + FXAA3 CONSOLE - PC VERSION + +------------------------------------------------------------------------------ +Instead of using this on PC, I'd suggest just using FXAA Quality with + #define FXAA_QUALITY__PRESET 10 +Or + #define FXAA_QUALITY__PRESET 20 +Either are higher qualilty and almost as fast as this on modern PC GPUs. +============================================================================*/ +#if (FXAA_PC_CONSOLE == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); + FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); + FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); + FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat lumaM = rgbyM.w; + #else + FxaaFloat lumaM = rgbyM.y; + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); + lumaNe += 1.0/384.0; + FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); + FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); + FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMinM = min(lumaMin, lumaM); + FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); + FxaaFloat lumaMaxM = max(lumaMax, lumaM); + FxaaFloat dirSwMinusNe = lumaSw - lumaNe; + FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; + FxaaFloat dirSeMinusNw = lumaSe - lumaNw; + if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir; + dir.x = dirSwMinusNe + dirSeMinusNw; + dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir1 = normalize(dir.xy); + FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); + FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; + FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); + FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; + FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); + #else + FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); + #endif + if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; + return rgbyB; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - 360 PIXEL SHADER + +------------------------------------------------------------------------------ +This optimized version thanks to suggestions from Andy Luedke. +Should be fully tex bound in all cases. +As of the FXAA 3.11 release, I have still not tested this code, +however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. +And note this is replacing the old unoptimized version. +If it does not work, please let me know so I can fix it. +============================================================================*/ +#if (FXAA_360 == 1) +/*--------------------------------------------------------------------------*/ +[reduceTempRegUsage(4)] +float4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + float4 lumaNwNeSwSe; + #if (FXAA_GREEN_AS_LUMA == 0) + asm { + tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #else + asm { + tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #endif +/*--------------------------------------------------------------------------*/ + lumaNwNeSwSe.y += 1.0/384.0; + float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); + float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); +/*--------------------------------------------------------------------------*/ + float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + float lumaMinM = min(lumaMin, rgbyM.w); + float lumaMaxM = max(lumaMax, rgbyM.w); + #else + float lumaMinM = min(lumaMin, rgbyM.y); + float lumaMaxM = max(lumaMax, rgbyM.y); + #endif + if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; +/*--------------------------------------------------------------------------*/ + float2 dir; + dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); + dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); + dir = normalize(dir); +/*--------------------------------------------------------------------------*/ + float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; +/*--------------------------------------------------------------------------*/ + float4 dir2; + float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; + dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); + dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; +/*--------------------------------------------------------------------------*/ + float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); + float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); + float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); + float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ + float4 rgbyA = rgbyN1 + rgbyP1; + float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; +/*--------------------------------------------------------------------------*/ + float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; + rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; + return rgbyR; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) + +============================================================================== +The code below does not exactly match the assembly. +I have a feeling that 12 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h0.w(TRUE), v5.xwxx, #0 + 6: addh h0.z(TRUE), -h2, h0.w + 7: texpkb h1.w(TRUE), v5, #0 + 9: addh h0.x(TRUE), h0.z, -h1.w + 10: addh h3.w(TRUE), h0.z, h1 + 11: texpkb h2.w(TRUE), v5.zwzz, #0 + 13: addh h0.z(TRUE), h3.w, -h2.w + 14: addh h0.x(TRUE), h2.w, h0 + 15: nrmh h1.xz(TRUE), h0_n + 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| + 17: maxh h4.w(TRUE), h0, h1 + 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n + 19: movr r1.zw(TRUE), v4.xxxy + 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww + 22: minh h5.w(TRUE), h0, h1 + 23: texpkb h0(TRUE), r2.xzxx, #0 + 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 + 27: maxh h4.x(TRUE), h2.z, h2.w + 28: texpkb h1(TRUE), r0.zwzz, #0 + 30: addh_d2 h1(TRUE), h0, h1 + 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 33: texpkb h0(TRUE), r0, #0 + 35: minh h4.z(TRUE), h2, h2.w + 36: fenct TRUE + 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 39: texpkb h2(TRUE), r1, #0 + 41: addh_d2 h0(TRUE), h0, h2 + 42: maxh h2.w(TRUE), h4, h4.x + 43: minh h2.x(TRUE), h5.w, h4.z + 44: addh_d2 h0(TRUE), h0, h1 + 45: slth h2.x(TRUE), h0.w, h2 + 46: sgth h2.w(TRUE), h0, h2 + 47: movh h0(TRUE), h0 + 48: addx.c0 rc(TRUE), h2, h2.w + 49: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; + | | | + 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; + | | | + 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; + | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; + | | | + 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; + | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; + | | | + 5 | SCT1 | mov | 15: NRMh h1.xz, h0; + | SRB | nrm | 15: NRMh h1.xz, h0; + | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; + | SCB1 | max | 17: MAXh h4.w, h0, h1; + | | | + 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; + | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; + | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; + | SCB1 | min | 22: MINh h5.w, h0, h1; + | | | + 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; + | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; + | | | + 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; + | | | + 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; + | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; + | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; + | | | + 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; + | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; + | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; + | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; + | | | + 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; + | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; + | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; + | | | + 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; + | SCT1 | set | 46: SGTh h2.w, h0, h2; + | SCB0/1 | mul | 47: MOVh h0, h0; + | | | + 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; + | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 0% 0% 50% + 6: 100% 0% 75% + 7: 0% 100% 75% + 8: 0% 100% 100% + 9: 0% 100% 25% + 10: 0% 100% 100% + 11: 50% 0% 100% + 12: 50% 0% 100% + 13: 25% 0% 100% +MEAN: 17% 61% 67% -#extension GL_ARB_texture_rectangle : enable +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 0% 100% + 2: 0% 0% 100% 0% 100% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 0% 0% 0% 100% 100% + 6: 100% 100% 0% 100% 100% + 7: 0% 0% 100% 100% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 0% 100% + 10: 0% 0% 100% 100% 100% + 11: 100% 100% 0% 100% 100% + 12: 100% 100% 0% 100% 100% + 13: 100% 0% 0% 100% 100% + +MEAN: 30% 23% 61% 76% 100% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 13 cycles, 3 r regs, 923,076,923 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O3 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 dir; + half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + lumaNe.w += half(1.0/512.0); + dir.x = -lumaNe.w; + dir.z = -lumaNe.w; + #else + lumaNe.y += half(1.0/512.0); + dir.x = -lumaNe.y; + dir.z = -lumaNe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSw.w; + dir.z += lumaSw.w; + #else + dir.x += lumaSw.y; + dir.z += lumaSw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x -= lumaNw.w; + dir.z += lumaNw.w; + #else + dir.x -= lumaNw.y; + dir.z += lumaNw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSe.w; + dir.z -= lumaSe.w; + #else + dir.x += lumaSe.y; + dir.z -= lumaSe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half4 dir1_pos; + dir1_pos.xy = normalize(dir.xyz).xz; + half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (7) + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (8) + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (9) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (11) + // compilier moves these scalar ops up to other cycles + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); + half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); + #else + half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); + half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); + #endif + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (12) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif +/*--------------------------------------------------------------------------*/ +// (13) + if(twoTapLt || twoTapGt) rgby2 = rgby1; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) + +============================================================================== +The code mostly matches the assembly. +I have a feeling that 14 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). +Will look at fixing this for FXAA 3.12. +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h1.w(TRUE), v5.xwxx, #0 + 6: addh h0.x(TRUE), h1.w, -h2.y + 7: texpkb h2.w(TRUE), v5.zwzz, #0 + 9: minh h4.w(TRUE), h2.y, h2 + 10: maxh h5.x(TRUE), h2.y, h2.w + 11: texpkb h0.w(TRUE), v5, #0 + 13: addh h3.w(TRUE), -h0, h0.x + 14: addh h0.x(TRUE), h0.w, h0 + 15: addh h0.z(TRUE), -h2.w, h0.x + 16: addh h0.x(TRUE), h2.w, h3.w + 17: minh h5.y(TRUE), h0.w, h1.w + 18: nrmh h2.xz(TRUE), h0_n + 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| + 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w + 21: movr r1.zw(TRUE), v4.xxxy + 22: maxh h2.w(TRUE), h0, h1 + 23: fenct TRUE + 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 26: texpkb h0(TRUE), r0, #0 + 28: maxh h5.x(TRUE), h2.w, h5 + 29: minh h5.w(TRUE), h5.y, h4 + 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 32: texpkb h2(TRUE), r1, #0 + 34: addh_d2 h2(TRUE), h0, h2 + 35: texpkb h1(TRUE), v4, #0 + 37: maxh h5.y(TRUE), h5.x, h1.w + 38: minh h4.w(TRUE), h1, h5 + 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 41: texpkb h0(TRUE), r0, #0 + 43: addh_m8 h5.z(TRUE), h5.y, -h4.w + 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 46: texpkb h3(TRUE), r2, #0 + 48: addh_d2 h0(TRUE), h0, h3 + 49: addh_d2 h3(TRUE), h0, h2 + 50: movh h0(TRUE), h3 + 51: slth h3.x(TRUE), h3.w, h5.w + 52: sgth h3.w(TRUE), h3, h5.x + 53: addx.c0 rc(TRUE), h3.x, h3 + 54: slth.c0 rc(TRUE), h5.z, h5 + 55: movh h0(c0.NE.w), h2 + 56: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; + | | | + 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; + | | | + 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; + | SCB1 | min | 9: MINh h4.w, h2.---y, h2; + | | | + 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; + | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; + | | | + 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; + | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; + | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; + | | | + 6 | SCT1 | mov | 18: NRMh h2.xz, h0; + | SRB | nrm | 18: NRMh h2.xz, h0; + | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; + | | | + 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; + | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; + | SCB1 | max | 22: MAXh h2.w, h0, h1; + | | | + 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; + | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; + | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; + | SCB1 | min | 29: MINh h5.w, h5.---y, h4; + | | | + 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; + | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; + | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; + | | | + 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; + | SCB1 | min | 38: MINh h4.w, h1, h5; + | | | + 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; + | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; + | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; + | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; + | | | + 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; + | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; + | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; + | | | + 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; + | SCB0/1 | mul | 50: MOVh h0, h3; + | | | + 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; + | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; + | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; + | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; + | | | + 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; + | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 50% 0% 25% + 6: 0% 0% 25% + 7: 100% 0% 25% + 8: 0% 100% 50% + 9: 0% 100% 100% + 10: 0% 100% 50% + 11: 0% 100% 75% + 12: 0% 100% 100% + 13: 100% 0% 100% + 14: 50% 0% 50% + 15: 100% 0% 100% + +MEAN: 26% 60% 56% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 100% 0% + 2: 0% 0% 100% 100% 0% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 100% 100% 0% 100% 0% + 6: 0% 0% 0% 0% 100% + 7: 100% 100% 0% 0% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 100% 100% + 10: 0% 0% 100% 100% 100% + 11: 0% 0% 100% 100% 100% + 12: 0% 0% 100% 100% 100% + 13: 100% 100% 0% 100% 100% + 14: 100% 100% 0% 100% 100% + 15: 100% 100% 0% 100% 100% + +MEAN: 33% 33% 60% 86% 80% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 15 cycles, 3 r regs, 800,000,000 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O2 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaNe = rgbyNe.w + half(1.0/512.0); + #else + half lumaNe = rgbyNe.y + half(1.0/512.0); + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaSwNegNe = lumaSw.w - lumaNe; + #else + half lumaSwNegNe = lumaSw.y - lumaNe; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); + half lumaMinNwSw = min(lumaNw.w, lumaSw.w); + #else + half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); + half lumaMinNwSw = min(lumaNw.y, lumaSw.y); + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half dirZ = lumaNw.w + lumaSwNegNe; + half dirX = -lumaNw.w + lumaSwNegNe; + #else + half dirZ = lumaNw.y + lumaSwNegNe; + half dirX = -lumaNw.y + lumaSwNegNe; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half3 dir; + dir.y = 0.0; + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x = lumaSe.w + dirX; + dir.z = -lumaSe.w + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.w); + #else + dir.x = lumaSe.y + dirX; + dir.z = -lumaSe.y + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir1_pos; + dir1_pos.xy = normalize(dir).xz; + half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (7) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNeSe = max(lumaNe, lumaSe.w); + #else + half lumaMaxNeSe = max(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (8) + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); + half lumaMin = min(lumaMinNwSw, lumaMinNeSe); +/*--------------------------------------------------------------------------*/ +// (9) + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxM = max(lumaMax, rgbyM.w); + half lumaMinM = min(lumaMin, rgbyM.w); + #else + half lumaMaxM = max(lumaMax, rgbyM.y); + half lumaMinM = min(lumaMin, rgbyM.y); + #endif +/*--------------------------------------------------------------------------*/ +// (11) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; +/*--------------------------------------------------------------------------*/ +// (12) + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (13) + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (14) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif + bool earlyExit = lumaRangeM < lumaMax; + bool twoTap = twoTapLt || twoTapGt; +/*--------------------------------------------------------------------------*/ +// (15) + if(twoTap) rgby2 = rgby1; + if(earlyExit) rgby2 = rgbyM; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect edgeMap; +uniform sampler2D diffuseMap; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform sampler2D bloomMap; + +uniform vec2 tc_scale; +uniform vec2 rcp_screen_res; +uniform vec4 rcp_frame_opt; +uniform vec4 rcp_frame_opt2; +uniform vec2 screen_res; uniform float depth_cutoff; uniform float norm_cutoff; @@ -41,9 +2095,10 @@ uniform float tan_pixel_angle; uniform float magnification; uniform mat4 inv_proj; -uniform vec2 screen_res; varying vec2 vary_fragcoord; +varying vec2 vary_tc; + float getDepth(vec2 pos_screen) { @@ -76,8 +2131,8 @@ void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) float sc = calc_cof(d); float wg = 0.25; - - vec4 s = texture2DRect(diffuseRect, tc); + + vec4 s = texture2D(diffuseMap, tc*tc_scale/screen_res); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; @@ -97,7 +2152,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve { float wg = 0.25; - vec4 s = texture2DRect(diffuseRect, tc); + vec4 s = texture2D(diffuseMap, tc*tc_scale/screen_res); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; @@ -107,7 +2162,6 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve } } - void main() { vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; @@ -117,7 +2171,7 @@ void main() float depth = getDepth(tc); - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture2D(diffuseMap, vary_fragcoord.xy*tc_scale/screen_res); { float w = 1.0; @@ -131,6 +2185,7 @@ void main() // sample quite uniformly spaced points within a circle, for a circular 'bokeh' //if (depth < focal_distance) + if (sc > 0.5) { while (sc > 0.5) { @@ -146,10 +2201,30 @@ void main() sc -= 1.0; } } + else + { + diff = FxaaPixelShader(vary_tc, //pos + vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos + diffuseMap, //tex + diffuseMap, + diffuseMap, + rcp_screen_res, //fxaaQualityRcpFrame + vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt + rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 + rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 + 0.75, //fxaaQualitySubpix + 0.166, //fxaaQualityEdgeThreshold + 0.0833, //fxaaQualityEdgeThresholdMin + 8.0, //fxaaConsoleEdgeSharpness + 0.125, //fxaaConsoleEdgeThreshold + 0.05, //fxaaConsoleEdgeThresholdMin + vec4(0,0,0,0)); //fxaaConsole360ConstDir + + + } diff /= w; } - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; + gl_FragColor = diff; } diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl new file mode 100644 index 0000000000..d43bf3fb50 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl @@ -0,0 +1,31 @@ +/** + * @file debugF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform vec4 color; + +void main() +{ + gl_FragColor = color; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl new file mode 100644 index 0000000000..2f64fdb7bc --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl @@ -0,0 +1,32 @@ +/** + * @file debugV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +attribute vec3 position; + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl new file mode 100644 index 0000000000..c263f4dc6a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -0,0 +1,33 @@ +/** + * @file splattexturerectF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect screenMap; + +void main() +{ + gl_FragColor = texture2DRect(screenMap, gl_TexCoord[0].xy) * gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl new file mode 100644 index 0000000000..085970f549 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl @@ -0,0 +1,36 @@ +/** + * @file splattexturerectV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec4 diffuse_color; + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = vec4(texcoord0,0,1); + gl_FrontColor = diffuse_color; +} + diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index b1c7b7f159..d7d5e5f432 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2876,10 +2876,9 @@ void renderNormals(LLDrawable* drawablep) { const LLVolumeFace& face = volume->getVolumeFace(i); - gGL.begin(LLRender::LINES); - for (S32 j = 0; j < face.mNumVertices; ++j) { + gGL.begin(LLRender::LINES); LLVector4a n,p; n.setMul(face.mNormals[j], scale); @@ -2898,9 +2897,8 @@ void renderNormals(LLDrawable* drawablep) gGL.vertex3fv(face.mPositions[j].getF32ptr()); gGL.vertex3fv(p.getF32ptr()); } + gGL.end(); } - - gGL.end(); } gGL.popMatrix(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index de9d853c7c..9fac986bf1 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -65,9 +65,11 @@ LLVector4 gShinyOrigin; LLGLSLShader gOcclusionProgram; LLGLSLShader gCustomAlphaProgram; LLGLSLShader gGlowCombineProgram; +LLGLSLShader gSplatTextureRectProgram; LLGLSLShader gGlowCombineFXAAProgram; LLGLSLShader gTwoTextureAddProgram; LLGLSLShader gOneTextureNoColorProgram; +LLGLSLShader gDebugProgram; //object shaders LLGLSLShader gObjectSimpleProgram; @@ -216,6 +218,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gOneTextureNoColorProgram); mShaderList.push_back(&gSolidColorProgram); mShaderList.push_back(&gOcclusionProgram); + mShaderList.push_back(&gDebugProgram); mShaderList.push_back(&gObjectEmissiveProgram); mShaderList.push_back(&gObjectEmissiveWaterProgram); mShaderList.push_back(&gObjectFullbrightProgram); @@ -670,9 +673,11 @@ void LLViewerShaderMgr::setShaders() void LLViewerShaderMgr::unloadShaders() { gOcclusionProgram.unload(); + gDebugProgram.unload(); gUIProgram.unload(); gCustomAlphaProgram.unload(); gGlowCombineProgram.unload(); + gSplatTextureRectProgram.unload(); gGlowCombineFXAAProgram.unload(); gTwoTextureAddProgram.unload(); gOneTextureNoColorProgram.unload(); @@ -2713,6 +2718,22 @@ BOOL LLViewerShaderMgr::loadShadersInterface() success = gCustomAlphaProgram.createShader(NULL, NULL); } + if (success) + { + gSplatTextureRectProgram.mName = "Splat Texture Rect Shader"; + gSplatTextureRectProgram.mShaderFiles.clear(); + gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER_ARB)); + gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSplatTextureRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gSplatTextureRectProgram.createShader(NULL, NULL); + if (success) + { + gSplatTextureRectProgram.bind(); + gSplatTextureRectProgram.uniform1i("screenMap", 0); + gSplatTextureRectProgram.unbind(); + } + } + if (success) { gGlowCombineProgram.mName = "Glow Combine Shader"; @@ -2805,6 +2826,16 @@ BOOL LLViewerShaderMgr::loadShadersInterface() success = gOcclusionProgram.createShader(NULL, NULL); } + if (success) + { + gDebugProgram.mName = "Debug Shader"; + gDebugProgram.mShaderFiles.clear(); + gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER_ARB)); + gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDebugProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gDebugProgram.createShader(NULL, NULL); + } + if( !success ) { mVertexShaderLevel[SHADER_INTERFACE] = 0; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index c63260fb2e..1c9d7f8453 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -273,7 +273,9 @@ extern LLVector4 gShinyOrigin; extern LLGLSLShader gOcclusionProgram; extern LLGLSLShader gCustomAlphaProgram; extern LLGLSLShader gGlowCombineProgram; +extern LLGLSLShader gSplatTextureRectProgram; extern LLGLSLShader gGlowCombineFXAAProgram; +extern LLGLSLShader gDebugProgram; //output tex0[tc0] + tex1[tc1] extern LLGLSLShader gTwoTextureAddProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 45268d203d..27672a05cb 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4126,6 +4126,11 @@ void LLPipeline::renderPhysicsDisplay() gGL.setColorMask(true, false); + if (LLGLSLShader::sNoFixedFunction) + { + gDebugProgram.bind(); + } + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { @@ -4155,8 +4160,13 @@ void LLPipeline::renderPhysicsDisplay() } } - gGL.flush(); + + if (LLGLSLShader::sNoFixedFunction) + { + gDebugProgram.unbind(); + } + mPhysicsDisplay.flush(); } @@ -6137,8 +6147,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) { LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM); if (!(gPipeline.canUseVertexShaders() && - sRenderGlow) || - (!sRenderDeferred && hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))) + sRenderGlow)) { return; } @@ -6569,19 +6578,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } - if (LLRenderTarget::sUseFBO) - { //copy depth buffer from mScreen to framebuffer - LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), - 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); - } - gGL.setSceneBlendType(LLRender::BT_ALPHA); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) { if (LLGLSLShader::sNoFixedFunction) { - gUIProgram.bind(); + gSplatTextureRectProgram.bind(); } gGL.setColorMask(true, false); @@ -6595,7 +6598,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.getTexUnit(0)->bind(&mPhysicsDisplay); - gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.begin(LLRender::TRIANGLES); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); @@ -6610,10 +6613,17 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLGLSLShader::sNoFixedFunction) { - gUIProgram.unbind(); + gSplatTextureRectProgram.unbind(); } + } + + if (LLRenderTarget::sUseFBO) + { //copy depth buffer from mScreen to framebuffer + LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), + 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); } + glMatrixMode(GL_PROJECTION); glPopMatrix(); -- cgit v1.3 From 7ee10ae1def26708fa44c25355982aa56195d5f9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 27 Aug 2011 01:30:31 -0500 Subject: SH-2242 Remove old multisample shaders and make FXAA turn itself off when FSAA is disabled. --- .../shaders/class1/deferred/blurLightMSF.glsl | 131 -------- .../class1/deferred/multiPointLightMSF.glsl | 155 ---------- .../shaders/class1/deferred/multiSpotLightMSF.glsl | 250 --------------- .../shaders/class1/deferred/pointLightMSF.glsl | 126 -------- .../shaders/class1/deferred/postDeferredMSF.glsl | 151 --------- .../class1/deferred/postDeferredNoDoFMSF.glsl | 55 ---- .../class1/deferred/postDeferredNoDoFNoFXAAF.glsl | 41 +++ .../class1/deferred/postDeferredNoFXAAF.glsl | 153 +++++++++ .../shaders/class1/deferred/softenLightMSF.glsl | 342 --------------------- .../shaders/class1/deferred/spotLightMSF.glsl | 252 --------------- .../shaders/class1/deferred/sunLightMSF.glsl | 35 --- .../shaders/class1/deferred/sunLightSSAOMSF.glsl | 140 --------- indra/newview/llviewershadermgr.cpp | 121 +------- indra/newview/pipeline.cpp | 43 ++- 14 files changed, 240 insertions(+), 1755 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl deleted file mode 100644 index c858eb7a3a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl +++ /dev/null @@ -1,131 +0,0 @@ -/** - * @file blurLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2DRect lightMap; - -uniform float dist_factor; -uniform float blur_size; -uniform vec2 delta; -uniform vec3 kern[4]; -uniform float kern_scale; - -varying vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec3 texture2DMS3(sampler2DMS tex, ivec2 tc) -{ - vec3 ret = vec3(0,0,0); - for (int i = 0; i < samples; i++) - { - ret += texelFetch(tex, tc, i).rgb; - } - - return ret/samples; -} - -float texture2DMS1(sampler2DMS tex, ivec2 tc) -{ - float ret = 0; - for (int i = 0; i < samples; i++) - { - ret += texelFetch(tex, tc, i).r; - } - - return ret/samples; -} - -vec4 getPosition(ivec2 pos_screen) -{ - float depth = texture2DMS1(depthMap, pos_screen.xy); - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec2 tc = vary_fragcoord.xy; - ivec2 itc = ivec2(tc); - - vec3 norm = texture2DMS3(normalMap, itc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - vec3 pos = getPosition(itc).xyz; - vec4 ccol = texture2DRect(lightMap, tc).rgba; - - vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); - dlt /= max(-pos.z*dist_factor, 1.0); - - vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' - vec4 col = defined_weight.xyxx * ccol; - - // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances - float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; - - // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large - tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 ); - - for (int i = 1; i < 4; i++) - { - vec2 samptc = tc + kern[i].z*dlt; - vec3 samppos = getPosition(ivec2(samptc)).xyz; - float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - if (d*d <= pointplanedist_tolerance_pow2) - { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; - } - } - for (int i = 1; i < 4; i++) - { - vec2 samptc = vec2(tc - kern[i].z*dlt); - vec3 samppos = getPosition(ivec2(samptc)).xyz; - float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - if (d*d <= pointplanedist_tolerance_pow2) - { - col += texture2DRect(lightMap, samptc)*kern[i].xyxx; - defined_weight += kern[i].xy; - } - } - - col /= defined_weight.xyxx; - col.y *= col.y; - - gl_FragColor = col; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl deleted file mode 100644 index 863bac19cf..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl +++ /dev/null @@ -1,155 +0,0 @@ -/** - * @file multiPointLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -uniform int light_count; - -#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; - -uniform float far_z; - -uniform mat4 inv_proj; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = vec2(pos_screen.xy)*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; - ivec2 itc = ivec2(frag); - - int wght = 0; - vec3 fcol = vec3(0,0,0); - - for (int s = 0; s < samples; ++s) - { - vec3 pos = getPosition(itc, s).xyz; - if (pos.z >= far_z) - { - vec3 norm = texelFetch(normalMap, itc, s).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - norm = normalize(norm); - vec4 spec = texelFetch(specularRect, itc, s); - vec3 diff = texelFetch(diffuseRect, itc, s).rgb; - float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 out_col = vec3(0,0,0); - vec3 npos = normalize(-pos); - - // 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) - { - light_contrib = false; - } - - float da = dot(norm, lv); - if (da < 0.0) - { - light_contrib = false; - } - - if (light_contrib) - { - 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) - { - //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; - } - } - - fcol += out_col; - ++wght; - } - } - - if (wght <= 0) - { - discard; - } - - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; - - -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl deleted file mode 100644 index 10285817c2..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl +++ /dev/null @@ -1,250 +0,0 @@ -/** - * @file multiSpotLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D projectionMap; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod; //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform float shadow_fade; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float det = max(1.0-lod/(proj_lod*0.5), 0.0); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = vec2(pos_screen.xy)*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - int wght = 0; - - vec3 fcol = vec3(0,0,0); - - vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; - - ivec2 itc = ivec2(frag.xy); - - for (int i = 0; i < samples; ++i) - { - vec3 pos = getPosition(itc, i).xyz; - vec3 lv = vary_light.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 <= 1.0) - { - vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z >= 0.0) - { - proj_tc.xyz /= proj_tc.w; - - float fa = gl_Color.a+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - if (dist_atten > 0.0) - { - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float lit = 0.0; - float amb_da = proj_ambiance; - - if (da > 0.0) - { - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; - - lit = da * dist_atten * noise; - - col = lcol*lit*diff_tex; - amb_da += (da*0.5)*proj_ambiance; - } - - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - - vec4 spec = texelFetch(specularRect, itc, i); - if (spec.a > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc.xy /= stc.w; - - float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); - - stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; - } - } - } - } - - fcol += col; - ++wght; - } - } - } - } - - if (wght <= 0) - { - discard; - } - - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl deleted file mode 100644 index cdce58c84e..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl +++ /dev/null @@ -1,126 +0,0 @@ -/** - * @file pointLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; -uniform vec4 viewport; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0; - sc /= viewport.zw; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - ivec2 itc = ivec2(frag.xy); - - int wght = 0; - vec3 fcol = vec3(0,0,0); - - for (int s = 0; s < samples; ++s) - { - vec3 pos = getPosition(itc, s).xyz; - vec3 lv = vary_light.xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 <= 1.0) - { - vec3 norm = texelFetch(normalMap, itc, s).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float da = dot(norm, lv); - if (da >= 0.0) - { - norm = normalize(norm); - lv = normalize(lv); - da = dot(norm, lv); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - - vec3 col = texelFetch(diffuseRect, itc, s).rgb; - float fa = gl_Color.a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - float lit = da * dist_atten * noise; - - col = gl_Color.rgb*lit*col; - - vec4 spec = texelFetch(specularRect, itc, s); - if (spec.a > 0.0) - { - float sa = dot(normalize(lv-normalize(pos)),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*gl_Color.rgb*spec.rgb; - } - } - - fcol += col; - ++wght; - } - } - } - - if (wght <= 0) - { - discard; - } - - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl deleted file mode 100644 index 792102a64d..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl +++ /dev/null @@ -1,151 +0,0 @@ -/** - * @file postDeferredF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS edgeMap; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D bloomMap; - -uniform float depth_cutoff; -uniform float norm_cutoff; -uniform float focal_distance; -uniform float blur_constant; -uniform float tan_pixel_angle; -uniform float magnification; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -varying vec2 vary_fragcoord; - -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ - vec4 ret = vec4(0,0,0,0); - for (int i = 0; i < samples; ++i) - { - ret += texelFetch(tex, tc, i); - } - - return ret/samples; -} - -float getDepth(ivec2 pos_screen) -{ - float z = texture2DMS(depthMap, pos_screen.xy).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -float calc_cof(float depth) -{ - float sc = abs(depth-focal_distance)/-depth*blur_constant; - - sc /= magnification; - - // tan_pixel_angle = pixel_length/-depth; - float pixel_length = tan_pixel_angle*-focal_distance; - - sc = sc/pixel_length; - sc *= 1.414; - - return sc; -} - -void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc) -{ - float d = getDepth(tc); - - float sc = calc_cof(d); - - if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius - || d < cur_depth) //sampled pixel is further away than current pixel - { - float wg = 0.25; - - vec4 s = texture2DMS(diffuseRect, tc); - // de-weight dull areas to make highlights 'pop' - wg += s.r+s.g+s.b; - - diff += wg*s; - - w += wg; - } -} - - -void main() -{ - ivec2 itc = ivec2(vary_fragcoord.xy); - - vec3 norm = texture2DMS(normalMap, itc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - - float depth = getDepth(itc); - - vec4 diff = texture2DMS(diffuseRect, itc); - - { - float w = 1.0; - - float sc = calc_cof(depth); - sc = min(abs(sc), 10.0); - - float fd = depth*0.5f; - - float PI = 3.14159265358979323846264; - - int isc = int(sc); - - // sample quite uniformly spaced points within a circle, for a circular 'bokeh' - //if (depth < focal_distance) - { - for (int x = -isc; x <= isc; x+=2) - { - for (int y = -isc; y <= isc; y+=2) - { - ivec2 cur_samp = ivec2(x,y); - float cur_sc = length(vec2(cur_samp)); - if (cur_sc < sc) - { - dofSample(diff, w, cur_sc, depth, itc+cur_samp); - } - } - } - } - - diff /= w; - } - - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl deleted file mode 100644 index 41849858e7..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file postDeferredF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2D bloomMap; - -uniform vec2 screen_res; -varying vec2 vary_fragcoord; - -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ - vec4 ret = vec4(0,0,0,0); - - for (int i = 0; i < samples; ++i) - { - ret += texelFetch(tex,tc,i); - } - - return ret/samples; -} - -void main() -{ - vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy)); - - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl new file mode 100644 index 0000000000..b519dbc4b0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl @@ -0,0 +1,41 @@ +/** + * @file postDeferredNoDoFF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2D bloomMap; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +void main() +{ + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor = diff + bloom; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl new file mode 100644 index 0000000000..861bb9f735 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl @@ -0,0 +1,153 @@ +/** + * @file postDeferredF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect edgeMap; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2D bloomMap; + +uniform float depth_cutoff; +uniform float norm_cutoff; +uniform float focal_distance; +uniform float blur_constant; +uniform float tan_pixel_angle; +uniform float magnification; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +varying vec2 vary_fragcoord; + +float getDepth(vec2 pos_screen) +{ + float z = texture2DRect(depthMap, pos_screen.xy).r; + z = z*2.0-1.0; + vec4 ndc = vec4(0.0, 0.0, z, 1.0); + vec4 p = inv_proj*ndc; + return p.z/p.w; +} + +float calc_cof(float depth) +{ + float sc = abs(depth-focal_distance)/-depth*blur_constant; + + sc /= magnification; + + // tan_pixel_angle = pixel_length/-depth; + float pixel_length = tan_pixel_angle*-focal_distance; + + sc = sc/pixel_length; + sc *= 1.414; + + return sc; +} + +void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) +{ + float d = getDepth(tc); + + float sc = calc_cof(d); + + float wg = 0.25; + + vec4 s = texture2DRect(diffuseRect, tc); + // de-weight dull areas to make highlights 'pop' + wg += s.r+s.g+s.b; + + diff += wg*s; + + w += wg; +} + +void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc) +{ + float d = getDepth(tc); + + float sc = calc_cof(d); + + if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius + || d < cur_depth) //sampled pixel is further away than current pixel + { + float wg = 0.25; + + vec4 s = texture2DRect(diffuseRect, tc); + // de-weight dull areas to make highlights 'pop' + wg += s.r+s.g+s.b; + + diff += wg*s; + + w += wg; + } +} + + +void main() +{ + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + + vec2 tc = vary_fragcoord.xy; + + float depth = getDepth(tc); + + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + { + float w = 1.0; + + float sc = calc_cof(depth); + sc = min(abs(sc), 10.0); + + float fd = depth*0.5f; + + float PI = 3.14159265358979323846264; + + // sample quite uniformly spaced points within a circle, for a circular 'bokeh' + //if (depth < focal_distance) + { + while (sc > 0.5) + { + int its = int(max(1.0,(sc*3.7))); + for (int i=0; i max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density.r); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} - -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ - vec4 ret = vec4(0,0,0,0); - - for (int i = 0; i < samples; ++i) - { - ret += texelFetch(tex,tc,i); - } - - return ret/samples; -} - -void main() -{ - vec2 tc = vary_fragcoord.xy; - ivec2 itc = ivec2(tc); - - vec4 fcol = vec4(0,0,0,0); - - for (int i = 0; i < samples; ++i) - { - float depth = texelFetch(depthMap, itc, i).r; - vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texelFetch(normalMap, itc, i).xyz; - - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; - - float da = max(dot(norm.xyz, vary_light.xyz), 0.0); - - vec4 diffuse = texelFetch(diffuseRect, itc, i); - vec3 col; - float bloom = 0.0; - - if (diffuse.a < 0.9) - { - vec4 spec = texelFetch(specularRect, itc, i); - - calcAtmospherics(pos.xyz, 1.0); - - col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); - - col *= diffuse.rgb; - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib); - col += spec_contrib; - } - - col = atmosLighting(col); - col = scaleSoftClip(col); - col = mix(col, diffuse.rgb, diffuse.a); - } - else - { - col = diffuse.rgb; - } - - fcol += vec4(col, bloom); - } - - gl_FragColor = fcol/samples; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl deleted file mode 100644 index 0c0171881f..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl +++ /dev/null @@ -1,252 +0,0 @@ -/** - * @file multiSpotLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D projectionMap; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod; //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform int proj_shadow_idx; -uniform float shadow_fade; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float det = max(1.0-lod/(proj_lod*0.5), 0.0); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); - - float det = min(lod/(proj_lod*0.5), 1.0); - - float d = min(dist.x, dist.y); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - - vec2 dist = tc-vec2(0.5); - - float d = dot(dist,dist); - - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); - - return ret; -} - - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = vec2(pos_screen.xy)*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - ivec2 itc = ivec2(frag.xy); - - vec3 fcol = vec3(0,0,0); - int wght = 0; - - for (int i = 0; i < samples; ++i) - { - vec3 pos = getPosition(itc, i).xyz; - vec3 lv = vary_light.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 <= 1.0) - { - vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z >= 0.0) - { - proj_tc.xyz /= proj_tc.w; - - float fa = gl_Color.a+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - if (dist_atten > 0.0) - { - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float lit = 0.0; - float amb_da = proj_ambiance; - - if (da > 0.0) - { - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; - - lit = da * dist_atten * noise; - - col = lcol*lit*diff_tex; - amb_da += (da*0.5)*proj_ambiance; - } - - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); - - amb_da += (da*da*0.5+0.5)*proj_ambiance; - - amb_da *= dist_atten * noise; - - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - - vec4 spec = texelFetch(specularRect, itc, i); - if (spec.a > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc.xy /= stc.w; - - float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); - - stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); - col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; - } - } - } - } - - fcol += col; - ++wght; - } - } - } - } - - if (wght <= 0) - { - discard; - } - - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl deleted file mode 100644 index 78ea15e87a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl +++ /dev/null @@ -1,35 +0,0 @@ -/** - * @file sunLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -//class 1, no shadow, no SSAO, should never be called - -#extension GL_ARB_texture_rectangle : enable - -void main() -{ - gl_FragColor = vec4(0,0,0,0); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl deleted file mode 100644 index abb64334ed..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl +++ /dev/null @@ -1,140 +0,0 @@ -/** - * @file sunLightSSAOF.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -//class 1 -- no shadow, SSAO only - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; - - -// Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - -varying vec2 vary_fragcoord; -varying vec4 vary_light; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ - float depth = texelFetch(depthMap, pos_screen, sample).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample) -{ - float ret = 1.0; - - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; - kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; - kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - - float angle_hidden = 0.0; - int points = 0; - - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?) - for (int i = 0; i < 8; i++) - { - ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect)); - vec3 samppos_world = getPosition(samppos_screen, sample).xyz; - - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); - - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) - - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); - - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); - } - - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - - ret = (1.0 - (float(points != 0) * angle_hidden)); - - return min(ret, 1.0); -} - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - ivec2 itc = ivec2(pos_screen); - - float col = 0; - - for (int i = 0; i < samples; i++) - { - vec4 pos = getPosition(itc, i); - vec3 norm = texelFetch(normalMap, itc, i).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - col += calcAmbientOcclusion(pos,norm,i); - } - - col /= samples; - - gl_FragColor[0] = 1.0; - gl_FragColor[1] = col; - gl_FragColor[2] = 1.0; - gl_FragColor[3] = 1.0; -} diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 9fac986bf1..917462c1ee 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1159,8 +1159,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() BOOL success = TRUE; - U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); - bool multisample = samples > 1 && gGLManager.mHasTextureMultisample; + U32 samples = gSavedSettings.getU32("RenderFSAASamples"); + bool multisample = samples > 1; if (success) { @@ -1295,84 +1295,41 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() } if (success) - { - std::string fragment; - - if (multisample) - { - fragment = "deferred/pointLightMSF.glsl"; - } - else - { - fragment = "deferred/pointLightF.glsl"; - } - + { gDeferredLightProgram.mName = "Deferred Light Shader"; gDeferredLightProgram.mShaderFiles.clear(); gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredLightProgram.createShader(NULL, NULL); } if (success) { - std::string fragment; - if (multisample) - { - fragment = "deferred/multiPointLightMSF.glsl"; - } - else - { - fragment = "deferred/multiPointLightF.glsl"; - } - gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader"; gDeferredMultiLightProgram.mShaderFiles.clear(); gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_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); } if (success) { - std::string fragment; - - if (multisample) - { - fragment = "deferred/spotLightMSF.glsl"; - } - else - { - fragment = "deferred/multiSpotLightF.glsl"; - } - gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader"; gDeferredSpotLightProgram.mShaderFiles.clear(); gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSpotLightProgram.createShader(NULL, NULL); } if (success) { - std::string fragment; - - if (multisample) - { - fragment = "deferred/multiSpotLightMSF.glsl"; - } - else - { - fragment = "deferred/multiSpotLightF.glsl"; - } - gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; gDeferredMultiSpotLightProgram.mShaderFiles.clear(); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); } @@ -1383,25 +1340,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { - if (multisample) - { - fragment = "deferred/sunLightSSAOMSF.glsl"; - } - else - { - fragment = "deferred/sunLightSSAOF.glsl"; - } + fragment = "deferred/sunLightSSAOF.glsl"; } else { - if (multisample) - { - fragment = "deferred/sunLightMSF.glsl"; - } - else - { - fragment = "deferred/sunLightF.glsl"; - } + fragment = "deferred/sunLightF.glsl"; } gDeferredSunProgram.mName = "Deferred Sun Shader"; @@ -1414,21 +1357,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { - std::string fragment; - - if (multisample) - { - fragment = "deferred/blurLightMSF.glsl"; - } - else - { - fragment = "deferred/blurLightF.glsl"; - } - gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader"; gDeferredBlurLightProgram.mShaderFiles.clear(); gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredBlurLightProgram.createShader(NULL, NULL); } @@ -1516,21 +1448,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { - std::string fragment; - - if (multisample) - { - fragment = "deferred/softenLightMSF.glsl"; - } - else - { - fragment = "deferred/softenLightF.glsl"; - } - gDeferredSoftenProgram.mName = "Deferred Soften Shader"; gDeferredSoftenProgram.mShaderFiles.clear(); gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredSoftenProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; @@ -1627,11 +1548,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() std::string fragment; if (multisample) { - fragment = "deferred/postDeferredMSF.glsl"; + fragment = "deferred/postDeferredF.glsl"; } else { - fragment = "deferred/postDeferredF.glsl"; + fragment = "deferred/postDeferredNoFXAAF.glsl"; } gDeferredPostProgram.mName = "Deferred Post Shader"; @@ -1647,11 +1568,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() std::string fragment; if (multisample) { - fragment = "deferred/postDeferredNoDoFMSF.glsl"; + fragment = "deferred/postDeferredNoDoFF.glsl"; } else { - fragment = "deferred/postDeferredNoDoFF.glsl"; + fragment = "deferred/postDeferredNoDoFNoFXAAF.glsl"; } gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; @@ -1700,20 +1621,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { if (success) { - std::string fragment; - if (multisample) - { - fragment = "deferred/edgeMSF.glsl"; - } - else - { - fragment = "deferred/edgeF.glsl"; - } - gDeferredEdgeProgram.mName = "Deferred Edge Shader"; gDeferredEdgeProgram.mShaderFiles.clear(); gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredEdgeProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredEdgeProgram.createShader(NULL, NULL); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 8d5bc22e6f..d9fa4881e7 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -592,11 +592,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); - if (gGLManager.mIsATI) - { //ATI doesn't like the way we use multisample texture - samples = 0; - } - //try to allocate screen buffers at requested resolution and samples // - on failure, shrink number of samples and try again // - if not multisampled, shrink resolution and try again (favor X resolution over Y) @@ -673,7 +668,14 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (!addDeferredAttachments(mDeferredScreen)) return false; if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; - if (!mFXAABuffer.allocate(nhpo2(resX), nhpo2(resY), GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; + if (samples > 0) + { + if (!mFXAABuffer.allocate(nhpo2(resX), nhpo2(resY), GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; + } + else + { + mFXAABuffer.release(); + } #if LL_DARWIN // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO @@ -6322,6 +6324,9 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLPipeline::sRenderDeferred) { bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater(); + bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 1; + + if (multisample) { //bake out texture2D with RGBL for FXAA shader mFXAABuffer.bindTarget(); @@ -6344,8 +6349,9 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGlowCombineFXAAProgram.unbind(); mFXAABuffer.flush(); - gViewerWindow->setup3DViewport(); } + + gViewerWindow->setup3DViewport(); LLGLSLShader* shader = &gDeferredPostProgram; if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) @@ -6358,8 +6364,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader = &gDeferredPostNoDoFProgram; dof_enabled = false; } - - + LLGLDisable blend(GL_BLEND); bindDeferredShader(*shader); @@ -6485,12 +6490,24 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f("magnification", magnification); } - S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); - if (channel > -1) + if (multisample) { - mFXAABuffer.bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + if (channel > -1) + { + mFXAABuffer.bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } } + else + { + S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + } + gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); -- cgit v1.3 From 530981a2149a74e1dc003cea1bbc9dc392fcae60 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 15 Sep 2011 00:54:25 -0500 Subject: SH-2243 work in progress -- no more deprecated built-in matrix state when using shaders. --- indra/llrender/llglslshader.cpp | 4 + indra/llrender/llglslshader.h | 3 +- indra/llrender/llrender.cpp | 106 ++++++++++++++++++--- .../shaders/class1/avatar/avatarV.glsl | 8 +- .../shaders/class1/avatar/eyeballV.glsl | 14 ++- .../shaders/class1/avatar/pickAvatarV.glsl | 6 +- .../shaders/class1/deferred/alphaSkinnedV.glsl | 10 +- .../shaders/class1/deferred/alphaV.glsl | 15 ++- .../shaders/class1/deferred/attachmentShadowV.glsl | 10 +- .../shaders/class1/deferred/avatarAlphaV.glsl | 6 +- .../shaders/class1/deferred/avatarEyesV.glsl | 11 ++- .../shaders/class1/deferred/avatarShadowV.glsl | 4 +- .../shaders/class1/deferred/avatarV.glsl | 4 +- .../shaders/class1/deferred/blurLightV.glsl | 6 +- .../shaders/class1/deferred/bumpSkinnedV.glsl | 10 +- .../shaders/class1/deferred/bumpV.glsl | 14 ++- .../shaders/class1/deferred/cloudsV.glsl | 6 +- .../shaders/class1/deferred/diffuseNoColorV.glsl | 31 +++++- .../shaders/class1/deferred/diffuseSkinnedV.glsl | 10 +- .../shaders/class1/deferred/diffuseV.glsl | 11 ++- .../shaders/class1/deferred/emissiveV.glsl | 31 +++++- .../shaders/class1/deferred/fullbrightV.glsl | 12 ++- .../app_settings/shaders/class1/deferred/giV.glsl | 6 +- .../shaders/class1/deferred/impostorV.glsl | 9 +- .../shaders/class1/deferred/luminanceV.glsl | 3 +- .../shaders/class1/deferred/multiPointLightV.glsl | 3 +- .../shaders/class1/deferred/pointLightV.glsl | 4 +- .../shaders/class1/deferred/postDeferredV.glsl | 6 +- .../shaders/class1/deferred/postgiV.glsl | 4 +- .../shaders/class1/deferred/shadowAlphaMaskV.glsl | 9 +- .../shaders/class1/deferred/shadowV.glsl | 6 +- .../app_settings/shaders/class1/deferred/skyV.glsl | 6 +- .../shaders/class1/deferred/softenLightV.glsl | 3 +- .../shaders/class1/deferred/starsV.glsl | 8 +- .../shaders/class1/deferred/sunLightV.glsl | 4 +- .../shaders/class1/deferred/terrainV.glsl | 12 ++- .../shaders/class1/deferred/treeShadowV.glsl | 27 +++++- .../shaders/class1/deferred/treeV.glsl | 11 ++- .../shaders/class1/deferred/waterV.glsl | 10 +- .../shaders/class1/effects/glowExtractV.glsl | 4 +- .../app_settings/shaders/class1/effects/glowV.glsl | 4 +- .../shaders/class1/environment/terrainV.glsl | 24 +++-- .../shaders/class1/environment/waterV.glsl | 8 +- .../shaders/class1/interface/customalphaV.glsl | 6 +- .../shaders/class1/interface/debugV.glsl | 4 +- .../shaders/class1/interface/glowcombineFXAAV.glsl | 26 ++++- .../shaders/class1/interface/glowcombineV.glsl | 6 +- .../shaders/class1/interface/highlightV.glsl | 9 +- .../shaders/class1/interface/occlusionV.glsl | 4 +- .../class1/interface/onetexturenocolorV.glsl | 21 +++- .../shaders/class1/interface/solidcolorV.glsl | 4 +- .../class1/interface/splattexturerectV.glsl | 6 +- .../shaders/class1/interface/twotextureaddV.glsl | 3 +- .../app_settings/shaders/class1/interface/uiV.glsl | 8 +- .../app_settings/shaders/class1/objects/bumpV.glsl | 11 ++- .../shaders/class1/objects/emissiveSkinnedV.glsl | 31 +++++- .../shaders/class1/objects/emissiveV.glsl | 32 ++++++- .../shaders/class1/objects/fullbrightNoColorV.glsl | 30 +++++- .../class1/objects/fullbrightShinySkinnedV.glsl | 12 ++- .../shaders/class1/objects/fullbrightShinyV.glsl | 17 ++-- .../shaders/class1/objects/fullbrightSkinnedV.glsl | 9 +- .../shaders/class1/objects/fullbrightV.glsl | 12 ++- .../shaders/class1/objects/impostorV.glsl | 8 +- .../shaders/class1/objects/previewV.glsl | 33 ++++++- .../class1/objects/shinySimpleSkinnedV.glsl | 13 ++- .../shaders/class1/objects/shinyV.glsl | 15 ++- .../shaders/class1/objects/simpleNoColorV.glsl | 33 ++++++- .../shaders/class1/objects/simpleSkinnedV.glsl | 10 +- .../shaders/class1/objects/simpleV.glsl | 15 ++- .../app_settings/shaders/class1/objects/treeV.glsl | 31 +++++- .../shaders/class2/avatar/eyeballV.glsl | 14 ++- .../shaders/class2/deferred/alphaSkinnedV.glsl | 13 ++- .../shaders/class2/deferred/alphaV.glsl | 17 ++-- .../shaders/class2/deferred/avatarAlphaV.glsl | 3 +- .../shaders/class2/deferred/edgeV.glsl | 3 +- .../shaders/class2/deferred/softenLightV.glsl | 5 +- .../shaders/class2/deferred/sunLightV.glsl | 6 +- .../app_settings/shaders/class2/effects/blurV.glsl | 5 +- .../shaders/class2/effects/drawQuadV.glsl | 5 +- .../shaders/class2/environment/terrainV.glsl | 14 ++- .../shaders/class2/objects/fullbrightShinyV.glsl | 17 ++-- .../shaders/class2/objects/fullbrightV.glsl | 11 ++- .../shaders/class2/objects/shinyV.glsl | 17 ++-- .../shaders/class2/objects/simpleNonIndexedV.glsl | 31 +++++- .../shaders/class2/objects/simpleV.glsl | 13 ++- .../shaders/class2/windlight/cloudsV.glsl | 6 +- .../shaders/class2/windlight/skyV.glsl | 3 +- .../shaders/class3/avatar/avatarV.glsl | 6 +- .../shaders/class3/deferred/giDownsampleV.glsl | 6 +- .../shaders/class3/deferred/giFinalV.glsl | 6 +- .../app_settings/shaders/class3/deferred/giV.glsl | 6 +- .../shaders/class3/deferred/luminanceV.glsl | 6 +- .../shaders/class3/deferred/postDeferredV.glsl | 6 +- .../shaders/class3/deferred/postgiV.glsl | 6 +- .../shaders/class3/deferred/softenLightV.glsl | 5 +- indra/newview/llviewershadermgr.cpp | 2 +- 96 files changed, 847 insertions(+), 297 deletions(-) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 61648e527d..95ce227171 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -76,6 +76,10 @@ hasAlphaMask(false) LLGLSLShader::LLGLSLShader() : mProgramObject(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), mUniformsDirty(FALSE) { + for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i) + { + mMatHash[i] = 0xFFFFFFFF; + } } void LLGLSLShader::unload() diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 558ea66b50..c1765e2701 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -117,7 +117,6 @@ public: GLint getAttribLocation(U32 attrib); GLint mapUniformTextureChannel(GLint location, GLenum type); - //enable/disable texture channel for specified uniform //if given texture uniform is active in the shader, //the corresponding channel will be active upon return @@ -132,6 +131,8 @@ public: // Unbinds any previously bound shader by explicitly binding no shader. static void bindNoShader(void); + U32 mMatHash[LLRender::NUM_MATRIX_MODES]; + GLhandleARB mProgramObject; std::vector mAttribute; //lookup table of attribute enum to attribute channel std::vector mUniform; //lookup table of uniform enum to uniform location diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 27d25c0d3a..359e6fd560 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1018,6 +1018,8 @@ void LLRender::refreshState(void) void LLRender::syncMatrices() { + stop_glerror(); + GLenum mode[] = { GL_MODELVIEW, @@ -1028,27 +1030,105 @@ void LLRender::syncMatrices() GL_TEXTURE, }; - for (U32 i = 0; i < 2; ++i) + std::string name[] = + { + "modelview_matrix", + "projection_matrix", + "texture_matrix0", + "texture_matrix1", + "texture_matrix2", + "texture_matrix3", + }; + + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + if (shader) { - if (mMatHash[i] != mCurMatHash[i]) + + llassert(shader); + + bool do_normal = false; + bool do_mvp = false; + + for (U32 i = 0; i < NUM_MATRIX_MODES; ++i) { - glMatrixMode(mode[i]); - glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); - mCurMatHash[i] = mMatHash[i]; + if (mMatHash[i] != shader->mMatHash[i]) + { + shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m); + shader->mMatHash[i] = mMatHash[i]; + + if (i == MM_MODELVIEW) + { + do_normal = true; + do_mvp = true; + } + else if (i == MM_PROJECTION) + { + do_mvp = true; + } + } } - } - for (U32 i = 2; i < NUM_MATRIX_MODES; ++i) + if (do_normal) + { + S32 loc = shader->getUniformLocation("normal_matrix"); + if (loc > -1) + { + U32 i = MM_MODELVIEW; + + glh::matrix4f norm = mMatrix[i][mMatIdx[i]].inverse().transpose(); + + F32 norm_mat[] = + { + norm.m[0], norm.m[1], norm.m[2], + norm.m[4], norm.m[5], norm.m[6], + norm.m[8], norm.m[9], norm.m[10] + }; + + shader->uniformMatrix3fv("normal_matrix", 1, GL_FALSE, norm_mat); + } + } + + if (do_mvp) + { + S32 loc = shader->getUniformLocation("modelview_projection_matrix"); + if (loc > -1) + { + U32 mv = MM_MODELVIEW; + U32 proj = MM_PROJECTION; + + glh::matrix4f mvp = mMatrix[mv][mMatIdx[mv]]; + mvp.mult_left(mMatrix[proj][mMatIdx[proj]]); + + shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, mvp.m); + } + } + } + else { - if (mMatHash[i] != mCurMatHash[i]) + for (U32 i = 0; i < 2; ++i) { - gGL.getTexUnit(i-2)->activate(); - glMatrixMode(mode[i]); - glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); - mCurMatHash[i] = mMatHash[i]; + if (mMatHash[i] != mCurMatHash[i]) + { + glMatrixMode(mode[i]); + glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); + mCurMatHash[i] = mMatHash[i]; + } + } + + for (U32 i = 2; i < NUM_MATRIX_MODES; ++i) + { + if (mMatHash[i] != mCurMatHash[i]) + { + gGL.getTexUnit(i-2)->activate(); + glMatrixMode(mode[i]); + glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); + mCurMatHash[i] = mMatHash[i]; + } } } - + + stop_glerror(); } void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z) diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index ec1a813790..c98b99b15a 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -51,9 +53,7 @@ void main() norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); - gl_Position = gl_ProjectionMatrix * pos; - - //gl_Position = gl_ModelViewProjectionMatrix * position; + gl_Position = projection_matrix * pos; gl_FogFragCoord = length(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index 31db10ae85..9a19fb928b 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -35,12 +39,12 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz; - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl index f07e5c124b..21a9e91bf5 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -41,5 +43,5 @@ void main() gl_FrontColor = diffuse_color; gl_TexCoord[0] = vec4(texcoord0,0,1); - gl_Position = gl_ProjectionMatrix * pos; + gl_Position = projection_matrix * pos; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 2c2b58d59b..9deb9a701e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -21,7 +21,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; attribute vec3 position; attribute vec3 normal; @@ -86,14 +88,14 @@ void main() vec3 norm; mat4 trans = getObjectSkinnedTransform(); - trans = gl_ModelViewMatrix * trans; + trans = modelview_matrix * trans; pos = trans * vec4(position.xyz, 1.0); norm = position.xyz + normal.xyz; - norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz); + norm = normalize(( trans*vec4(norojrm, 1.0) ).xyz-pos.xyz); - vec4 frag_pos = gl_ProjectionMatrix * pos; + vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; vary_position = pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 7a2f34ca1d..51e7c0780d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -23,6 +23,11 @@ * $/LicenseInfo$ */ +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec4 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -85,12 +90,12 @@ void main() //transform vertex vec4 vert = vec4(position.xyz, 1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); 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; @@ -126,7 +131,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * vert; + pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index e03615eebb..fc055e555d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -22,6 +22,10 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +uniform mat4 texture_matrix0; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -31,16 +35,16 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; gl_FrontColor = diffuse_color; - vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0); + vec4 p = projection_matrix * vec4(pos, 1.0); p.z = max(p.z, -p.w+0.01); gl_Position = p; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index e15727f6f7..df4de4f432 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -96,7 +98,7 @@ void main() norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); - vec4 frag_pos = gl_ProjectionMatrix * pos; + vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; vary_position = pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index 58efa47567..d5c20a22d9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -34,10 +37,10 @@ varying vec3 vary_normal; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vary_normal = normalize(gl_NormalMatrix * normal); + vary_normal = normalize(normal_matrix * normal); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 543e998def..6835b9c021 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ - +uniform mat4 projection_matrix; mat4 getSkinnedTransform(); @@ -52,7 +52,7 @@ void main() norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); - pos = gl_ProjectionMatrix * pos; + pos = projection_matrix * pos; post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 66e9119e28..704845d310 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -54,7 +56,7 @@ void main() vary_normal = norm; - gl_Position = gl_ProjectionMatrix * pos; + gl_Position = projection_matrix * pos; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 0168c40ae5..5339e38018 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index 421299d4a7..cf93430217 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -22,6 +22,10 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec3 normal; @@ -36,11 +40,11 @@ mat4 getObjectSkinnedTransform(); void main() { - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; @@ -53,6 +57,6 @@ void main() vary_mat1 = vec3(t.y, b.y, n.y); vary_mat2 = vec3(t.z, b.z, n.z); - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index b724def93d..9ec31383ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec3 normal; @@ -36,11 +40,11 @@ varying vec3 vary_mat2; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 n = normalize(gl_NormalMatrix * normal); - vec3 b = normalize(gl_NormalMatrix * binormal); + vec3 n = normalize(normal_matrix * normal); + vec3 b = normalize(normal_matrix * binormal); vec3 t = cross(b, n); vary_mat0 = vec3(t.x, b.x, n.x); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 297b3904a6..67b5e7fb83 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; @@ -60,7 +62,7 @@ void main() { // World / view / projection - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index ff9578e253..37864578ec 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -1,10 +1,31 @@ /** * @file diffuseNoColorV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -16,8 +37,8 @@ varying float vary_texture_index; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vary_normal = normalize(gl_NormalMatrix * normal); + vary_normal = normalize(normal_matrix * normal); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl index 02fb34af32..880a7ea0a2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -22,7 +22,9 @@ * $/LicenseInfo$ */ - +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -35,11 +37,11 @@ mat4 getObjectSkinnedTransform(); void main() { - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); @@ -51,5 +53,5 @@ void main() gl_FrontColor = diffuse_color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 553cfff52f..e158df13f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec4 position; attribute vec4 diffuse_color; @@ -35,11 +38,11 @@ varying float vary_texture_index; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); vary_texture_index = position.w; - vary_normal = normalize(gl_NormalMatrix * normal); + vary_normal = normalize(normal_matrix * normal); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 9841943fe6..fccf8554d2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -1,10 +1,31 @@ /** * @file emissiveV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec4 position; attribute float emissive; @@ -23,12 +44,12 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (gl_ModelViewMatrix * vert); + vec4 pos = (modelview_matrix * vert); vary_texture_index = position.w; - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 93571058dc..2759165471 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec4 position; attribute vec4 diffuse_color; @@ -41,12 +45,12 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (gl_ModelViewMatrix * vert); + vec4 pos = (modelview_matrix * vert); vary_texture_index = position.w; - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl index 1a23be349e..2766691bd0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -35,7 +37,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 28ba2c432d..645b0d793a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -30,8 +33,8 @@ attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index 3f2e07cf08..dafc55a6ff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -34,7 +35,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 39e60b6cc8..1d54d7bede 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -31,7 +32,7 @@ varying vec4 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_fragcoord = pos; gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index afaf58020b..cab9817583 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec4 vary_fragcoord; @@ -30,7 +32,7 @@ varying vec4 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_fragcoord = pos; gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 74a9df64e0..b11f26fbae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -35,7 +37,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_tc = (pos.xy*0.5+0.5)*tc_scale; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl index a3751be1fb..61c6393648 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl @@ -22,6 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -32,7 +34,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index bbd7516337..f7bed00214 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -32,12 +35,12 @@ varying vec4 post_pos; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 1ac3dbd5de..190cac9e2c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec4 post_pos; @@ -30,7 +32,7 @@ varying vec4 post_pos; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); post_pos = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 23171fe940..e97d3e0828 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; @@ -58,7 +60,7 @@ void main() { // World / view / projection - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); // Get relative position diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 4b6b3c242e..7d1e99b4aa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -32,7 +33,7 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index dbd2b5595a..1fcb05ef2c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -31,7 +33,7 @@ attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index d19e67b67d..10751304ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -22,6 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -32,7 +34,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index 793106f2cf..7f84ef1cff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -48,12 +52,12 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_normal = normalize(gl_NormalMatrix * normal); + vary_normal = normalize(normal_matrix * normal); // Transform and pass tex coords - gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; vec4 t = vec4(texcoord1,0,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl index 42ce2f5226..c695d374ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -1,9 +1,30 @@ /** * @file treeShadowV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -13,11 +34,11 @@ varying vec4 post_pos; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 2ec7398024..45bfc0ce09 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform mat3 normal_matrix; attribute vec3 position; attribute vec3 normal; @@ -33,10 +36,10 @@ varying vec3 vary_normal; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vary_normal = normalize(gl_NormalMatrix * normal); + vary_normal = normalize(normal_matrix * normal); gl_FrontColor = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index 2f808b25db..ac51cb1741 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -50,7 +52,7 @@ void main() { //transform vertex vec4 pos = vec4(position.xyz, 1.0); - mat4 modelViewProj = gl_ModelViewProjectionMatrix; + mat4 modelViewProj = modelview_projection_matrix; vec4 oPosition; @@ -69,7 +71,7 @@ void main() oPosition = vec4(position, 1.0); oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); - vary_position = gl_ModelViewMatrix * oPosition; + vary_position = modelview_matrix * oPosition; oPosition = modelViewProj * oPosition; refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); @@ -81,7 +83,7 @@ void main() //push position for further horizon effect. pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); pos.w = 1.0; - pos = gl_ModelViewMatrix*pos; + pos = modelview_matrix*pos; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index b5f6cb62d9..628489296f 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -23,13 +23,15 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0); + gl_Position = modelview_projection_matrix * vec4(position, 1.0); gl_TexCoord[0].xy = texcoord0; } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index e8fd7a796d..615ca6a0b4 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; @@ -30,7 +32,7 @@ uniform vec2 glowDelta; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0); + gl_Position = modelview_projection_matrix * vec4(position, 1.0); gl_TexCoord[0].xy = texcoord0 + glowDelta*(-3.5); gl_TexCoord[1].xy = texcoord0 + glowDelta*(-2.5); diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index 8facc1ca96..04b3033dd8 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -22,7 +22,15 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 texture_matrix2; +uniform mat4 texture_matrix3; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -51,17 +59,17 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec4 pos = gl_ModelViewMatrix * position; - vec3 norm = normalize(gl_NormalMatrix * normal); + vec4 pos = modelview_matrix * position; + vec3 norm = normalize(normal_matrix * normal); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color); gl_FrontColor = color; - gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(texcoord1,0,1); - gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); - gl_TexCoord[3] = gl_TextureMatrix[3]*vec4(texcoord3,0,1); + gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); + gl_TexCoord[1] = texture_matrix1*vec4(texcoord1,0,1); + gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); + gl_TexCoord[3] = texture_matrix3*vec4(texcoord3,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 831a7de0ea..99433ada7b 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -46,7 +48,7 @@ float wave(vec2 v, float t, float f, vec2 d, float s) void main() { //transform vertex - mat4 modelViewProj = gl_ModelViewProjectionMatrix; + mat4 modelViewProj = modelview_projection_matrix; vec4 oPosition; @@ -77,7 +79,7 @@ void main() vec4 pos; pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); pos.w = 1.0; - pos = gl_ModelViewMatrix*pos; + pos = modelview_matrix*pos; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl index df67f76ad5..5bbc7deff0 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -30,7 +32,7 @@ attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl index 2f64fdb7bc..cd3d090e52 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; + attribute vec3 position; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl index f54876135e..bd5dd6046b 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -1,17 +1,37 @@ /** * @file glowcombineFXAAV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_tc; void main() { - vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); gl_Position = pos; vary_tc = pos.xy*0.5+0.5; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl index 303535ee31..94edbe5ab1 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -22,14 +22,16 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; attribute vec2 texcoord1; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); gl_TexCoord[1] = vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index 1d312313a8..6bb5affd93 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -22,14 +22,17 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl index 62fe4a2ce5..43dcd5dbe2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -23,10 +23,12 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; + attribute vec3 position; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl index 7df45e90e6..615412c7a2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl @@ -2,9 +2,28 @@ * @file onetexturenocolorV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -12,7 +31,7 @@ attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); + gl_Position = modelview_projection_matrix * vec4(position, 1); gl_TexCoord[0] = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl index be03d19290..45e6a9febc 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -22,6 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -29,7 +31,7 @@ attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_FrontColor = diffuse_color; gl_TexCoord[0] = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl index 085970f549..2b471d99e8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl @@ -22,14 +22,16 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; attribute vec4 diffuse_color; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl index 80c57e7766..2a36feaa21 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -30,7 +31,7 @@ attribute vec2 texcoord1; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); gl_TexCoord[1] = vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index faef21689e..a9e42a432f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -31,8 +33,8 @@ attribute vec2 texcoord0; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position, 1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index 7d38e07d65..dccc692593 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -31,7 +34,7 @@ attribute vec2 texcoord1; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1] * vec4(texcoord1,0,1); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1 * vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index 78668711ac..e2a00e8440 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -1,10 +1,31 @@ /** * @file emissiveSkinnedV.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ */ +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; attribute vec3 position; attribute float emissive; @@ -16,18 +37,18 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; calcAtmospherics(pos.xyz); gl_FrontColor = vec4(0,0,0,emissive); - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index 05d7cc397f..dedf00f374 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -1,10 +1,32 @@ /** * @file emissiveV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec4 position; attribute float emissive; attribute vec2 texcoord0; @@ -17,10 +39,10 @@ void main() { //transform vertex vary_texture_index = position.w; - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); calcAtmospherics(pos.xyz); gl_FrontColor = vec4(0,0,0,emissive); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl index 57d98038e0..b9c1078c30 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -2,9 +2,31 @@ * @file fullbrightNoColorV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; attribute vec3 normal; @@ -15,9 +37,9 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index ebbcb2f719..546b7cad4a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -22,6 +22,10 @@ * $/LicenseInfo$ */ +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -35,7 +39,7 @@ void main() { mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); @@ -45,14 +49,14 @@ void main() vec3 ref = reflect(pos.xyz, -norm.xyz); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); calcAtmospherics(pos.xyz); gl_FrontColor = diffuse_color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index e8126daee0..a9b086e215 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -36,15 +41,15 @@ uniform vec4 origin; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); calcAtmospherics(pos.xyz); gl_FrontColor = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index 276f423eea..f0722a1e4d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -22,6 +22,9 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -33,18 +36,18 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; calcAtmospherics(pos.xyz); gl_FrontColor = diffuse_color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 159e34f044..d8f223d403 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -32,9 +36,9 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl index f175e3e76d..69007610c6 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -31,6 +33,6 @@ attribute vec2 texcoord0; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 555c59c37e..3771c2e795 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -2,9 +2,32 @@ * @file previewV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -15,11 +38,11 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index f0bea5f3e7..7e5c8ca2d5 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -22,6 +22,11 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -35,7 +40,7 @@ void main() { mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); @@ -45,13 +50,13 @@ void main() vec3 ref = reflect(pos.xyz, -norm.xyz); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); gl_FrontColor = color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index e8b6b71b3d..da47f8a58a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -35,10 +40,10 @@ uniform vec4 origin; void main() { //transform vertex - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); @@ -46,7 +51,7 @@ void main() vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0*vec4(ref,1.0); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 54c262885e..d1d8126cb4 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -2,9 +2,32 @@ * @file simpleNoColorV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -15,11 +38,11 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index 14c4a3aa8d..bf083a55c4 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -22,6 +22,10 @@ * $/LicenseInfo$ */ +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -34,11 +38,11 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); @@ -51,7 +55,7 @@ void main() vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); gl_FrontColor = color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FogFragCoord = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index bbc170b1af..87ece3972e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -34,11 +39,11 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl index 1e9e7f4b0b..64ca63731b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -2,10 +2,31 @@ * @file treeV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -19,12 +40,12 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); - gl_Position = gl_ModelViewProjectionMatrix*vert; - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + gl_Position = modelview_projection_matrix*vert; + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); - vec4 pos = (gl_ModelViewMatrix * vert); + vec4 pos = (modelview_matrix * vert); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index c0065f0bbe..43e19909d4 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec4 diffuse_color; @@ -35,11 +39,11 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz; - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 501fcb004b..df4d26997a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -21,6 +21,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -79,15 +84,15 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position, 1.0)).xyz; - gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0); + gl_Position = projection_matrix * vec4(pos, 1.0); vec4 n = vec4(position, 1.0); n.xyz += normal.xyz; @@ -128,7 +133,7 @@ void main() gl_FogFragCoord = pos.z; - pos.xyz = (gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0)).xyz; + pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index b0ae0107fb..996203ffd6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec4 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -84,12 +89,12 @@ void main() //transform vertex vec4 vert = vec4(position.xyz, 1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); 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; @@ -123,7 +128,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * vert; + pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index f35af53f95..3e35675784 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -99,7 +100,7 @@ void main() norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); - gl_Position = gl_ProjectionMatrix * pos; + gl_Position = projection_matrix * pos; 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; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl index 964f12afcf..1f5470db3c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -32,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index e52edcba41..424299269f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -22,7 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -33,7 +34,7 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 2cf7375d4d..60ba2d7ad4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -32,7 +34,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl index 556e131d34..4fd4b101ff 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl @@ -22,7 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -34,7 +35,7 @@ uniform float blurWidth; void main(void) { // Transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth); vec2 s = vec4(texcoord0,0,1).st - (blurDelta * 3.0); diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl index fbb87b6578..d3c93ab05f 100644 --- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl @@ -22,7 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -32,7 +33,7 @@ attribute vec2 texcoord1; void main(void) { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); gl_TexCoord[1] = vec4(texcoord1,0,1); } diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl index 1a7edbd61b..69f4d4ae45 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl @@ -22,7 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -52,10 +56,10 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec4 pos = gl_ModelViewMatrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); @@ -67,7 +71,7 @@ void main() gl_FrontColor = color; // Transform and pass tex coords - gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; vec4 t = vec4(texcoord1,0,1); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index 8a88957659..b9eff87a13 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; void calcAtmospherics(vec3 inPositionEye); @@ -41,14 +46,14 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index f5ff1d1d00..b7f7af7885 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -22,7 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec4 position; attribute vec2 texcoord0; @@ -39,9 +42,9 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index d6fca4cda7..4511c4bc91 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec4 position; attribute vec2 texcoord0; @@ -42,14 +47,14 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); - gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl index d2a83c9724..5f78495ae3 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -2,10 +2,31 @@ * @file simpleNonIndexedV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -20,12 +41,12 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); - gl_Position = gl_ModelViewProjectionMatrix*vert; - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + gl_Position = modelview_projection_matrix*vert; + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); - vec4 pos = (gl_ModelViewMatrix * vert); + vec4 pos = (modelview_matrix * vert); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index c2db1e1949..91ee5e016e 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -22,8 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec4 position; attribute vec2 texcoord0; @@ -40,13 +43,13 @@ void main() //transform vertex vec4 vert = vec4(position.xyz,1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 297b3904a6..67b5e7fb83 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec2 texcoord0; @@ -60,7 +62,7 @@ void main() { // World / view / projection - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 84e1f827d6..50fdba64c2 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -59,7 +60,7 @@ void main() { // World / view / projection - gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = vec4(texcoord0,0,1); // Get relative position diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index f1d06b4fec..c10635c898 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; @@ -123,7 +125,7 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0)); gl_FrontColor = color; - gl_Position = gl_ProjectionMatrix * pos; + gl_Position = projection_matrix * pos; gl_TexCoord[2] = vec4(pos.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl index 870d4c36bc..5e75aec171 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl index 76206f88d9..969b6e2f1c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; @@ -32,7 +34,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl index 1a23be349e..2766691bd0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; @@ -35,7 +37,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl index a2606f2fb2..d0205fa824 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + varying vec2 vary_fragcoord; uniform vec2 screen_res; @@ -33,7 +35,7 @@ attribute vec4 diffuse_color; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl index 2d0b60d513..2d7fa22edc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl index 25bdfdce45..e9c6f3e27b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -31,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index 9e07a4d219..8e405de9a3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -22,7 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec2 texcoord0; @@ -34,7 +35,7 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 917462c1ee..7155311f8e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -380,7 +380,7 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) mReservedUniforms.push_back("lastNormalGIMap"); mReservedUniforms.push_back("lastMinpGIMap"); mReservedUniforms.push_back("lastMaxpGIMap"); - + mWLUniforms.push_back("camPosLocal"); mTerrainUniforms.reserve(5); -- cgit v1.3 From 9ea41c8094695365bc7ea10165ffd54cda204e88 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 20 Sep 2011 00:54:37 -0500 Subject: SH-2243 No deprecated calls for the whole session. --- indra/llrender/llglslshader.cpp | 1 + indra/llui/llui.cpp | 14 ++- .../shaders/class1/interface/alphamaskF.glsl | 47 ++++++++++ .../shaders/class1/interface/alphamaskV.glsl | 42 +++++++++ indra/newview/lldynamictexture.cpp | 5 - indra/newview/llfloatermodelpreview.cpp | 21 +++++ indra/newview/llstartup.cpp | 5 - indra/newview/lltexlayer.cpp | 103 +++++++++++++++++++-- indra/newview/llviewershadermgr.cpp | 13 +++ indra/newview/llviewershadermgr.h | 3 +- indra/newview/llviewerwindow.cpp | 33 ++++--- 11 files changed, 251 insertions(+), 36 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 2488e4c539..0dcf563491 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -1000,6 +1000,7 @@ void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v) void LLGLSLShader::setAlphaRange(F32 minimum, F32 maximum) { + gGL.flush(); uniform1f("minimum_alpha", minimum); uniform1f("maximum_alpha", maximum); } diff --git a/indra/llui/llui.cpp b/indra/llui/llui.cpp index b7894f5bf7..212672b809 100644 --- a/indra/llui/llui.cpp +++ b/indra/llui/llui.cpp @@ -992,10 +992,18 @@ void gl_rect_2d_checkerboard(const LLRect& rect, GLfloat alpha) // ...gray squares gGL.color4f( .7f, .7f, .7f, alpha ); gGL.flush(); - glPolygonStipple( checkerboard ); - LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE); - gl_rect_2d(rect); + if (!LLGLSLShader::sNoFixedFunction) + { //polygon stipple is deprecated + glPolygonStipple( checkerboard ); + + LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE); + gl_rect_2d(rect); + } + else + { + gl_rect_2d(rect); + } gGL.flush(); } diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl new file mode 100644 index 0000000000..433ecc9d2a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -0,0 +1,47 @@ +/** + * @file alphamaskF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif + +uniform sampler2D diffuseMap; + +uniform float minimum_alpha; +uniform float maximum_alpha; + +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color; + +void main() +{ + vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); + if (col.a < minimum_alpha || col.a > maximum_alpha) + { + discard; + } + + gl_FragColor = col; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl new file mode 100644 index 0000000000..3580d1f27b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl @@ -0,0 +1,42 @@ +/** + * @file alphamaskV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void main() +{ + gl_Position = modelview_projection_matrix * vec4(position, 1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; +} + diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp index 6f9ff6c210..5d6081a35c 100644 --- a/indra/newview/lldynamictexture.cpp +++ b/indra/newview/lldynamictexture.cpp @@ -211,9 +211,6 @@ BOOL LLViewerDynamicTexture::updateAllInstances() LLGLSLShader::bindNoShader(); LLVertexBuffer::unbind(); - bool no_ff = LLGLSLShader::sNoFixedFunction; - LLGLSLShader::sNoFixedFunction = false; - BOOL result = FALSE; BOOL ret = FALSE ; for( S32 order = 0; order < ORDER_COUNT; order++ ) @@ -244,8 +241,6 @@ BOOL LLViewerDynamicTexture::updateAllInstances() } } - LLGLSLShader::sNoFixedFunction = no_ff; - return ret; } diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 6412a573f5..4e06fb434a 100755 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -102,6 +102,7 @@ #include "llviewerobjectlist.h" #include "llanimationstates.h" #include "llviewernetwork.h" +#include "llviewershadermgr.h" #include "glod/glod.h" #include @@ -4729,6 +4730,8 @@ BOOL LLModelPreview::render() LLMutexLock lock(this); mNeedsUpdate = FALSE; + bool use_shaders = LLGLSLShader::sNoFixedFunction; + bool edges = mViewOption["show_edges"]; bool joint_positions = mViewOption["show_joint_positions"]; bool skin_weight = mViewOption["show_skin_weight"]; @@ -4745,6 +4748,10 @@ BOOL LLModelPreview::render() LLGLDisable fog(GL_FOG); { + if (use_shaders) + { + gUIProgram.bind(); + } //clear background to blue gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); @@ -4764,6 +4771,10 @@ BOOL LLModelPreview::render() gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); + if (use_shaders) + { + gUIProgram.unbind(); + } } LLFloaterModelPreview* fmp = LLFloaterModelPreview::sInstance; @@ -4895,6 +4906,11 @@ BOOL LLModelPreview::render() const U32 type_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0; + if (use_shaders) + { + gObjectPreviewProgram.bind(); + } + LLGLEnable normalize(GL_NORMALIZE); if (!mBaseModel.empty() && mVertexBuffer[5].empty()) @@ -5297,6 +5313,11 @@ BOOL LLModelPreview::render() } } + if (use_shaders) + { + gObjectPreviewProgram.unbind(); + } + gGL.popMatrix(); return TRUE; diff --git a/indra/newview/llstartup.cpp b/indra/newview/llstartup.cpp index 749acea6c1..11a4c96f14 100644 --- a/indra/newview/llstartup.cpp +++ b/indra/newview/llstartup.cpp @@ -1919,11 +1919,6 @@ bool idle_startup() LLTrans::getString("LoginPrecaching"), gAgent.mMOTD); display_startup(); - if (!LLViewerShaderMgr::sInitialized) - { - LLViewerShaderMgr::sInitialized = TRUE; - LLViewerShaderMgr::instance()->setShaders(); - } } return TRUE; diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp index e2c2b2ae21..9f5cbf6ec8 100644 --- a/indra/newview/lltexlayer.cpp +++ b/indra/newview/lltexlayer.cpp @@ -294,13 +294,17 @@ BOOL LLTexLayerSetBuffer::render() const BOOL update_now = mNeedsUpdate && isReadyToUpdate(); BOOL success = TRUE; + + bool use_shaders = LLGLSLShader::sNoFixedFunction; + + if (use_shaders) + { + gAlphaMaskProgram.bind(); + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } LLVertexBuffer::unbind(); - //hack to use fixed function when updating tex layer sets - bool no_ff = LLGLSLShader::sNoFixedFunction; - LLGLSLShader::sNoFixedFunction = false; - // Composite the color data LLGLSUIDefault gls_ui; success &= mTexLayerSet->render( mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight ); @@ -335,8 +339,12 @@ BOOL LLTexLayerSetBuffer::render() doUpdate(); } + if (use_shaders) + { + gAlphaMaskProgram.unbind(); + } + LLVertexBuffer::unbind(); - LLGLSLShader::sNoFixedFunction = no_ff; // reset GL state gGL.setColorMask(true, true); @@ -927,6 +935,8 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) } } + bool use_shaders = LLGLSLShader::sNoFixedFunction; + LLGLSUIDefault gls_ui; LLGLDepthTest gls_depth(GL_FALSE, GL_FALSE); gGL.setColorMask(true, true); @@ -935,12 +945,20 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) { gGL.flush(); LLGLDisable no_alpha(GL_ALPHA_TEST); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.0f, 1.f); + } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4f( 0.f, 0.f, 0.f, 1.f ); gl_rect_2d_simple( width, height ); gGL.flush(); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } if (mIsVisible) @@ -967,6 +985,11 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) gGL.setSceneBlendType(LLRender::BT_REPLACE); LLGLDisable no_alpha(GL_ALPHA_TEST); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4f( 0.f, 0.f, 0.f, 0.f ); @@ -974,7 +997,10 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height ) gGL.setSceneBlendType(LLRender::BT_ALPHA); gGL.flush(); - + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } return success; @@ -1081,13 +1107,14 @@ void LLTexLayerSet::renderAlphaMaskTextures(S32 x, S32 y, S32 width, S32 height, { const LLTexLayerSetInfo *info = getInfo(); + bool use_shaders = LLGLSLShader::sNoFixedFunction; + gGL.setColorMask(false, true); gGL.setSceneBlendType(LLRender::BT_REPLACE); // (Optionally) replace alpha with a single component image from a tga file. if (!info->mStaticAlphaFileName.empty()) { - LLGLSNoAlphaTest gls_no_alpha_test; gGL.flush(); { LLViewerTexture* tex = LLTexLayerStaticImageList::getInstance()->getTexture(info->mStaticAlphaFileName, TRUE); @@ -1106,12 +1133,20 @@ void LLTexLayerSet::renderAlphaMaskTextures(S32 x, S32 y, S32 width, S32 height, // Set the alpha channel to one (clean up after previous blending) gGL.flush(); LLGLDisable no_alpha(GL_ALPHA_TEST); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4f( 0.f, 0.f, 0.f, 1.f ); gl_rect_2d_simple( width, height ); gGL.flush(); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } // (Optional) Mask out part of the baked texture with alpha masks @@ -1596,6 +1631,8 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) LLGLEnable color_mat(GL_COLOR_MATERIAL); gPipeline.disableLights(); + bool use_shaders = LLGLSLShader::sNoFixedFunction; + LLColor4 net_color; BOOL color_specified = findNetColor(&net_color); @@ -1676,8 +1713,13 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) { if( tex ) { - LLGLDisable alpha_test(getInfo()->mWriteAllChannels ? GL_ALPHA_TEST : 0); - + bool no_alpha_test = getInfo()->mWriteAllChannels; + LLGLDisable alpha_test(no_alpha_test ? GL_ALPHA_TEST : 0); + if (use_shaders && no_alpha_test) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } + LLTexUnit::eTextureAddressMode old_mode = tex->getAddressMode(); gGL.getTexUnit(0)->bind(tex, TRUE); @@ -1687,6 +1729,11 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) gGL.getTexUnit(0)->setTextureAddressMode(old_mode); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + if (use_shaders && no_alpha_test) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } + } } // else @@ -1719,9 +1766,17 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height) color_specified ) { LLGLDisable no_alpha(GL_ALPHA_TEST); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.color4fv( net_color.mV ); gl_rect_2d_simple( width, height ); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } if( alpha_mask_specified || getInfo()->mWriteAllChannels ) @@ -1809,15 +1864,25 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height) gGL.flush(); + bool use_shaders = LLGLSLShader::sNoFixedFunction; + if( !getInfo()->mStaticImageFileName.empty() ) { LLViewerTexture* tex = LLTexLayerStaticImageList::getInstance()->getTexture( getInfo()->mStaticImageFileName, getInfo()->mStaticImageIsMask ); if( tex ) { LLGLSNoAlphaTest gls_no_alpha_test; + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } gGL.getTexUnit(0)->bind(tex, TRUE); gl_rect_2d_simple_tex( width, height ); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } else { @@ -1832,10 +1897,18 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height) if (tex) { LLGLSNoAlphaTest gls_no_alpha_test; + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } gGL.getTexUnit(0)->bind(tex); gl_rect_2d_simple_tex( width, height ); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); success = TRUE; + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } } } } @@ -1854,6 +1927,13 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC llassert( !mParamAlphaList.empty() ); + bool use_shaders = LLGLSLShader::sNoFixedFunction; + + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.f, 1.f); + } + gGL.setColorMask(false, true); LLTexLayerParamAlpha* first_param = *mParamAlphaList.begin(); @@ -1891,7 +1971,6 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC if( tex && (tex->getComponents() == 4) ) { LLGLSNoAlphaTest gls_no_alpha_test; - LLTexUnit::eTextureAddressMode old_mode = tex->getAddressMode(); gGL.getTexUnit(0)->bind(tex, TRUE); @@ -1930,6 +2009,10 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC gl_rect_2d_simple( width, height ); } + if (use_shaders) + { + gAlphaMaskProgram.setAlphaRange(0.004f, 1.f); + } LLGLSUIDefault gls_ui; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 7155311f8e..23351fc994 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -70,6 +70,7 @@ LLGLSLShader gGlowCombineFXAAProgram; LLGLSLShader gTwoTextureAddProgram; LLGLSLShader gOneTextureNoColorProgram; LLGLSLShader gDebugProgram; +LLGLSLShader gAlphaMaskProgram; //object shaders LLGLSLShader gObjectSimpleProgram; @@ -219,6 +220,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gSolidColorProgram); mShaderList.push_back(&gOcclusionProgram); mShaderList.push_back(&gDebugProgram); + mShaderList.push_back(&gAlphaMaskProgram); mShaderList.push_back(&gObjectEmissiveProgram); mShaderList.push_back(&gObjectEmissiveWaterProgram); mShaderList.push_back(&gObjectFullbrightProgram); @@ -674,6 +676,7 @@ void LLViewerShaderMgr::unloadShaders() { gOcclusionProgram.unload(); gDebugProgram.unload(); + gAlphaMaskProgram.unload(); gUIProgram.unload(); gCustomAlphaProgram.unload(); gGlowCombineProgram.unload(); @@ -2747,6 +2750,16 @@ BOOL LLViewerShaderMgr::loadShadersInterface() success = gDebugProgram.createShader(NULL, NULL); } + if (success) + { + gAlphaMaskProgram.mName = "Alpha Mask Shader"; + gAlphaMaskProgram.mShaderFiles.clear(); + gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB)); + gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER_ARB)); + gAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gAlphaMaskProgram.createShader(NULL, NULL); + } + if( !success ) { mVertexShaderLevel[SHADER_INTERFACE] = 0; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 1c9d7f8453..9988d1d4f7 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -275,7 +275,8 @@ extern LLGLSLShader gCustomAlphaProgram; extern LLGLSLShader gGlowCombineProgram; extern LLGLSLShader gSplatTextureRectProgram; extern LLGLSLShader gGlowCombineFXAAProgram; -extern LLGLSLShader gDebugProgram; +extern LLGLSLShader gDebugProgram; +extern LLGLSLShader gAlphaMaskProgram; //output tex0[tc0] + tex1[tc1] extern LLGLSLShader gTwoTextureAddProgram; diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index cfdbfd3f03..2e2614e429 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -1574,6 +1574,12 @@ LLViewerWindow::LLViewerWindow( ignore_pixel_depth, gSavedSettings.getBOOL("RenderDeferred") ? 0 : gSavedSettings.getU32("RenderFSAASamples")); //don't use window level anti-aliasing if FBOs are enabled + if (!LLViewerShaderMgr::sInitialized) + { //immediately initialize shaders + LLViewerShaderMgr::sInitialized = TRUE; + LLViewerShaderMgr::instance()->setShaders(); + } + if (NULL == mWindow) { LLSplashScreen::update(LLTrans::getString("StartupRequireDriverUpdate")); @@ -1710,23 +1716,26 @@ LLViewerWindow::LLViewerWindow( void LLViewerWindow::initGLDefaults() { gGL.setSceneBlendType(LLRender::BT_ALPHA); - glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); - glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,LLColor4::black.mV); - glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,LLColor4::white.mV); - - glPixelStorei(GL_PACK_ALIGNMENT,1); - glPixelStorei(GL_UNPACK_ALIGNMENT,1); + if (!LLGLSLShader::sNoFixedFunction) + { //initialize fixed function state + glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,LLColor4::black.mV); + glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,LLColor4::white.mV); - // lights for objects - glShadeModel( GL_SMOOTH ); + // lights for objects + glShadeModel( GL_SMOOTH ); - gGL.setAmbientLightColor(LLColor4::black); - - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } + glPixelStorei(GL_PACK_ALIGNMENT,1); + glPixelStorei(GL_UNPACK_ALIGNMENT,1); + + gGL.setAmbientLightColor(LLColor4::black); + glCullFace(GL_BACK); // RN: Need this for translation and stretch manip. -- cgit v1.3 From a2d08a6d80c4be7456d30f728da1838e63eb397f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 22 Sep 2011 00:10:57 -0500 Subject: SH-2244 Fix "RenderGLCoreProfile" actually make a core profile context and modify viewer to run under said context without generating errors. --- indra/llrender/llfontgl.cpp | 2 +- indra/llrender/llgl.cpp | 102 ++++++++++++++-- indra/llrender/llgl.h | 2 + indra/llrender/llglheaders.h | 13 ++ indra/llrender/llglslshader.cpp | 7 ++ indra/llrender/llimagegl.cpp | 99 +++++++++++++-- indra/llrender/llrender.cpp | 205 +++++++++++++++++++++++++++++--- indra/llrender/llrender.h | 1 + indra/llrender/llvertexbuffer.cpp | 191 +++++++++++++++++++++++------ indra/llrender/llvertexbuffer.h | 10 +- indra/llwindow/llwindowwin32.cpp | 61 +++++----- indra/newview/app_settings/settings.xml | 2 +- indra/newview/lldrawpoolterrain.cpp | 7 +- indra/newview/llspatialpartition.cpp | 1 - indra/newview/llviewerjointmesh.cpp | 2 +- indra/newview/llviewershadermgr.cpp | 14 +++ indra/newview/llvoavatarself.cpp | 85 +------------ indra/newview/llvoavatarself.h | 3 - indra/newview/llvowlsky.cpp | 10 +- indra/newview/pipeline.cpp | 45 +------ 20 files changed, 615 insertions(+), 247 deletions(-) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llfontgl.cpp b/indra/llrender/llfontgl.cpp index 607473d416..54f72d103e 100644 --- a/indra/llrender/llfontgl.cpp +++ b/indra/llrender/llfontgl.cpp @@ -329,7 +329,7 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons if (glyph_count >= GLYPH_BATCH_SIZE) { - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4); } diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 718de346f6..6875674e79 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -67,6 +67,22 @@ static const std::string HEADLESS_VERSION_STRING("1.0"); std::ofstream gFailLog; +void APIENTRY gl_debug_callback(GLenum source, + GLenum type, + GLuint id, + GLenum severity, + GLsizei length, + const GLchar* message, + GLvoid* userParam) +{ + llwarns << "----- GL ERROR --------" << llendl; + llwarns << "Type: " << std::hex << type << llendl; + llwarns << "ID: " << std::hex << id << llendl; + llwarns << "Severity: " << std::hex << severity << llendl; + llwarns << "Message: " << message << llendl; + llwarns << "-----------------------" << llendl; +} + void ll_init_fail_log(std::string filename) { gFailLog.open(filename.c_str()); @@ -110,6 +126,9 @@ std::list LLGLUpdate::sGLQ; #if (LL_WINDOWS || LL_LINUX || LL_SOLARIS) && !LL_MESA_HEADLESS // ATI prototypes + +PFNGLGETSTRINGIPROC glGetStringi = NULL; + // vertex blending prototypes PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB = NULL; PFNGLVERTEXBLENDARBPROC glVertexBlendARB = NULL; @@ -128,6 +147,12 @@ PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = NULL; PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB = NULL; PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB = NULL; +//GL_ARB_vertex_array_object +PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL; +PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL; +PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL; +PFNGLISVERTEXARRAYPROC glIsVertexArray = NULL; + // GL_ARB_map_buffer_range PFNGLMAPBUFFERRANGEPROC glMapBufferRange = NULL; PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange = NULL; @@ -197,10 +222,16 @@ PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample = NULL; PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer = NULL; //GL_ARB_texture_multisample -PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample; -PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample; -PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv; -PFNGLSAMPLEMASKIPROC glSampleMaski; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample = NULL; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample = NULL; +PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv = NULL; +PFNGLSAMPLEMASKIPROC glSampleMaski = NULL; + +//GL_ARB_debug_output +PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB = NULL; +PFNGLDEBUGMESSAGEINSERTARBPROC glDebugMessageInsertARB = NULL; +PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB = NULL; +PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB = NULL; // GL_EXT_blend_func_separate PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT = NULL; @@ -353,6 +384,7 @@ LLGLManager::LLGLManager() : mHasBlendFuncSeparate(FALSE), mHasSync(FALSE), mHasVertexBufferObject(FALSE), + mHasVertexArrayObject(FALSE), mHasMapBufferRange(FALSE), mHasFlushBufferRange(FALSE), mHasPBuffer(FALSE), @@ -374,6 +406,7 @@ LLGLManager::LLGLManager() : mHasAnisotropic(FALSE), mHasARBEnvCombine(FALSE), mHasCubeMap(FALSE), + mHasDebugOutput(FALSE), mIsATI(FALSE), mIsNVIDIA(FALSE), @@ -451,13 +484,39 @@ bool LLGLManager::initGL() LL_ERRS("RenderInit") << "Calling init on LLGLManager after already initialized!" << LL_ENDL; } - GLint alpha_bits; - glGetIntegerv( GL_ALPHA_BITS, &alpha_bits ); - if( 8 != alpha_bits ) + if (!glGetStringi) { - LL_WARNS("RenderInit") << "Frame buffer has less than 8 bits of alpha. Avatar texture compositing will fail." << LL_ENDL; + glGetStringi = (PFNGLGETSTRINGIPROC) GLH_EXT_GET_PROC_ADDRESS("glGetStringi"); } + //reload extensions string (may have changed after using wglCreateContextAttrib) + if (glGetStringi) + { + std::stringstream str; + + GLint count = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &count); + for (GLint i = 0; i < count; ++i) + { + str << (const char*) glGetStringi(GL_EXTENSIONS, i) << " "; + } + +#if LL_WINDOWS + { + PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = 0; + wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB"); + if(wglGetExtensionsStringARB) + { + str << (const char*) wglGetExtensionsStringARB(wglGetCurrentDC()); + } + } +#endif + free(gGLHExts.mSysExts); + std::string extensions = str.str(); + gGLHExts.mSysExts = strdup(extensions.c_str()); + + } + // Extract video card strings and convert to upper case to // work around driver-to-driver variation in capitalization. mGLVendor = std::string((const char *)glGetString(GL_VENDOR)); @@ -595,6 +654,12 @@ bool LLGLManager::initGL() glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords); } + if (mHasDebugOutput && gDebugGL) + { //setup debug output callback + glDebugMessageCallbackARB((GLDEBUGPROCARB) gl_debug_callback, NULL); + glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); + } + //HACK always disable texture multisample, use FXAA instead mHasTextureMultisample = FALSE; #if LL_WINDOWS @@ -789,7 +854,7 @@ void LLGLManager::initExtensions() mHasVertexShader = FALSE; mHasFragmentShader = FALSE; mHasTextureRectangle = FALSE; -#else // LL_MESA_HEADLESS +#else // LL_MESA_HEADLESS //important, gGLHExts.mSysExts is uninitialized until after glh_init_extensions is called mHasMultitexture = glh_init_extensions("GL_ARB_multitexture"); mHasATIMemInfo = ExtensionExists("GL_ATI_meminfo", gGLHExts.mSysExts); mHasNVXMemInfo = ExtensionExists("GL_NVX_gpu_memory_info", gGLHExts.mSysExts); @@ -803,6 +868,7 @@ void LLGLManager::initExtensions() mHasOcclusionQuery = ExtensionExists("GL_ARB_occlusion_query", gGLHExts.mSysExts); mHasOcclusionQuery2 = ExtensionExists("GL_ARB_occlusion_query2", gGLHExts.mSysExts); mHasVertexBufferObject = ExtensionExists("GL_ARB_vertex_buffer_object", gGLHExts.mSysExts); + mHasVertexArrayObject = ExtensionExists("GL_ARB_vertex_array_object", gGLHExts.mSysExts); mHasSync = ExtensionExists("GL_ARB_sync", gGLHExts.mSysExts); mHasMapBufferRange = ExtensionExists("GL_ARB_map_buffer_range", gGLHExts.mSysExts); mHasFlushBufferRange = ExtensionExists("GL_APPLE_flush_buffer_range", gGLHExts.mSysExts); @@ -821,6 +887,7 @@ void LLGLManager::initExtensions() mHasBlendFuncSeparate = ExtensionExists("GL_EXT_blend_func_separate", gGLHExts.mSysExts); mHasTextureRectangle = ExtensionExists("GL_ARB_texture_rectangle", gGLHExts.mSysExts); mHasTextureMultisample = ExtensionExists("GL_ARB_texture_multisample", gGLHExts.mSysExts); + mHasDebugOutput = ExtensionExists("GL_ARB_debug_output", gGLHExts.mSysExts); #if !LL_DARWIN mHasPointParameters = !mIsATI && ExtensionExists("GL_ARB_point_parameters", gGLHExts.mSysExts); #endif @@ -1000,6 +1067,13 @@ void LLGLManager::initExtensions() mHasVertexBufferObject = FALSE; } } + if (mHasVertexArrayObject) + { + glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) GLH_EXT_GET_PROC_ADDRESS("glBindVertexArray"); + glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) GLH_EXT_GET_PROC_ADDRESS("glDeleteVertexArrays"); + glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) GLH_EXT_GET_PROC_ADDRESS("glGenVertexArrays"); + glIsVertexArray = (PFNGLISVERTEXARRAYPROC) GLH_EXT_GET_PROC_ADDRESS("glIsVertexArray"); + } if (mHasSync) { glFenceSync = (PFNGLFENCESYNCPROC) GLH_EXT_GET_PROC_ADDRESS("glFenceSync"); @@ -1054,6 +1128,13 @@ void LLGLManager::initExtensions() glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) GLH_EXT_GET_PROC_ADDRESS("glGetMultisamplefv"); glSampleMaski = (PFNGLSAMPLEMASKIPROC) GLH_EXT_GET_PROC_ADDRESS("glSampleMaski"); } + if (mHasDebugOutput) + { + glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC) GLH_EXT_GET_PROC_ADDRESS("glDebugMessageControlARB"); + glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC) GLH_EXT_GET_PROC_ADDRESS("glDebugMessageInsertARB"); + glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC) GLH_EXT_GET_PROC_ADDRESS("glDebugMessageCallbackARB"); + glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC) GLH_EXT_GET_PROC_ADDRESS("glGetDebugMessageLogARB"); + } #if (!LL_LINUX && !LL_SOLARIS) || LL_LINUX_NV_GL_HEADERS // This is expected to be a static symbol on Linux GL implementations, except if we use the nvidia headers - bah glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)GLH_EXT_GET_PROC_ADDRESS("glDrawRangeElements"); @@ -1341,9 +1422,6 @@ void LLGLState::initClass() //make sure multisample defaults to disabled sStateMap[GL_MULTISAMPLE_ARB] = GL_FALSE; glDisable(GL_MULTISAMPLE_ARB); - - sStateMap[GL_MULTISAMPLE_ARB] = GL_FALSE; - glDisable(GL_MULTISAMPLE_ARB); } //static diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 495e523c31..dee7ec0739 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -88,6 +88,7 @@ public: // ARB Extensions BOOL mHasVertexBufferObject; + BOOL mHasVertexArrayObject; BOOL mHasSync; BOOL mHasMapBufferRange; BOOL mHasFlushBufferRange; @@ -112,6 +113,7 @@ public: BOOL mHasAnisotropic; BOOL mHasARBEnvCombine; BOOL mHasCubeMap; + BOOL mHasDebugOutput; // Vendor-specific extensions BOOL mIsATI; diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h index f319009bc8..ede1983651 100644 --- a/indra/llrender/llglheaders.h +++ b/indra/llrender/llglheaders.h @@ -533,6 +533,7 @@ extern PFNGLSAMPLEMASKIPROC glSampleMaski; // WGL_ARB_create_context extern PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB; +extern PFNGLGETSTRINGIPROC glGetStringi; // GL_ARB_vertex_buffer_object extern PFNGLBINDBUFFERARBPROC glBindBufferARB; @@ -547,6 +548,12 @@ extern PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB; extern PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB; extern PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB; +// GL_ARB_vertex_array_object +extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray; +extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; +extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; +extern PFNGLISVERTEXARRAYPROC glIsVertexArray; + // GL_ARB_sync extern PFNGLFENCESYNCPROC glFenceSync; extern PFNGLISSYNCPROC glIsSync; @@ -737,6 +744,12 @@ extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample; extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv; extern PFNGLSAMPLEMASKIPROC glSampleMaski; +//GL_ARB_debug_output +extern PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB; +extern PFNGLDEBUGMESSAGEINSERTARBPROC glDebugMessageInsertARB; +extern PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB; +extern PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB; + #elif LL_DARWIN //---------------------------------------------------------------------------- // LL_DARWIN diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 0dcf563491..da4658dc03 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -243,6 +243,13 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count) BOOL LLGLSLShader::mapAttributes(const vector * attributes) { + //before linking, make sure reserved attributes always have consistent locations + for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++) + { + const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str(); + glBindAttribLocationARB(mProgramObject, i, (const GLcharARB *) name); + } + //link the program BOOL res = link(); diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 0fb4a7784a..4da796dd1e 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -725,7 +725,7 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) } else if (!is_compressed) { - if (mAutoGenMips) //auto-generating mipmaps is deprecated in GL 3.0 + if (mAutoGenMips && !LLRender::sGLCoreProfile) //auto-generating mipmaps is deprecated in GL 3.0 { glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE); stop_glerror(); @@ -877,6 +877,9 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image) { + //not compatible with core GL profile + llassert(!LLRender::sGLCoreProfile); + if (gGLManager.mIsDisabled) { llwarns << "Trying to create a texture while GL is disabled!" << llendl; @@ -903,29 +906,29 @@ BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image) { switch (mComponents) { - case 1: + case 1: // Use luminance alpha (for fonts) mFormatInternal = GL_LUMINANCE8; mFormatPrimary = GL_LUMINANCE; mFormatType = GL_UNSIGNED_BYTE; break; - case 2: + case 2: // Use luminance alpha (for fonts) mFormatInternal = GL_LUMINANCE8_ALPHA8; mFormatPrimary = GL_LUMINANCE_ALPHA; mFormatType = GL_UNSIGNED_BYTE; break; - case 3: + case 3: mFormatInternal = GL_RGB8; mFormatPrimary = GL_RGB; mFormatType = GL_UNSIGNED_BYTE; break; - case 4: + case 4: mFormatInternal = GL_RGBA8; mFormatPrimary = GL_RGBA; mFormatType = GL_UNSIGNED_BYTE; break; - default: + default: llerrs << "Bad number of components for texture: " << (U32)getComponents() << llendl; } } @@ -1101,8 +1104,76 @@ void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate) // static void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels) { - glTexImage2D(target, miplevel, intformat, width, height, 0, pixformat, pixtype, pixels); + bool use_scratch = false; + U32* scratch = NULL; + if (LLRender::sGLCoreProfile) + { + if (intformat == GL_ALPHA8 && pixformat == GL_ALPHA && pixtype == GL_UNSIGNED_BYTE) + { //GL_ALPHA is deprecated, convert to RGBA + use_scratch = true; + scratch = new U32[width*height]; + + U32 pixel_count = (U32) (width*height); + for (U32 i = 0; i < pixel_count; i++) + { + U8* pix = (U8*) &scratch[i]; + pix[0] = pix[1] = pix[2] = 0; + pix[3] = ((U8*) pixels)[i]; + } + + pixformat = GL_RGBA; + intformat = GL_RGBA8; + } + + if (intformat == GL_LUMINANCE8_ALPHA8 && pixformat == GL_LUMINANCE_ALPHA && pixtype == GL_UNSIGNED_BYTE) + { //GL_LUMINANCE_ALPHA is deprecated, convert to RGBA + use_scratch = true; + scratch = new U32[width*height]; + + U32 pixel_count = (U32) (width*height); + for (U32 i = 0; i < pixel_count; i++) + { + U8 lum = ((U8*) pixels)[i*2+0]; + U8 alpha = ((U8*) pixels)[i*2+1]; + + U8* pix = (U8*) &scratch[i]; + pix[0] = pix[1] = pix[2] = lum; + pix[3] = alpha; + } + + pixformat = GL_RGBA; + intformat = GL_RGBA8; + } + + if (intformat == GL_LUMINANCE8 && pixformat == GL_LUMINANCE && pixtype == GL_UNSIGNED_BYTE) + { //GL_LUMINANCE_ALPHA is deprecated, convert to RGB + use_scratch = true; + scratch = new U32[width*height]; + + U32 pixel_count = (U32) (width*height); + for (U32 i = 0; i < pixel_count; i++) + { + U8 lum = ((U8*) pixels)[i*2+0]; + U8 alpha = ((U8*) pixels)[i*2+1]; + + U8* pix = (U8*) &scratch[i]; + pix[0] = pix[1] = pix[2] = lum; + pix[3] = 255; + } + + pixformat = GL_RGBA; + intformat = GL_RGB8; + } + } + + stop_glerror(); + glTexImage2D(target, miplevel, intformat, width, height, 0, pixformat, pixtype, use_scratch ? scratch : pixels); stop_glerror(); + + if (use_scratch) + { + delete [] scratch; + } } //create an empty GL texture: just create a texture name @@ -1169,29 +1240,29 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const LLImageRaw* imageraw, S { switch (mComponents) { - case 1: + case 1: // Use luminance alpha (for fonts) mFormatInternal = GL_LUMINANCE8; mFormatPrimary = GL_LUMINANCE; mFormatType = GL_UNSIGNED_BYTE; break; - case 2: + case 2: // Use luminance alpha (for fonts) mFormatInternal = GL_LUMINANCE8_ALPHA8; mFormatPrimary = GL_LUMINANCE_ALPHA; mFormatType = GL_UNSIGNED_BYTE; break; - case 3: + case 3: mFormatInternal = GL_RGB8; mFormatPrimary = GL_RGB; mFormatType = GL_UNSIGNED_BYTE; break; - case 4: + case 4: mFormatInternal = GL_RGBA8; mFormatPrimary = GL_RGBA; mFormatType = GL_UNSIGNED_BYTE; break; - default: + default: llerrs << "Bad number of components for texture: " << (U32)getComponents() << llendl; } @@ -1214,6 +1285,7 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const LLImageRaw* imageraw, S BOOL LLImageGL::createGLTexture(S32 discard_level, const U8* data_in, BOOL data_hasmips, S32 usename) { llassert(data_in); + stop_glerror(); if (discard_level < 0) { @@ -1242,8 +1314,11 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const U8* data_in, BOOL data_ stop_glerror(); { llverify(gGL.getTexUnit(0)->bind(this)); + stop_glerror(); glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_TEXTURE_BASE_LEVEL, 0); + stop_glerror(); glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_TEXTURE_MAX_LEVEL, mMaxDiscardLevel-discard_level); + stop_glerror(); } } if (!mTexName) diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index efeb7709a4..daeb58b279 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -179,10 +179,13 @@ void LLTexUnit::enable(eTextureType type) if ( (mCurrTexType != type || gGL.mDirty) && (type != TT_NONE) ) { + stop_glerror(); activate(); + stop_glerror(); if (mCurrTexType != TT_NONE && !gGL.mDirty) { disable(); // Force a disable of a previous texture type if it's enabled. + stop_glerror(); } mCurrTexType = type; @@ -191,7 +194,9 @@ void LLTexUnit::enable(eTextureType type) type != LLTexUnit::TT_MULTISAMPLE_TEXTURE && mIndex < gGLManager.mNumTextureUnits) { + stop_glerror(); glEnable(sGLTextureType[type]); + stop_glerror(); } } } @@ -287,26 +292,35 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind) { return bind(LLImageGL::sDefaultGLTexture) ; } + stop_glerror(); return false ; } if ((mCurrTexture != texture->getTexName()) || forceBind) { gGL.flush(); + stop_glerror(); activate(); + stop_glerror(); enable(texture->getTarget()); + stop_glerror(); mCurrTexture = texture->getTexName(); glBindTexture(sGLTextureType[texture->getTarget()], mCurrTexture); + stop_glerror(); texture->updateBindStats(texture->mTextureMemory); mHasMipMaps = texture->mHasMipMaps; if (texture->mTexOptionsDirty) { + stop_glerror(); texture->mTexOptionsDirty = false; setTextureAddressMode(texture->mAddressMode); setTextureFilteringOption(texture->mFilterOption); + stop_glerror(); } } + stop_glerror(); + return true; } @@ -989,6 +1003,7 @@ void LLLightState::setSpotDirection(const LLVector3& direction) LLRender::LLRender() : mDirty(false), mCount(0), + mQuadCycle(0), mMode(LLRender::TRIANGLES), mCurrTextureUnitIndex(0), mMaxAnisotropy(0.f) @@ -1678,6 +1693,11 @@ void LLRender::begin(const GLuint& mode) { if (mode != mMode) { + if (mode == LLRender::QUADS) + { + mQuadCycle = 1; + } + if (mMode == LLRender::QUADS || mMode == LLRender::LINES || mMode == LLRender::TRIANGLES || @@ -1765,7 +1785,7 @@ void LLRender::flush() if (gDebugGL) { - if (mMode == LLRender::QUADS) + if (mMode == LLRender::QUADS && !sGLCoreProfile) { if (mCount%4 != 0) { @@ -1794,12 +1814,30 @@ void LLRender::flush() U32 count = mCount; mCount = 0; + if (mBuffer->useVBOs() && !mBuffer->isLocked()) + { //hack to only flush the part of the buffer that was updated (relies on stream draw using buffersubdata) + mBuffer->getVertexStrider(mVerticesp, 0, count); + mBuffer->getTexCoord0Strider(mTexcoordsp, 0, count); + mBuffer->getColorStrider(mColorsp, 0, count); + } + + //only flush the part of the mBuffer->setBuffer(immediate_mask); - mBuffer->drawArrays(mMode, 0, count); + + if (mMode == LLRender::QUADS && sGLCoreProfile) + { + mBuffer->drawArrays(LLRender::TRIANGLES, 0, count); + mQuadCycle = 1; + } + else + { + mBuffer->drawArrays(mMode, 0, count); + } mVerticesp[0] = mVerticesp[count]; mTexcoordsp[0] = mTexcoordsp[count]; mColorsp[0] = mColorsp[count]; + mCount = 0; } } @@ -1823,10 +1861,29 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) mVerticesp[mCount] = vert; } + if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile) + { + mQuadCycle++; + if (mQuadCycle == 4) + { //copy two vertices so fourth quad element will add a triangle + mQuadCycle = 0; + + mCount++; + mVerticesp[mCount] = mVerticesp[mCount-3]; + mColorsp[mCount] = mColorsp[mCount-3]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-3]; + + mCount++; + mVerticesp[mCount] = mVerticesp[mCount-2]; + mColorsp[mCount] = mColorsp[mCount-2]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-2]; + } + } + mCount++; mVerticesp[mCount] = mVerticesp[mCount-1]; mColorsp[mCount] = mColorsp[mCount-1]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; } void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) @@ -1837,13 +1894,50 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) return; } - for (S32 i = 0; i < vert_count; i++) + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy two + mVerticesp[mCount++] = verts[i-3]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i-1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last one + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + else { - mVerticesp[mCount] = verts[i]; + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; - mCount++; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; + mCount++; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + } } mVerticesp[mCount] = mVerticesp[mCount-1]; @@ -1857,13 +1951,50 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 v return; } - for (S32 i = 0; i < vert_count; i++) + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last two + mVerticesp[mCount] = verts[i-3]; + mTexcoordsp[mCount++] = uvs[i-3]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i-1]; + mTexcoordsp[mCount++] = uvs[i-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last one + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + else { - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; - mCount++; - mColorsp[mCount] = mColorsp[mCount-1]; + mCount++; + mColorsp[mCount] = mColorsp[mCount-1]; + } } mVerticesp[mCount] = mVerticesp[mCount-1]; @@ -1878,13 +2009,51 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLCol return; } - for (S32 i = 0; i < vert_count; i++) + + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + //copy last two + mVerticesp[mCount] = verts[i-3]; + mTexcoordsp[mCount] = uvs[i-3]; + mColorsp[mCount++] = colors[i-3]; + + mVerticesp[mCount] = verts[i-1]; + mTexcoordsp[mCount] = uvs[i-1]; + mColorsp[mCount++] = colors[i-1]; + + //copy last one + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + } + } + else { - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount] = colors[i]; + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount] = colors[i]; - mCount++; + mCount++; + } } mVerticesp[mCount] = mVerticesp[mCount-1]; diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 44d9ec1f15..61e503d384 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -442,6 +442,7 @@ private: LLColor4 mAmbientLightColor; bool mDirty; + U32 mQuadCycle; U32 mCount; U32 mMode; U32 mCurrTextureUnitIndex; diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 090da765ac..f822a7babd 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -55,6 +55,7 @@ S32 LLVertexBuffer::sMappedCount = 0; BOOL LLVertexBuffer::sDisableVBOMapping = FALSE ; BOOL LLVertexBuffer::sEnableVBOs = TRUE; U32 LLVertexBuffer::sGLRenderBuffer = 0; +U32 LLVertexBuffer::sGLRenderArray = 0; U32 LLVertexBuffer::sGLRenderIndices = 0; U32 LLVertexBuffer::sLastMask = 0; BOOL LLVertexBuffer::sVBOActive = FALSE; @@ -149,7 +150,7 @@ U32 LLVertexBuffer::sGLMode[LLRender::NUM_MODES] = //static -void LLVertexBuffer::setupClientArrays(U32 data_mask) +void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) { /*if (LLGLImmediate::sStarted) { @@ -158,13 +159,10 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - if (sLastMask != data_mask) + if (ref_mask != data_mask) { llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); - static LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr; - llassert(sLastMask == 0 || last_shader == shader); - last_shader = shader; - + U32 mask[] = { MAP_VERTEX, @@ -213,7 +211,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) loc = shader->getAttribLocation(type[i]); } - if (sLastMask & mask[i]) + if (ref_mask & mask[i]) { //was enabled if (!(data_mask & mask[i])) { //needs to be disabled @@ -297,7 +295,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) loc = shader->getAttribLocation(type_tc[i]); } - if (sLastMask & map_tc[i]) + if (ref_mask & map_tc[i]) { if (!(data_mask & map_tc[i])) { //disable @@ -330,7 +328,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) if (!shader) { - if (sLastMask & MAP_BINORMAL) + if (ref_mask & MAP_BINORMAL) { if (!(data_mask & MAP_BINORMAL)) { @@ -347,7 +345,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) } } - sLastMask = data_mask; + ref_mask = data_mask; } } @@ -589,6 +587,12 @@ void LLVertexBuffer::initClass(bool use_vbo, bool no_vbo_mapping) //static void LLVertexBuffer::unbind() { + if (sGLRenderArray) + { + glBindVertexArray(0); + sGLRenderArray = 0; + } + if (sVBOActive) { glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); @@ -640,6 +644,8 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : mRequestedNumIndices(-1), mUsage(usage), mGLBuffer(0), + mGLArray(0), + mLastMask(0), mGLIndices(0), mMappedData(NULL), mMappedIndexData(NULL), @@ -669,12 +675,23 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : mUsage = GL_STREAM_DRAW_ARB; } + if (mUsage == 0 && LLRender::sGLCoreProfile) + { //MUST use VBOs for all rendering + mUsage = GL_STREAM_DRAW_ARB; + } + //zero out offsets for (U32 i = 0; i < TYPE_MAX; i++) { mOffsets[i] = 0; } + //initialize cached attrib pointers + for (U32 i = 0; i < LL_MAX_VERTEX_ATTRIB_LOCATION; i++) + { + mLastPointer[i] = (void*) 0xFFFFFFFF; + } + mTypeMask = typemask; mSize = 0; mAlignedOffset = 0; @@ -732,6 +749,12 @@ LLVertexBuffer::~LLVertexBuffer() LLMemType mt2(LLMemType::MTYPE_VERTEX_DESTRUCTOR); destroyGLBuffer(); destroyGLIndices(); + + if (mGLArray) + { + glDeleteVertexArrays(1, &mGLArray); + } + sCount--; if (mFence) @@ -1041,6 +1064,11 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) { createGLBuffer(); createGLIndices(); + + if (gGLManager.mHasVertexArrayObject && useVBOs()) + { + glGenVertexArrays(1, &mGLArray); + } } sAllocatedBytes += getSize() + getIndicesSize(); @@ -1762,7 +1790,8 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) { LLMemType mt2(LLMemType::MTYPE_VERTEX_SET_BUFFER); //set up pointers if the data mask is different ... - BOOL setup = (sLastMask != data_mask); + U32& ref_mask = mGLArray ? mLastMask : sLastMask; + BOOL setup = (ref_mask != data_mask); if (gDebugGL && data_mask != 0) { @@ -1794,15 +1823,19 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) if (useVBOs()) { + if (mGLArray && mGLArray != sGLRenderArray) + { + glBindVertexArray(mGLArray); + sGLRenderArray = mGLArray; + } + if (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive)) { /*if (sMapped) { llerrs << "VBO bound while another VBO mapped!" << llendl; }*/ - stop_glerror(); glBindBufferARB(GL_ARRAY_BUFFER_ARB, mGLBuffer); - stop_glerror(); sBindCount++; sVBOActive = TRUE; setup = TRUE; // ... or the bound buffer changed @@ -1813,13 +1846,12 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) { llerrs << "VBO bound while another VBO mapped!" << llendl; }*/ - stop_glerror(); glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mGLIndices); stop_glerror(); sBindCount++; sIBOActive = TRUE; } - + BOOL error = FALSE; if (gDebugGL) { @@ -1957,7 +1989,10 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) } } - setupClientArrays(data_mask); + if (data_mask) + { + setupClientArrays(data_mask, ref_mask); + } if (mGLIndices) { @@ -1998,10 +2033,18 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const { loc = shader->getAttribLocation(TYPE_NORMAL); } - + if (loc >= 0) { - glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); + void* ptr = (void*)(base + mOffsets[TYPE_NORMAL]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2018,7 +2061,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3])); + void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD3]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2037,7 +2088,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2])); + void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD2]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2056,7 +2115,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1])); + void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD1]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2075,7 +2142,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL])); + void* ptr = (void*)(base + mOffsets[TYPE_BINORMAL]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2094,7 +2169,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); + void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD0]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2111,7 +2194,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); + void* ptr = (void*)(base + mOffsets[TYPE_COLOR]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } else if (!shader) { @@ -2128,7 +2219,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const if (loc >= 0) { - glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], (void*)(base + mOffsets[TYPE_EMISSIVE])); + void* ptr = (void*)(base + mOffsets[TYPE_EMISSIVE]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } } if (data_mask & MAP_WEIGHT) @@ -2139,13 +2238,18 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const loc = shader->getAttribLocation(TYPE_WEIGHT); } - if (loc < 0) - { //legacy behavior, some shaders have weight hardcoded to location 1 - loc = 1; + if (loc > -1) + { + void* ptr = (void*)(base + mOffsets[TYPE_WEIGHT]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } - - glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT])); - } if (data_mask & MAP_WEIGHT4) @@ -2155,7 +2259,15 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const S32 loc = shader->getAttribLocation(TYPE_WEIGHT4); if (loc > -1) { - glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4])); + void* ptr = (void*)(base+mOffsets[TYPE_WEIGHT4]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } } } @@ -2168,11 +2280,18 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const loc = shader->getAttribLocation(TYPE_CLOTHWEIGHT); } - if (loc < 0) - { //legacy behavior, some shaders have weight hardcoded to location 4 - loc = 4; + if (loc > -1) + { + void* ptr = (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]); + if (mLastPointer[loc] != ptr) + { + glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], ptr); + } + if (mGLArray) + { + mLastPointer[loc] = ptr; + } } - glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT])); } if (data_mask & MAP_VERTEX) { diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index 7aa5928524..60cfde39f5 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -38,6 +38,8 @@ #include #include +#define LL_MAX_VERTEX_ATTRIB_LOCATION 64 + //============================================================================ // NOTES // Threading: @@ -49,7 +51,6 @@ //============================================================================ // gl name pools for dynamic and streaming buffers - class LLVBOPool : public LLGLNamePool { protected: @@ -116,7 +117,7 @@ public: static void initClass(bool use_vbo, bool no_vbo_mapping); static void cleanupClass(); - static void setupClientArrays(U32 data_mask); + static void setupClientArrays(U32 data_mask, U32& ref_mask = LLVertexBuffer::sLastMask); static void drawArrays(U32 mode, const std::vector& pos, const std::vector& norm); static void drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp); @@ -271,6 +272,10 @@ protected: S32 mUsage; // GL usage U32 mGLBuffer; // GL VBO handle U32 mGLIndices; // GL IBO handle + U32 mGLArray; // GL VAO handle + U32 mLastMask; + mutable void* mLastPointer[LL_MAX_VERTEX_ATTRIB_LOCATION]; + U8* mMappedData; // pointer to currently mapped data (NULL if unmapped) U8* mMappedIndexData; // pointer to currently mapped indices (NULL if unmapped) BOOL mVertexLocked; // if TRUE, vertex buffer is being or has been written to in client memory @@ -307,6 +312,7 @@ public: static S32 sTypeSize[TYPE_MAX]; static U32 sGLMode[LLRender::NUM_MODES]; static U32 sGLRenderBuffer; + static U32 sGLRenderArray; static U32 sGLRenderIndices; static BOOL sVBOActive; static BOOL sIBOActive; diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp index 2ba14f8f6e..bac23279cc 100644 --- a/indra/llwindow/llwindowwin32.cpp +++ b/indra/llwindow/llwindowwin32.cpp @@ -41,6 +41,7 @@ #include "llgl.h" #include "llstring.h" #include "lldir.h" +#include "llglslshader.h" // System includes #include @@ -1121,34 +1122,6 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO } gGLManager.initWGL(); - - if (wglCreateContextAttribsARB && LLRender::sGLCoreProfile) - { - S32 attribs[] = - { - WGL_CONTEXT_MAJOR_VERSION_ARB, 4, - WGL_CONTEXT_MINOR_VERSION_ARB, 0, - WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, - 0 - }; - - HGLRC res = wglCreateContextAttribsARB(mhDC, mhRC, attribs); - - if (!res) - { - attribs[1] = 3; - attribs[3] = 1; - - res = wglCreateContextAttribsARB(mhDC, mhRC, attribs); - } - - if (res) - { - wglMakeCurrent(mhDC, res); - wglDeleteContext(mhRC); - mhRC = res; - } - } if (wglChoosePixelFormatARB) { @@ -1406,7 +1379,35 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO return FALSE; } - if (!(mhRC = wglCreateContext(mhDC))) + mhRC = 0; + if (wglCreateContextAttribsARB) + { //attempt to create a non-compatibility profile context + S32 attribs[] = + { + WGL_CONTEXT_MAJOR_VERSION_ARB, 4, + WGL_CONTEXT_MINOR_VERSION_ARB, 0, + WGL_CONTEXT_PROFILE_MASK_ARB, LLRender::sGLCoreProfile ? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, + WGL_CONTEXT_FLAGS_ARB, gDebugGL ? WGL_CONTEXT_DEBUG_BIT_ARB : 0, + 0 + }; + + mhRC = wglCreateContextAttribsARB(mhDC, mhRC, attribs); + + if (!mhRC) + { + attribs[1] = 3; + attribs[3] = 3; + + mhRC = wglCreateContextAttribsARB(mhDC, mhRC, attribs); + } + + if (mhRC) + { //success, disable fixed function calls + LLGLSLShader::sNoFixedFunction = true; + } + } + + if (!mhRC && !(mhRC = wglCreateContext(mhDC))) { close(); OSMessageBox(mCallbacks->translateString("MBGLContextErr"), mCallbacks->translateString("MBError"), OSMB_OK); @@ -1426,7 +1427,7 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO OSMessageBox(mCallbacks->translateString("MBVideoDrvErr"), mCallbacks->translateString("MBError"), OSMB_OK); return FALSE; } - + // Disable vertical sync for swap if (disable_vsync && wglSwapIntervalEXT) { diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 32d4097ff3..a8a7b165a3 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7681,7 +7681,7 @@ Type Boolean Value - 0 + 1 RenderDebugNormalScale diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 5078da02e3..d503d935d0 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -62,13 +62,16 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) : LLFacePool(POOL_TERRAIN), mTexturep(texturep) { + U32 format = GL_ALPHA8; + U32 int_format = GL_ALPHA; + // Hack! sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale"); sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); mAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient.tga", TRUE, LLViewerTexture::BOOST_UI, LLViewerTexture::FETCHED_TEXTURE, - GL_ALPHA8, GL_ALPHA, + format, int_format, LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb")); //gGL.getTexUnit(0)->bind(mAlphaRampImagep.get()); @@ -77,7 +80,7 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) : m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient_2d.j2c", TRUE, LLViewerTexture::BOOST_UI, LLViewerTexture::FETCHED_TEXTURE, - GL_ALPHA8, GL_ALPHA, + format, int_format, LLUUID("38b86f85-2575-52a9-a531-23108d8da837")); //gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get()); diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 81d7fe70c1..db5e4a2fb5 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -261,7 +261,6 @@ void LLSpatialGroup::buildOcclusion() { if (mOcclusionVerts.isNull()) { - mOcclusionVerts = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX, LLVertexBuffer::sUseStreamDraw ? mBufferUsage : 0); //if GL has a hard time with VBOs, don't use them for occlusion culling. mOcclusionVerts->allocateBuffer(8, 64, true); diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 20ee475939..59835028a1 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -537,7 +537,7 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) stop_glerror(); - LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), mFace->getPool()->getVertexShaderLevel() > 0 ? 0.f : mShiny); + LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), (mFace->getPool()->getVertexShaderLevel() > 0 || LLGLSLShader::sNoFixedFunction) ? 0.f : mShiny); //---------------------------------------------------------------- // setup current texture diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 23351fc994..d1d3334fed 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -443,6 +443,20 @@ void LLViewerShaderMgr::setShaders() return; } + if (LLRender::sGLCoreProfile) + { + if (!gSavedSettings.getBOOL("VertexShaderEnable")) + { //vertex shaders MUST be enabled to use core profile + gSavedSettings.setBOOL("VertexShaderEnable", TRUE); + } + + if (!gSavedSettings.getBOOL("RenderTransparentWater")) + { //non-transparent water uses fixed function + gSavedSettings.setBOOL("RenderTransparentWater", TRUE); + } + } + + //setup preprocessor definitions LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"))); LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); diff --git a/indra/newview/llvoavatarself.cpp b/indra/newview/llvoavatarself.cpp index 59883e0bb1..581912f844 100644 --- a/indra/newview/llvoavatarself.cpp +++ b/indra/newview/llvoavatarself.cpp @@ -2558,7 +2558,7 @@ void LLVOAvatarSelf::deleteScratchTextures() LLImageGL::decTextureCounter(tex_size, 1, LLViewerTexture::AVATAR_SCRATCH_TEX) ; total_tex_size -= tex_size ; } - if( sScratchTexNames.checkData( GL_LUMINANCE_ALPHA ) ) + if( sScratchTexNames.checkData( LLRender::sGLCoreProfile ? GL_RG : GL_LUMINANCE_ALPHA ) ) { LLImageGL::decTextureCounter(tex_size, 2, LLViewerTexture::AVATAR_SCRATCH_TEX) ; total_tex_size -= 2 * tex_size ; @@ -2600,89 +2600,6 @@ void LLVOAvatarSelf::deleteScratchTextures() } } -BOOL LLVOAvatarSelf::bindScratchTexture( LLGLenum format ) -{ - U32 texture_bytes = 0; - S32 components = 0; - GLuint gl_name = getScratchTexName( format, components, &texture_bytes ); - if( gl_name ) - { - gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, gl_name); - stop_glerror(); - - F32* last_bind_time = sScratchTexLastBindTime.getIfThere( format ); - if( last_bind_time ) - { - if( *last_bind_time != LLImageGL::sLastFrameTime ) - { - *last_bind_time = LLImageGL::sLastFrameTime; - LLImageGL::updateBoundTexMem(texture_bytes, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ; - } - } - else - { - LLImageGL::updateBoundTexMem(texture_bytes, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ; - sScratchTexLastBindTime.addData( format, new F32(LLImageGL::sLastFrameTime) ); - } - return TRUE; - } - return FALSE; -} - -LLGLuint LLVOAvatarSelf::getScratchTexName( LLGLenum format, S32& components, U32* texture_bytes ) -{ - GLenum internal_format; - switch( format ) - { - case GL_LUMINANCE: components = 1; internal_format = GL_LUMINANCE8; break; - case GL_ALPHA: components = 1; internal_format = GL_ALPHA8; break; - case GL_LUMINANCE_ALPHA: components = 2; internal_format = GL_LUMINANCE8_ALPHA8; break; - case GL_RGB: components = 3; internal_format = GL_RGB8; break; - case GL_RGBA: components = 4; internal_format = GL_RGBA8; break; - default: llassert(0); components = 4; internal_format = GL_RGBA8; break; - } - - *texture_bytes = components * SCRATCH_TEX_WIDTH * SCRATCH_TEX_HEIGHT; - - if( sScratchTexNames.checkData( format ) ) - { - return *( sScratchTexNames.getData( format ) ); - } - - LLGLSUIDefault gls_ui; - - U32 name = 0; - LLImageGL::generateTextures(1, &name ); - stop_glerror(); - - gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, name); - stop_glerror(); - - LLImageGL::setManualImage( - GL_TEXTURE_2D, 0, internal_format, - SCRATCH_TEX_WIDTH, SCRATCH_TEX_HEIGHT, - format, GL_UNSIGNED_BYTE, NULL ); - stop_glerror(); - - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - stop_glerror(); - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - stop_glerror(); - - sScratchTexNames.addData( format, new LLGLuint( name ) ); - - sScratchTexBytes += *texture_bytes; - LLImageGL::sGlobalTextureMemoryInBytes += *texture_bytes; - - if(gAuditTexture) - { - LLImageGL::incTextureCounter(SCRATCH_TEX_WIDTH * SCRATCH_TEX_HEIGHT, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ; - } - return name; -} - // static void LLVOAvatarSelf::dumpScratchTextureByteCount() { diff --git a/indra/newview/llvoavatarself.h b/indra/newview/llvoavatarself.h index 51f06dee5f..74ff47a3e4 100644 --- a/indra/newview/llvoavatarself.h +++ b/indra/newview/llvoavatarself.h @@ -249,10 +249,7 @@ public: // Scratch textures (used for compositing) //-------------------------------------------------------------------- public: - BOOL bindScratchTexture(LLGLenum format); static void deleteScratchTextures(); -protected: - LLGLuint getScratchTexName(LLGLenum format, S32& components, U32* texture_bytes); private: static S32 sScratchTexBytes; static LLMap< LLGLenum, LLGLuint*> sScratchTexNames; diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp index 39c9945fb4..824cb8a15f 100644 --- a/indra/newview/llvowlsky.cpp +++ b/indra/newview/llvowlsky.cpp @@ -485,7 +485,7 @@ void LLVOWLSky::drawStars(void) if (mStarsVerts.notNull()) { mStarsVerts->setBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK); - mStarsVerts->drawArrays(LLRender::QUADS, 0, getStarsNumVerts()*4); + mStarsVerts->drawArrays(LLRender::TRIANGLES, 0, getStarsNumVerts()*4); } } @@ -772,7 +772,7 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable) if (mStarsVerts.isNull()) { mStarsVerts = new LLVertexBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK, GL_DYNAMIC_DRAW); - mStarsVerts->allocateBuffer(getStarsNumVerts()*4, 0, TRUE); + mStarsVerts->allocateBuffer(getStarsNumVerts()*6, 0, TRUE); } BOOL success = mStarsVerts->getVertexStrider(verticesp) @@ -807,17 +807,23 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable) *(verticesp++) = mStarVertices[vtx]; *(verticesp++) = mStarVertices[vtx]+left; *(verticesp++) = mStarVertices[vtx]+left+up; + *(verticesp++) = mStarVertices[vtx]+left; + *(verticesp++) = mStarVertices[vtx]+left+up; *(verticesp++) = mStarVertices[vtx]+up; *(texcoordsp++) = LLVector2(0,0); *(texcoordsp++) = LLVector2(0,1); *(texcoordsp++) = LLVector2(1,1); + *(texcoordsp++) = LLVector2(0,1); + *(texcoordsp++) = LLVector2(1,1); *(texcoordsp++) = LLVector2(1,0); *(colorsp++) = LLColor4U(mStarColors[vtx]); *(colorsp++) = LLColor4U(mStarColors[vtx]); *(colorsp++) = LLColor4U(mStarColors[vtx]); *(colorsp++) = LLColor4U(mStarColors[vtx]); + *(colorsp++) = LLColor4U(mStarColors[vtx]); + *(colorsp++) = LLColor4U(mStarColors[vtx]); } mStarsVerts->setBuffer(0); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2248d18155..0ca28eb03b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -106,26 +106,6 @@ #include "llnotifications.h" -void check_stack_depth(S32 stack_depth) -{ - if (gDebugGL || gDebugSession) - { - GLint depth; - glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); - if (depth != stack_depth) - { - if (gDebugSession) - { - ll_fail("GL matrix stack corrupted."); - } - else - { - llerrs << "GL matrix stack corrupted!" << llendl; - } - } - } -} - #ifdef _DEBUG // Debug indices is disabled for now for debug performance - djs 4/24/02 //#define DEBUG_INDICES @@ -701,7 +681,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #else - if (!mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + if (!mEdgeMap.allocate(resX, resY, LLRender::sGLCoreProfile ? GL_RGBA : GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #endif if (shadow_detail > 0 || ssao) @@ -916,6 +896,7 @@ void LLPipeline::releaseScreenBuffers() void LLPipeline::createGLBuffers() { + stop_glerror(); LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS); assertInitialized(); @@ -1020,7 +1001,7 @@ void LLPipeline::createGLBuffers() LLImageGL::generateTextures(1, &mLightFunc); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_ALPHA, lightResX, lightResY, GL_ALPHA, GL_UNSIGNED_BYTE, lg); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); @@ -3597,13 +3578,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) } } - S32 stack_depth = 0; - - if (gDebugGL) - { - glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &stack_depth); - } - /////////////////////////////////////////// // // Sync and verify GL state @@ -3731,7 +3705,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) LLVertexBuffer::unbind(); if (gDebugGL) { - check_stack_depth(stack_depth); std::string msg = llformat("pass %d", i); LLGLState::checkStates(msg); //LLGLState::checkTextureChannels(msg); @@ -3907,12 +3880,6 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) if (gDebugGL || gDebugPipeline) { - GLint depth; - glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); - if (depth > 3) - { - llerrs << "GL matrix stack corrupted!" << llendl; - } LLGLState::checkStates(); } } @@ -4000,12 +3967,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) if (gDebugGL || gDebugPipeline) { - GLint depth; - glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); - if (depth > 3) - { - llerrs << "GL matrix stack corrupted!" << llendl; - } LLGLState::checkStates(); } } -- cgit v1.3 From b9926e8f57787eb146b06260cc3d0260e34330ce Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 23 Sep 2011 02:29:53 -0500 Subject: SH-2244 Better VAO support -- still slower than non-VAO implementation for some reason --- indra/llrender/llrender.cpp | 2 +- indra/llrender/llvertexbuffer.cpp | 862 ++++++++++----------- indra/llrender/llvertexbuffer.h | 19 +- indra/newview/app_settings/settings.xml | 2 +- .../shaders/class1/deferred/alphaV.glsl | 5 +- .../shaders/class1/deferred/diffuseV.glsl | 5 +- .../shaders/class1/deferred/emissiveV.glsl | 5 +- .../shaders/class1/deferred/fullbrightV.glsl | 5 +- .../shaders/class1/objects/emissiveV.glsl | 5 +- .../shaders/class2/deferred/alphaV.glsl | 5 +- .../shaders/class2/objects/fullbrightShinyV.glsl | 5 +- .../shaders/class2/objects/fullbrightV.glsl | 5 +- .../shaders/class2/objects/shinyV.glsl | 5 +- .../shaders/class2/objects/simpleV.glsl | 5 +- indra/newview/llface.cpp | 20 +- indra/newview/llspatialpartition.cpp | 2 +- indra/newview/llsprite.cpp | 2 +- indra/newview/llviewerjointmesh.cpp | 2 +- indra/newview/llviewerjointmesh_sse.cpp | 2 +- indra/newview/llviewerjointmesh_vec.cpp | 2 +- indra/newview/llviewershadermgr.cpp | 1 + indra/newview/llvoavatar.cpp | 4 +- indra/newview/llvoground.cpp | 2 +- indra/newview/llvopartgroup.cpp | 2 +- indra/newview/llvosky.cpp | 8 +- indra/newview/llvosurfacepatch.cpp | 4 +- indra/newview/llvotree.cpp | 6 +- indra/newview/llvovolume.cpp | 8 +- indra/newview/llvowater.cpp | 2 +- indra/newview/llvowlsky.cpp | 8 +- indra/newview/pipeline.cpp | 2 +- 31 files changed, 508 insertions(+), 504 deletions(-) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index daeb58b279..685334555a 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1821,7 +1821,7 @@ void LLRender::flush() mBuffer->getColorStrider(mColorsp, 0, count); } - //only flush the part of the + mBuffer->flush(); mBuffer->setBuffer(immediate_mask); if (mMode == LLRender::QUADS && sGLCoreProfile) diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 40a96eb407..a48669a300 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -150,19 +150,18 @@ U32 LLVertexBuffer::sGLMode[LLRender::NUM_MODES] = //static -void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) +void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& sLastMask) { /*if (LLGLImmediate::sStarted) { llerrs << "Cannot use LLGLImmediate and LLVertexBuffer simultaneously!" << llendl; }*/ - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - - if (ref_mask != data_mask) + if (sLastMask != data_mask) { - llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); - + + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + U32 mask[] = { MAP_VERTEX, @@ -174,6 +173,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) MAP_WEIGHT4, MAP_BINORMAL, MAP_CLOTHWEIGHT, + MAP_TEXTURE_INDEX, }; U32 type[] = @@ -187,6 +187,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) TYPE_WEIGHT4, TYPE_BINORMAL, TYPE_CLOTHWEIGHT, + TYPE_TEXTURE_INDEX-1, }; GLenum array[] = @@ -200,18 +201,20 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) 0, 0, 0, + 0, }; BOOL error = FALSE; - for (U32 i = 0; i < 9; ++i) + for (U32 i = 0; i < 10; ++i) { S32 loc = -1; - if (shader) + + if (LLGLSLShader::sNoFixedFunction) { - loc = shader->getAttribLocation(type[i]); + loc = type[i]; } - - if (ref_mask & mask[i]) + + if (sLastMask & mask[i]) { //was enabled if (!(data_mask & mask[i])) { //needs to be disabled @@ -219,12 +222,12 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) { glDisableVertexAttribArrayARB(loc); } - else if (!shader) + else { glDisableClientState(array[i]); } } - else if (gDebugGL && !shader && array[i]) + else if (gDebugGL && !LLGLSLShader::sNoFixedFunction && array[i]) { //needs to be enabled, make sure it was (DEBUG) if (loc < 0 && !glIsEnabled(array[i])) { @@ -248,12 +251,12 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) { glEnableVertexAttribArrayARB(loc); } - else if (!shader) + else { glEnableClientState(array[i]); } } - else if (!shader && array[i] && gDebugGL && glIsEnabled(array[i])) + else if (!LLGLSLShader::sNoFixedFunction && array[i] && gDebugGL && glIsEnabled(array[i])) { //needs to be disabled, make sure it was (DEBUG TEMPORARY) if (gDebugSession) { @@ -290,12 +293,13 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) for (U32 i = 0; i < 3; i++) { S32 loc = -1; - if (shader) + + if (LLGLSLShader::sNoFixedFunction) { - loc = shader->getAttribLocation(type_tc[i]); + loc = type_tc[i]; } - if (ref_mask & map_tc[i]) + if (sLastMask & map_tc[i]) { if (!(data_mask & map_tc[i])) { //disable @@ -303,7 +307,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) { glDisableVertexAttribArrayARB(loc); } - else if (!shader) + else { glClientActiveTextureARB(GL_TEXTURE1_ARB+i); glDisableClientState(GL_TEXTURE_COORD_ARRAY); @@ -317,7 +321,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) { glEnableVertexAttribArrayARB(loc); } - else if (!shader) + else { glClientActiveTextureARB(GL_TEXTURE1_ARB+i); glEnableClientState(GL_TEXTURE_COORD_ARRAY); @@ -326,9 +330,9 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) } } - if (!shader) + if (!LLGLSLShader::sNoFixedFunction) { - if (ref_mask & MAP_BINORMAL) + if (sLastMask & MAP_BINORMAL) { if (!(data_mask & MAP_BINORMAL)) { @@ -345,7 +349,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask, U32& ref_mask) } } - ref_mask = data_mask; + sLastMask = data_mask; } } @@ -367,12 +371,12 @@ void LLVertexBuffer::drawArrays(U32 mode, const std::vector& pos, con if (shader) { - S32 loc = shader->getAttribLocation(LLVertexBuffer::TYPE_VERTEX); + S32 loc = LLVertexBuffer::TYPE_VERTEX; if (loc > -1) { glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 0, pos[0].mV); } - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_NORMAL); + loc = LLVertexBuffer::TYPE_NORMAL; if (loc > -1) { glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 0, norm[0].mV); @@ -404,23 +408,15 @@ void LLVertexBuffer::drawElements(U32 mode, const LLVector4a* pos, const LLVecto setupClientArrays(mask); - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - - if (shader) + if (LLGLSLShader::sNoFixedFunction) { - S32 loc = shader->getAttribLocation(LLVertexBuffer::TYPE_VERTEX); - if (loc > -1) - { - glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 16, pos); + S32 loc = LLVertexBuffer::TYPE_VERTEX; + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 16, pos); - if (tc) - { - loc = shader->getAttribLocation(LLVertexBuffer::TYPE_TEXCOORD0); - if (loc > -1) - { - glVertexAttribPointerARB(loc, 2, GL_FLOAT, GL_FALSE, 0, tc); - } - } + if (tc) + { + loc = LLVertexBuffer::TYPE_TEXCOORD0; + glVertexAttribPointerARB(loc, 2, GL_FLOAT, GL_FALSE, 0, tc); } } else @@ -470,14 +466,35 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi llassert(mRequestedNumVerts >= 0); llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); - if (mGLIndices != sGLRenderIndices) + if (mGLArray) { - llerrs << "Wrong index buffer bound." << llendl; + if (mGLArray != sGLRenderArray) + { + llerrs << "Wrong vertex array bound." << llendl; + } } + else + { + if (mGLIndices != sGLRenderIndices) + { + llerrs << "Wrong index buffer bound." << llendl; + } - if (mGLBuffer != sGLRenderBuffer) + if (mGLBuffer != sGLRenderBuffer) + { + llerrs << "Wrong vertex buffer bound." << llendl; + } + } + + if (gDebugGL && useVBOs()) { - llerrs << "Wrong vertex buffer bound." << llendl; + GLint elem = 0; + glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); + + if (elem != mGLIndices) + { + llerrs << "Wrong index buffer bound!" << llendl; + } } if (mode >= LLRender::NUM_MODES) @@ -508,14 +525,24 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const llerrs << "Bad index buffer draw range: [" << indices_offset << ", " << indices_offset+count << "]" << llendl; } - if (mGLIndices != sGLRenderIndices) + if (mGLArray) { - llerrs << "Wrong index buffer bound." << llendl; + if (mGLArray != sGLRenderArray) + { + llerrs << "Wrong vertex array bound." << llendl; + } } - - if (mGLBuffer != sGLRenderBuffer) + else { - llerrs << "Wrong vertex buffer bound." << llendl; + if (mGLIndices != sGLRenderIndices) + { + llerrs << "Wrong index buffer bound." << llendl; + } + + if (mGLBuffer != sGLRenderBuffer) + { + llerrs << "Wrong vertex buffer bound." << llendl; + } } if (mode >= LLRender::NUM_MODES) @@ -544,9 +571,19 @@ void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const llerrs << "Bad vertex buffer draw range: [" << first << ", " << first+count << "]" << llendl; } - if (mGLBuffer != sGLRenderBuffer || useVBOs() != sVBOActive) + if (mGLArray) { - llerrs << "Wrong vertex buffer bound." << llendl; + if (mGLArray != sGLRenderArray) + { + llerrs << "Wrong vertex array bound." << llendl; + } + } + else + { + if (mGLBuffer != sGLRenderBuffer || useVBOs() != sVBOActive) + { + llerrs << "Wrong vertex buffer bound." << llendl; + } } if (mode >= LLRender::NUM_MODES) @@ -645,7 +682,6 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : mUsage(usage), mGLBuffer(0), mGLArray(0), - mLastMask(0), mGLIndices(0), mMappedData(NULL), mMappedIndexData(NULL), @@ -686,12 +722,6 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : mOffsets[i] = 0; } - //initialize cached attrib pointers - for (U32 i = 0; i < LL_MAX_VERTEX_ATTRIB_LOCATION; i++) - { - mLastPointer[i] = (void*) 0xFFFFFFFF; - } - mTypeMask = typemask; mSize = 0; mAlignedOffset = 0; @@ -1065,15 +1095,98 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) createGLBuffer(); createGLIndices(); + if (gGLManager.mHasVertexArrayObject && useVBOs() && LLRender::sGLCoreProfile) { glGenVertexArrays(1, &mGLArray); + setupVertexArray(); } } sAllocatedBytes += getSize() + getIndicesSize(); } +void LLVertexBuffer::setupVertexArray() +{ + bindGLArray(); + + U32 attrib_size[] = + { + 3, //TYPE_VERTEX, + 3, //TYPE_NORMAL, + 2, //TYPE_TEXCOORD0, + 2, //TYPE_TEXCOORD1, + 2, //TYPE_TEXCOORD2, + 2, //TYPE_TEXCOORD3, + 4, //TYPE_COLOR, + 1, //TYPE_EMISSIVE, + 3, //TYPE_BINORMAL, + 1, //TYPE_WEIGHT, + 4, //TYPE_WEIGHT4, + 4, //TYPE_CLOTHWEIGHT, + }; + + U32 attrib_type[] = + { + GL_FLOAT, //TYPE_VERTEX, + GL_FLOAT, //TYPE_NORMAL, + GL_FLOAT, //TYPE_TEXCOORD0, + GL_FLOAT, //TYPE_TEXCOORD1, + GL_FLOAT, //TYPE_TEXCOORD2, + GL_FLOAT, //TYPE_TEXCOORD3, + GL_UNSIGNED_BYTE, //TYPE_COLOR, + GL_UNSIGNED_BYTE, //TYPE_EMISSIVE, + GL_FLOAT, //TYPE_BINORMAL, + GL_FLOAT, //TYPE_WEIGHT, + GL_FLOAT, //TYPE_WEIGHT4, + GL_FLOAT, //TYPE_CLOTHWEIGHT, + }; + + U32 attrib_normalized[] = + { + GL_FALSE, //TYPE_VERTEX, + GL_FALSE, //TYPE_NORMAL, + GL_FALSE, //TYPE_TEXCOORD0, + GL_FALSE, //TYPE_TEXCOORD1, + GL_FALSE, //TYPE_TEXCOORD2, + GL_FALSE, //TYPE_TEXCOORD3, + GL_TRUE, //TYPE_COLOR, + GL_TRUE, //TYPE_EMISSIVE, + GL_FALSE, //TYPE_BINORMAL, + GL_FALSE, //TYPE_WEIGHT, + GL_FALSE, //TYPE_WEIGHT4, + GL_FALSE, //TYPE_CLOTHWEIGHT, + }; + + bindGLBuffer(true); + bindGLIndices(true); + + for (U32 i = 0; i < TYPE_MAX; ++i) + { + if (mTypeMask & (1 << i)) + { + glEnableVertexAttribArrayARB(i); + glVertexAttribPointerARB(i, attrib_size[i], attrib_type[i], attrib_normalized[i], sTypeSize[i], (void*) mOffsets[i]); + } + else + { + glDisableVertexAttribArrayARB(i); + } + } + + if (mTypeMask & MAP_VERTEX) + { //special handling for texture index + S32 loc = TYPE_TEXTURE_INDEX-1; + glEnableVertexAttribArrayARB(loc); + glVertexAttribPointerARB(loc, 1, GL_FLOAT, GL_FALSE, sTypeSize[TYPE_VERTEX], (void*) (mOffsets[TYPE_VERTEX]+12)); + } + else + { + glDisableVertexAttribArrayARB(TYPE_TEXTURE_INDEX-1); + } + glBindVertexArray(0); +} + void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices) { llassert(newnverts >= 0); @@ -1149,8 +1262,13 @@ void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices) if (mResized && useVBOs()) { - freeClientBuffer() ; - setBuffer(0); + freeClientBuffer(); + flush(); + + if (mGLArray) + { //if size changed, offsets changed + setupVertexArray(); + } } } @@ -1215,6 +1333,7 @@ bool expand_region(LLVertexBuffer::MappedRegion& region, S32 index, S32 count) // Map for data access U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_range) { + bindGLBuffer(true); LLMemType mt2(LLMemType::MTYPE_VERTEX_MAP_BUFFER); if (mFinal) { @@ -1265,7 +1384,6 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_ran if (!mVertexLocked) { LLMemType mt_v(LLMemType::MTYPE_VERTEX_MAP_BUFFER_VERTICES); - setBuffer(0, type); mVertexLocked = TRUE; sMappedCount++; stop_glerror(); @@ -1380,6 +1498,7 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_ran U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range) { LLMemType mt2(LLMemType::MTYPE_VERTEX_MAP_BUFFER); + bindGLIndices(true); if (mFinal) { llerrs << "LLVertexBuffer::mapIndexBuffer() called on a finalized buffer." << llendl; @@ -1427,11 +1546,21 @@ U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range) { LLMemType mt_v(LLMemType::MTYPE_VERTEX_MAP_BUFFER_INDICES); - setBuffer(0, TYPE_INDEX); mIndexLocked = TRUE; sMappedCount++; stop_glerror(); + if (gDebugGL && useVBOs()) + { + GLint elem = 0; + glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); + + if (elem != mGLIndices) + { + llerrs << "Wrong index buffer bound!" << llendl; + } + } + if(sDisableVBOMapping) { map_range = false; @@ -1528,19 +1657,20 @@ U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range) } } -void LLVertexBuffer::unmapBuffer(S32 type) +void LLVertexBuffer::unmapBuffer() { LLMemType mt2(LLMemType::MTYPE_VERTEX_UNMAP_BUFFER); - if (!useVBOs() || type == -2) + if (!useVBOs()) { return ; //nothing to unmap } bool updated_all = false ; - if (mMappedData && mVertexLocked && type != TYPE_INDEX) + if (mMappedData && mVertexLocked) { - updated_all = (mIndexLocked && type < 0) ; //both vertex and index buffers done updating + bindGLBuffer(true); + updated_all = mIndexLocked; //both vertex and index buffers done updating if(sDisableVBOMapping) { @@ -1604,8 +1734,9 @@ void LLVertexBuffer::unmapBuffer(S32 type) sMappedCount--; } - if (mMappedIndexData && mIndexLocked && (type < 0 || type == TYPE_INDEX)) + if (mMappedIndexData && mIndexLocked) { + bindGLIndices(); if(sDisableVBOMapping) { if (!mMappedIndexRegions.empty()) @@ -1785,16 +1916,131 @@ bool LLVertexBuffer::getClothWeightStrider(LLStrider& strider, S32 in //---------------------------------------------------------------------------- +bool LLVertexBuffer::bindGLArray() +{ + if (mGLArray && sGLRenderArray != mGLArray) + { + glBindVertexArray(mGLArray); + sGLRenderArray = mGLArray; + return true; + } + + return false; +} + +bool LLVertexBuffer::bindGLBuffer(bool force_bind) +{ + bindGLArray(); + + bool ret = false; + + if (useVBOs() && (force_bind || (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive)))) + { + /*if (sMapped) + { + llerrs << "VBO bound while another VBO mapped!" << llendl; + }*/ + glBindBufferARB(GL_ARRAY_BUFFER_ARB, mGLBuffer); + sGLRenderBuffer = mGLBuffer; + sBindCount++; + sVBOActive = TRUE; + + if (mGLArray) + { + llassert(sGLRenderArray == mGLArray); + //mCachedRenderBuffer = mGLBuffer; + } + + ret = true; + } + + if (gDebugGL && useVBOs()) + { + GLint elem = 0; + glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &elem); + + if (elem != mGLBuffer) + { + llerrs << "Wrong vertex buffer bound!" << llendl; + } + } + + return ret; +} + +bool LLVertexBuffer::bindGLIndices(bool force_bind) +{ + bindGLArray(); + + bool ret = false; + if (useVBOs() && (force_bind || (mGLIndices && (mGLIndices != sGLRenderIndices || !sIBOActive)))) + { + /*if (sMapped) + { + llerrs << "VBO bound while another VBO mapped!" << llendl; + }*/ + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mGLIndices); + sGLRenderIndices = mGLIndices; + stop_glerror(); + sBindCount++; + sIBOActive = TRUE; + ret = true; + } + + if (gDebugGL && useVBOs()) + { + GLint elem = 0; + glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); + + if (elem != mGLIndices) + { + llerrs << "Wrong index buffer bound!" << llendl; + } + } + + return ret; +} + +void LLVertexBuffer::flush() +{ + if (useVBOs()) + { + if (mResized) + { + if (mGLBuffer) + { + stop_glerror(); + bindGLBuffer(true); + glBufferDataARB(GL_ARRAY_BUFFER_ARB, getSize(), NULL, mUsage); + stop_glerror(); + } + if (mGLIndices) + { + stop_glerror(); + bindGLIndices(true); + glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, getIndicesSize(), NULL, mUsage); + stop_glerror(); + } + + mEmpty = TRUE; + mResized = FALSE; + } + + unmapBuffer(); + } +} + // Set for rendering -void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) +void LLVertexBuffer::setBuffer(U32 data_mask) { + flush(); + LLMemType mt2(LLMemType::MTYPE_VERTEX_SET_BUFFER); //set up pointers if the data mask is different ... - U32& ref_mask = mGLArray ? mLastMask : sLastMask; - BOOL setup = (ref_mask != data_mask); + BOOL setup = (sLastMask != data_mask); if (gDebugGL && data_mask != 0) - { + { //make sure data requirements are fulfilled LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; if (shader) { @@ -1823,37 +2069,25 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) if (useVBOs()) { - if (mGLArray && mGLArray != sGLRenderArray) + if (mGLArray) { - glBindVertexArray(mGLArray); - sGLRenderArray = mGLArray; + bindGLArray(); + setup = FALSE; //do NOT perform pointer setup if using VAO } - - if (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive)) + else { - /*if (sMapped) + if (bindGLBuffer()) { - llerrs << "VBO bound while another VBO mapped!" << llendl; - }*/ - glBindBufferARB(GL_ARRAY_BUFFER_ARB, mGLBuffer); - sBindCount++; - sVBOActive = TRUE; - setup = TRUE; // ... or the bound buffer changed - } - if (mGLIndices && (mGLIndices != sGLRenderIndices || !sIBOActive)) - { - /*if (sMapped) + setup = TRUE; + } + if (bindGLIndices()) { - llerrs << "VBO bound while another VBO mapped!" << llendl; - }*/ - glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mGLIndices); - stop_glerror(); - sBindCount++; - sIBOActive = TRUE; + setup = TRUE; + } } BOOL error = FALSE; - if (gDebugGL) + if (gDebugGL && !mGLArray) { GLint buff; glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &buff); @@ -1888,81 +2122,16 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) } } - if (mResized) + + } + else + { + if (sGLRenderArray) { - if (gDebugGL) - { - GLint buff; - glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &buff); - if ((GLuint)buff != mGLBuffer) - { - if (gDebugSession) - { - error = TRUE; - gFailLog << "Invalid GL vertex buffer bound: " << std::endl; - } - else - { - llerrs << "Invalid GL vertex buffer bound: " << buff << llendl; - } - } - - if (mGLIndices != 0) - { - glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &buff); - if ((GLuint)buff != mGLIndices) - { - if (gDebugSession) - { - error = TRUE; - gFailLog << "Invalid GL index buffer bound: "<< std::endl; - } - else - { - llerrs << "Invalid GL index buffer bound: " << buff << llendl; - } - } - } - } - - if (mGLBuffer) - { - stop_glerror(); - glBufferDataARB(GL_ARRAY_BUFFER_ARB, getSize(), NULL, mUsage); - stop_glerror(); - } - if (mGLIndices) - { - stop_glerror(); - glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, getIndicesSize(), NULL, mUsage); - stop_glerror(); - } - - mEmpty = TRUE; - mResized = FALSE; - - if (data_mask != 0) - { - if (gDebugSession) - { - error = TRUE; - gFailLog << "Buffer set for rendering before being filled after resize." << std::endl; - } - else - { - llerrs << "Buffer set for rendering before being filled after resize." << llendl; - } - } + glBindVertexArray(0); + sGLRenderArray = 0; } - if (error) - { - ll_fail("LLVertexBuffer::mapBuffer failed"); - } - unmapBuffer(type); - } - else - { if (mGLBuffer) { if (sVBOActive) @@ -1974,30 +2143,30 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) } if (sGLRenderBuffer != mGLBuffer) { + sGLRenderBuffer = mGLBuffer; setup = TRUE; // ... or a client memory pointer changed } } - if (mGLIndices && sIBOActive) + if (mGLIndices) { - /*if (sMapped) + if (sIBOActive) { - llerrs << "VBO unbound while potentially mapped!" << llendl; - }*/ - glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); - sBindCount++; - sIBOActive = FALSE; + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + sBindCount++; + sIBOActive = FALSE; + } + + sGLRenderIndices = mGLIndices; } } - setupClientArrays(data_mask, ref_mask); - - if (mGLIndices) + if (!mGLArray) { - sGLRenderIndices = mGLIndices; + setupClientArrays(data_mask, sLastMask); } + if (mGLBuffer) { - sGLRenderBuffer = mGLBuffer; if (data_mask && setup) { setupVertexBuffer(data_mask); // subclass specific setup (virtual function) @@ -2007,319 +2176,140 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type) } // virtual (default) -void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const +void LLVertexBuffer::setupVertexBuffer(U32 data_mask) { LLMemType mt2(LLMemType::MTYPE_VERTEX_SETUP_VERTEX_BUFFER); stop_glerror(); U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData; - if ((data_mask & mTypeMask) != data_mask) + /*if ((data_mask & mTypeMask) != data_mask) { llerrs << "LLVertexBuffer::setupVertexBuffer missing required components for supplied data mask." << llendl; - } - - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - - //assert that fixed function is allowed OR a shader is currently bound - llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + }*/ - if (data_mask & MAP_NORMAL) + if (LLGLSLShader::sNoFixedFunction) { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_NORMAL); - } - - if (loc >= 0) + if (data_mask & MAP_NORMAL) { + S32 loc = TYPE_NORMAL; void* ptr = (void*)(base + mOffsets[TYPE_NORMAL]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } - else if (!shader) - { - glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); - } - } - if (data_mask & MAP_TEXCOORD3) - { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_TEXCOORD3); + glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], ptr); } - - if (loc >= 0) + if (data_mask & MAP_TEXCOORD3) { + S32 loc = TYPE_TEXCOORD3; void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD3]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } - else if (!shader) - { - glClientActiveTextureARB(GL_TEXTURE3_ARB); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], ptr); } - } - if (data_mask & MAP_TEXCOORD2) - { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_TEXCOORD2); - } - - if (loc >= 0) + if (data_mask & MAP_TEXCOORD2) { + S32 loc = TYPE_TEXCOORD2; void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD2]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } - else if (!shader) - { - glClientActiveTextureARB(GL_TEXTURE2_ARB); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], ptr); } - } - if (data_mask & MAP_TEXCOORD1) - { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_TEXCOORD1); - } - - if (loc >= 0) + if (data_mask & MAP_TEXCOORD1) { + S32 loc = TYPE_TEXCOORD1; void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD1]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } - else if (!shader) - { - glClientActiveTextureARB(GL_TEXTURE1_ARB); - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], ptr); } - } - if (data_mask & MAP_BINORMAL) - { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_BINORMAL); - } - - if (loc >= 0) + if (data_mask & MAP_BINORMAL) { + S32 loc = TYPE_BINORMAL; void* ptr = (void*)(base + mOffsets[TYPE_BINORMAL]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } - else if (!shader) - { - glClientActiveTextureARB(GL_TEXTURE2_ARB); - glTexCoordPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL])); - glClientActiveTextureARB(GL_TEXTURE0_ARB); + glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], ptr); } - } - if (data_mask & MAP_TEXCOORD0) - { - S32 loc = -1; - if (shader) - { - loc = shader->getAttribLocation(TYPE_TEXCOORD0); - } - - if (loc >= 0) + if (data_mask & MAP_TEXCOORD0) { + S32 loc = TYPE_TEXCOORD0; void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD0]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } + glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], ptr); } - else if (!shader) + if (data_mask & MAP_COLOR) { - glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); + S32 loc = TYPE_COLOR; + void* ptr = (void*)(base + mOffsets[TYPE_COLOR]); + glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], ptr); } - } - if (data_mask & MAP_COLOR) - { - S32 loc = -1; - if (shader) + if (data_mask & MAP_EMISSIVE) { - loc = shader->getAttribLocation(TYPE_COLOR); + S32 loc = TYPE_EMISSIVE; + void* ptr = (void*)(base + mOffsets[TYPE_EMISSIVE]); + glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr); } - - if (loc >= 0) + if (data_mask & MAP_WEIGHT) { - void* ptr = (void*)(base + mOffsets[TYPE_COLOR]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } + S32 loc = TYPE_WEIGHT; + void* ptr = (void*)(base + mOffsets[TYPE_WEIGHT]); + glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], ptr); } - else if (!shader) + if (data_mask & MAP_WEIGHT4) { - glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); + S32 loc = TYPE_WEIGHT4; + void* ptr = (void*)(base+mOffsets[TYPE_WEIGHT4]); + glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], ptr); } - } - if (data_mask & MAP_EMISSIVE) - { - S32 loc = -1; - if (shader) + if (data_mask & MAP_CLOTHWEIGHT) { - loc = shader->getAttribLocation(TYPE_EMISSIVE); + S32 loc = TYPE_CLOTHWEIGHT; + void* ptr = (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]); + glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], ptr); } - - if (loc >= 0) + if (data_mask & MAP_TEXTURE_INDEX) { - void* ptr = (void*)(base + mOffsets[TYPE_EMISSIVE]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 1, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } + S32 loc = TYPE_TEXTURE_INDEX-1; //hack, texture index attrib location is off by one + void *ptr = (void*) (base + mOffsets[TYPE_VERTEX] + 12); + glVertexAttribPointerARB(loc, 1, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], ptr); } - } - if (data_mask & MAP_WEIGHT) + if (data_mask & MAP_VERTEX) + { + S32 loc = TYPE_VERTEX; + void* ptr = (void*)(base + mOffsets[TYPE_VERTEX]); + glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + } + } + else { - S32 loc = -1; - if (shader) + if (data_mask & MAP_NORMAL) { - loc = shader->getAttribLocation(TYPE_WEIGHT); + glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL])); } - - if (loc > -1) + if (data_mask & MAP_TEXCOORD3) { - void* ptr = (void*)(base + mOffsets[TYPE_WEIGHT]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } + glClientActiveTextureARB(GL_TEXTURE3_ARB); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); } - } - - if (data_mask & MAP_WEIGHT4) - { - if (shader) + if (data_mask & MAP_TEXCOORD2) { - S32 loc = shader->getAttribLocation(TYPE_WEIGHT4); - if (loc > -1) - { - void* ptr = (void*)(base+mOffsets[TYPE_WEIGHT4]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } - } + glClientActiveTextureARB(GL_TEXTURE2_ARB); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); } - } - - if (data_mask & MAP_CLOTHWEIGHT) - { - S32 loc = -1; - if (shader) + if (data_mask & MAP_TEXCOORD1) { - loc = shader->getAttribLocation(TYPE_CLOTHWEIGHT); + glClientActiveTextureARB(GL_TEXTURE1_ARB); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); } - - if (loc > -1) + if (data_mask & MAP_BINORMAL) { - void* ptr = (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]); - if (mLastPointer[loc] != ptr) - { - glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], ptr); - } - if (mGLArray) - { - mLastPointer[loc] = ptr; - } + glClientActiveTextureARB(GL_TEXTURE2_ARB); + glTexCoordPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL])); + glClientActiveTextureARB(GL_TEXTURE0_ARB); } - } - if (data_mask & MAP_VERTEX) - { - S32 loc = -1; - if (shader) + if (data_mask & MAP_TEXCOORD0) { - loc = shader->getAttribLocation(TYPE_VERTEX); + glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0])); } - - if (loc >= 0) + if (data_mask & MAP_COLOR) { - if (data_mask & MAP_TEXTURE_INDEX) - { - glVertexAttribPointerARB(loc, 4,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); - } - else - { - glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); - } + glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR])); } - else if (!shader) + if (data_mask & MAP_VERTEX) { - if (data_mask & MAP_TEXTURE_INDEX) - { - glVertexPointer(4,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); - } - else - { - glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); - } - } + glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0)); + } } llglassertok(); diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index 60cfde39f5..eba10dbaa5 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -139,6 +139,7 @@ public: // 3 - modify LLVertexBuffer::setupVertexBuffer // 4 - modify LLVertexBuffer::setupClientArray // 5 - modify LLViewerShaderMgr::mReservedAttribs + // 6 - update LLVertexBuffer::setupVertexArray enum { TYPE_VERTEX, TYPE_NORMAL, @@ -154,10 +155,9 @@ public: TYPE_WEIGHT4, TYPE_CLOTHWEIGHT, TYPE_MAX, - TYPE_INDEX, - //no actual additional data, but indicates position.w is texture index TYPE_TEXTURE_INDEX, + TYPE_INDEX, }; enum { MAP_VERTEX = (1<Type Boolean Value - 1 + 0 RenderDebugNormalScale diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 9920caf7f6..74ee082bed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -28,7 +28,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -97,7 +98,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 36000b86d6..908f3abcd0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -27,7 +27,8 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; @@ -43,7 +44,7 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texture_index = position.w; + vary_texture_index = texture_index; vary_normal = normalize(normal_matrix * normal); vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index b3558be678..50e92c191b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -27,7 +27,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE float emissive; ATTRIBUTE vec2 texcoord0; @@ -48,7 +49,7 @@ void main() //transform vertex vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); - vary_texture_index = position.w; + vary_texture_index = texture_index; gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index ef9f62da84..ab638991f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -28,7 +28,8 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -49,7 +50,7 @@ void main() //transform vertex vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); - vary_texture_index = position.w; + vary_texture_index = texture_index; gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index 0e05beac67..77b0806bfc 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -27,7 +27,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE float emissive; ATTRIBUTE vec2 texcoord0; @@ -42,7 +43,7 @@ VARYING float fog_depth; void main() { //transform vertex - vary_texture_index = position.w; + vary_texture_index = texture_index; gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 268e4127a2..6a3777c7c8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -28,7 +28,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -96,7 +97,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index ef97e4f781..580ef2694f 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -36,7 +36,8 @@ uniform vec4 origin; VARYING float vary_texture_index; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -50,7 +51,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index 2fd22cee9d..09dbd0b6cd 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -27,7 +27,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -44,7 +45,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 472ff219e5..86c592ea57 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -29,7 +29,8 @@ uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -51,7 +52,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index 144336417e..8e8f0664b0 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -28,7 +28,8 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec4 position; +ATTRIBUTE vec3 position; +ATTRIBUTE float texture_index; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -45,7 +46,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = position.w; + vary_texture_index = texture_index; vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index 7ae11bff94..d36379b0e7 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1216,7 +1216,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1441,7 +1441,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } else @@ -1588,7 +1588,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } if (do_bump) @@ -1625,7 +1625,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } } @@ -1675,7 +1675,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1695,7 +1695,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1715,7 +1715,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1727,7 +1727,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a::memcpyNonAliased16((F32*) weights, (F32*) vf.mWeights, num_vertices*4*sizeof(F32)); if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1757,7 +1757,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } @@ -1796,7 +1796,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (map_range) { - mVertexBuffer->setBuffer(0); + mVertexBuffer->flush(); } } if (rebuild_tcoord) diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index db5e4a2fb5..cc92ab4539 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -320,7 +320,7 @@ void LLSpatialGroup::buildOcclusion() } { - mOcclusionVerts->setBuffer(0); + mOcclusionVerts->flush(); } clearState(LLSpatialGroup::OCCLUSION_DIRTY); diff --git a/indra/newview/llsprite.cpp b/indra/newview/llsprite.cpp index 4bde2dfcab..c3eb70f850 100644 --- a/indra/newview/llsprite.cpp +++ b/indra/newview/llsprite.cpp @@ -243,7 +243,7 @@ void LLSprite::updateFace(LLFace &face) *indicesp++ = 3 + index_offset; } - face.getVertexBuffer()->setBuffer(0); + face.getVertexBuffer()->flush(); face.mCenterAgent = mPosition; } diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 59835028a1..331eb8b8f4 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -817,7 +817,7 @@ void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh) } } - buffer->setBuffer(0); + buffer->flush(); } const U32 UPDATE_GEOMETRY_CALL_MASK = 0x1FFF; // 8K samples before overflow diff --git a/indra/newview/llviewerjointmesh_sse.cpp b/indra/newview/llviewerjointmesh_sse.cpp index 400b49d046..00ed47e091 100644 --- a/indra/newview/llviewerjointmesh_sse.cpp +++ b/indra/newview/llviewerjointmesh_sse.cpp @@ -101,7 +101,7 @@ void LLViewerJointMesh::updateGeometrySSE(LLFace *face, LLPolyMesh *mesh) ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]); } - buffer->setBuffer(0); + buffer->flush(); } #else diff --git a/indra/newview/llviewerjointmesh_vec.cpp b/indra/newview/llviewerjointmesh_vec.cpp index 6600d01d17..a8713b6f05 100644 --- a/indra/newview/llviewerjointmesh_vec.cpp +++ b/indra/newview/llviewerjointmesh_vec.cpp @@ -92,6 +92,6 @@ void LLViewerJointMesh::updateGeometryVectorized(LLFace *face, LLPolyMesh *mesh) ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]); } - buffer->setBuffer(0); + buffer->flush(); #endif } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index d1d3334fed..b0d97ee5f6 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -317,6 +317,7 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) mReservedAttribs.push_back("weight"); mReservedAttribs.push_back("weight4"); mReservedAttribs.push_back("clothing"); + mReservedAttribs.push_back("texture_index"); mAvatarUniforms.push_back("matrixPalette"); mAvatarUniforms.push_back("gWindDir"); diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 7c6a815def..2a670275a3 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -2142,7 +2142,7 @@ void LLVOAvatar::updateMeshData() } stop_glerror(); - buff->setBuffer(0); + buff->flush(); if(!f_num) { @@ -4132,7 +4132,7 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass) LLVertexBuffer* vb = mDrawable->getFace(0)->getVertexBuffer(); if (vb) { - vb->setBuffer(0); + vb->flush(); } } } diff --git a/indra/newview/llvoground.cpp b/indra/newview/llvoground.cpp index ce256fdedf..0060f81ab5 100644 --- a/indra/newview/llvoground.cpp +++ b/indra/newview/llvoground.cpp @@ -162,7 +162,7 @@ BOOL LLVOGround::updateGeometry(LLDrawable *drawable) *(texCoordsp++) = LLVector2(0.f, 1.f); *(texCoordsp++) = LLVector2(0.5f, 0.5f); - face->getVertexBuffer()->setBuffer(0); + face->getVertexBuffer()->flush(); LLPipeline::sCompiles++; return TRUE; } diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp index a4b0910c92..d7edc94c2f 100644 --- a/indra/newview/llvopartgroup.cpp +++ b/indra/newview/llvopartgroup.cpp @@ -513,7 +513,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group) } } - buffer->setBuffer(0); + buffer->flush(); mFaceList.clear(); } diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index 29ca16ede6..d90c3be6c7 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -1267,7 +1267,7 @@ void LLVOSky::updateDummyVertexBuffer() LLStrider vertices ; mFace[FACE_DUMMY]->getVertexBuffer()->getVertexStrider(vertices, 0); *vertices = mCameraPosAgent ; - mFace[FACE_DUMMY]->getVertexBuffer()->setBuffer(0) ; + mFace[FACE_DUMMY]->getVertexBuffer()->flush(); } //---------------------------------- //end of fake vertex buffer updating @@ -1351,7 +1351,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable) *indicesp++ = index_offset + 3; *indicesp++ = index_offset + 2; - buff->setBuffer(0); + buff->flush(); } } @@ -1516,7 +1516,7 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 3; - facep->getVertexBuffer()->setBuffer(0); + facep->getVertexBuffer()->flush(); if (is_sun) { @@ -2030,7 +2030,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, } } - face->getVertexBuffer()->setBuffer(0); + face->getVertexBuffer()->flush(); } diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp index 7e00350926..bc82b0df13 100644 --- a/indra/newview/llvosurfacepatch.cpp +++ b/indra/newview/llvosurfacepatch.cpp @@ -57,7 +57,7 @@ public: }; // virtual - void setupVertexBuffer(U32 data_mask) const + void setupVertexBuffer(U32 data_mask) { if (LLGLSLShader::sNoFixedFunction) { //just use default if shaders are in play @@ -1122,7 +1122,7 @@ void LLTerrainPartition::getGeometry(LLSpatialGroup* group) index_offset += facep->getGeomCount(); } - buffer->setBuffer(0); + buffer->flush(); mFaceList.clear(); } diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp index 4cef0f5b5b..6486fd24ea 100644 --- a/indra/newview/llvotree.cpp +++ b/indra/newview/llvotree.cpp @@ -858,7 +858,7 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable) slices /= 2; } - mReferenceBuffer->setBuffer(0); + mReferenceBuffer->flush(); llassert(vertex_count == max_vertices); llassert(index_count == max_indices); } @@ -940,8 +940,8 @@ void LLVOTree::updateMesh() genBranchPipeline(vertices, normals, tex_coords, indices, idx_offset, scale_mat, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, 1.0, mTwist, droop, mBranches, alpha); - mReferenceBuffer->setBuffer(0); - buff->setBuffer(0); + mReferenceBuffer->flush(); + buff->flush(); } void LLVOTree::appendMesh(LLStrider& vertices, diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 3b31100305..c56a62a41b 100755 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4422,7 +4422,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) for (std::set::iterator iter = mapped_buffers.begin(); iter != mapped_buffers.end(); ++iter) { - (*iter)->setBuffer(0); + (*iter)->flush(); } // don't forget alpha @@ -4430,7 +4430,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) !group->mVertexBuffer.isNull() && group->mVertexBuffer->isLocked()) { - group->mVertexBuffer->setBuffer(0); + group->mVertexBuffer->flush(); } //if not all buffers are unmapped @@ -4446,7 +4446,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) LLVertexBuffer* buff = face->getVertexBuffer(); if (face && buff && buff->isLocked()) { - buff->setBuffer(0) ; + buff->flush(); } } } @@ -4852,7 +4852,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: ++face_iter; } - buffer->setBuffer(0); + buffer->flush(); } group->mBufferMap[mask].clear(); diff --git a/indra/newview/llvowater.cpp b/indra/newview/llvowater.cpp index e70ac0a2e7..75198c465b 100644 --- a/indra/newview/llvowater.cpp +++ b/indra/newview/llvowater.cpp @@ -231,7 +231,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable) } } - buff->setBuffer(0); + buff->flush(); mDrawable->movePartition(); LLPipeline::sCompiles++; diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp index 824cb8a15f..c26aefb28f 100644 --- a/indra/newview/llvowlsky.cpp +++ b/indra/newview/llvowlsky.cpp @@ -326,7 +326,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable) buildFanBuffer(vertices, texCoords, indices); - mFanVerts->setBuffer(0); + mFanVerts->flush(); } { @@ -388,7 +388,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable) buildStripsBuffer(begin_stack, end_stack, vertices, texCoords, indices); // and unlock the buffer - segment->setBuffer(0); + segment->flush(); } } #else @@ -468,7 +468,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable) } } - mStripsVerts->setBuffer(0); + mStripsVerts->flush(); #endif updateStarColors(); @@ -826,6 +826,6 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable) *(colorsp++) = LLColor4U(mStarColors[vtx]); } - mStarsVerts->setBuffer(0); + mStarsVerts->flush(); return TRUE; } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 0fbe030832..28391bf423 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6553,7 +6553,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) v[1] = LLVector3(-1,3,0); v[2] = LLVector3(3,-1,0); - buff->setBuffer(0); + buff->flush(); LLGLDisable blend(GL_BLEND); -- cgit v1.3 From 102f600d3ae5427be0e338ae291d2f803436cd32 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 24 Sep 2011 22:56:33 -0500 Subject: SH-2244 Fix for bump surfaces appearing black when L&S disabled --- indra/llrender/llrender.cpp | 1 + indra/newview/llviewershadermgr.cpp | 8 ++++++++ 2 files changed, 9 insertions(+) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 685334555a..13e7c6094c 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1039,6 +1039,7 @@ LLRender::LLRender() mMatIdx[i] = 0; mMatHash[i] = 0; mCurMatHash[i] = 0xFFFFFFFF; + mMatrix[i][0].make_identity(); } mLightHash = 0; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index b0d97ee5f6..17cce3069e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -2122,6 +2122,14 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectBumpProgram.createShader(NULL, NULL); + + if (success) + { //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1 + gObjectBumpProgram.bind(); + gObjectBumpProgram.uniform1i("texture0", 0); + gObjectBumpProgram.uniform1i("texture1", 1); + gObjectBumpProgram.unbind(); + } } -- cgit v1.3 From 348a70181211b8fe37c569f8b3fb8324cc8c59ea Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 00:41:10 -0500 Subject: SH-2507 Shave some unused/redundant varying state and make the max texture index debug setting rebuild shaders to use no flow control when set to 1 or lower --- indra/llrender/llglslshader.cpp | 8 +-- indra/llrender/llglslshader.h | 2 +- indra/llrender/llshadermgr.cpp | 56 ++++++++++++--- indra/newview/app_settings/settings.xml | 2 +- .../shaders/class1/avatar/avatarV.glsl | 4 +- .../shaders/class1/deferred/alphaSkinnedV.glsl | 4 +- .../shaders/class1/deferred/alphaV.glsl | 10 +-- .../shaders/class1/deferred/avatarAlphaV.glsl | 4 +- .../shaders/class1/deferred/diffuseNoColorV.glsl | 2 +- .../shaders/class1/deferred/diffuseV.glsl | 7 +- .../shaders/class1/deferred/emissiveV.glsl | 10 +-- .../shaders/class1/deferred/fullbrightV.glsl | 10 +-- .../shaders/class1/environment/waterFogF.glsl | 2 +- .../shaders/class1/objects/emissiveSkinnedV.glsl | 4 +- .../shaders/class1/objects/emissiveV.glsl | 10 +-- .../shaders/class1/objects/fullbrightNoColorV.glsl | 4 +- .../class1/objects/fullbrightShinySkinnedV.glsl | 4 +- .../shaders/class1/objects/fullbrightShinyV.glsl | 4 +- .../shaders/class1/objects/fullbrightSkinnedV.glsl | 4 +- .../shaders/class1/objects/fullbrightV.glsl | 4 +- .../shaders/class1/objects/indexedTextureV.glsl | 34 +++++++++ .../shaders/class1/objects/nonindexedTextureV.glsl | 30 ++++++++ .../shaders/class1/objects/previewV.glsl | 4 +- .../shaders/class1/objects/shinyV.glsl | 4 +- .../shaders/class1/objects/simpleNoColorV.glsl | 4 +- .../shaders/class1/objects/simpleSkinnedV.glsl | 4 +- .../shaders/class1/objects/simpleV.glsl | 4 +- .../app_settings/shaders/class1/objects/treeV.glsl | 4 +- .../class1/windlight/atmosphericsVarsF.glsl | 5 +- .../class1/windlight/atmosphericsVarsV.glsl | 7 +- .../class1/windlight/atmosphericsVarsWaterF.glsl | 33 +++++++++ .../class1/windlight/atmosphericsVarsWaterV.glsl | 39 +++++++++++ .../shaders/class2/avatar/eyeballV.glsl | 4 +- .../shaders/class2/deferred/alphaSkinnedV.glsl | 4 +- .../shaders/class2/deferred/alphaV.glsl | 10 +-- .../shaders/class2/deferred/avatarAlphaV.glsl | 4 +- .../shaders/class2/objects/fullbrightShinyV.glsl | 10 ++- .../shaders/class2/objects/fullbrightV.glsl | 10 +-- .../shaders/class2/objects/shinyV.glsl | 11 +-- .../shaders/class2/objects/simpleNonIndexedV.glsl | 4 +- .../shaders/class2/objects/simpleV.glsl | 10 +-- .../class2/windlight/atmosphericsVarsF.glsl | 16 ++--- .../class2/windlight/atmosphericsVarsV.glsl | 36 +++++----- .../class2/windlight/atmosphericsVarsWaterF.glsl | 51 ++++++++++++++ .../class2/windlight/atmosphericsVarsWaterV.glsl | 81 ++++++++++++++++++++++ indra/newview/featuretable.txt | 1 + indra/newview/featuretable_xp.txt | 1 + indra/newview/llviewercontrol.cpp | 2 +- indra/newview/llviewershadermgr.cpp | 23 +++--- 49 files changed, 443 insertions(+), 162 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl create mode 100644 indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 674d6dcf7e..3b6cc084b1 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -51,6 +51,7 @@ using std::string; GLhandleARB LLGLSLShader::sCurBoundShader = 0; LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL; +S32 LLGLSLShader::sIndexedTextureChannels = NULL; bool LLGLSLShader::sNoFixedFunction = false; //UI shader -- declared here so llui_libtest will link properly @@ -125,13 +126,6 @@ BOOL LLGLSLShader::createShader(vector * attributes, // Create program mProgramObject = glCreateProgramObjectARB(); -#if !LL_DARWIN - if (gGLManager.mGLVersion < 3.1f) - { //force indexed texture channels to 1 if GL version is old (performance improvement for drivers with poor branching shader model support) - mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1); - } -#endif // !LL_DARWIN - //compile new source vector< pair >::iterator fileIter = mShaderFiles.begin(); for ( ; fileIter != mShaderFiles.end(); fileIter++ ) diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 04dc594d87..beef57796d 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -69,7 +69,7 @@ public: static GLhandleARB sCurBoundShader; static LLGLSLShader* sCurBoundShaderPtr; - + static S32 sIndexedTextureChannels; static bool sNoFixedFunction; void unload(); diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 7dde24a437..16180c6831 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -81,7 +81,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->calculatesAtmospherics) { - if (!shader->attachObject("windlight/atmosphericsVarsV.glsl")) + if (features->hasWaterFog) + { + if (!shader->attachObject("windlight/atmosphericsVarsWaterV.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("windlight/atmosphericsVarsV.glsl")) { return FALSE; } @@ -161,7 +168,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if(features->calculatesAtmospherics) { - if (!shader->attachObject("windlight/atmosphericsVarsF.glsl")) + if (features->hasWaterFog) + { + if (!shader->attachObject("windlight/atmosphericsVarsWaterF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("windlight/atmosphericsVarsF.glsl")) { return FALSE; } @@ -241,7 +255,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) return FALSE; } } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } @@ -280,7 +294,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) return FALSE; } } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } } @@ -304,7 +318,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } else if (features->hasWaterFog) @@ -336,7 +350,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } @@ -355,7 +369,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } @@ -395,7 +409,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) return FALSE; } } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } } @@ -419,7 +433,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } @@ -438,10 +452,26 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { return FALSE; } - shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } } } + + if (features->mIndexedTextureChannels <= 1) + { + if (!shader->attachObject("objects/nonindexedTextureV.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("objects/indexedTextureV.glsl")) + { + return FALSE; + } + } + return TRUE; } @@ -631,7 +661,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade text[count++] = strdup(decl.c_str()); } - text[count++] = strdup("VARYING float vary_texture_index;\n"); + if (texture_index_channels > 1) + { + text[count++] = strdup("VARYING float vary_texture_index;\n"); + } + text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n"); text[count++] = strdup("{\n"); diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index ddc4f4ddd2..727851b4da 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7796,7 +7796,7 @@ Type U32 Value - 6 + 32 RenderDebugTextureBind diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index cf939e2df8..2901e18db8 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -59,8 +59,6 @@ void main() gl_Position = projection_matrix * pos; - fog_depth = length(pos.xyz); - calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 15781bc92d..b09441f7eb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -49,7 +49,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; @@ -135,7 +135,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 74ee082bed..93b1a114db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -50,10 +50,10 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_light; VARYING vec3 vary_pointlight_col; -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; uniform float shadow_offset; @@ -98,7 +98,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -138,7 +138,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 12e88ca5dd..acbc3f7e15 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -48,7 +48,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; @@ -137,7 +137,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index 7ed41cbcb9..9461e3e32e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -32,7 +32,7 @@ ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; VARYING vec3 vary_normal; -VARYING float vary_texture_index; + VARYING vec2 vary_texcoord0; void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 908f3abcd0..76d29b1df7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -28,23 +28,24 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; VARYING vec3 vary_normal; -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +void passTextureIndex(); + void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texture_index = texture_index; + passTextureIndex(); vary_normal = normalize(normal_matrix * normal); vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 7b108e4562..115b04797f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -28,7 +28,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec4 emissive; ATTRIBUTE vec2 texcoord0; @@ -39,17 +39,17 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); - vary_texture_index = texture_index; + passTextureIndex(); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -59,5 +59,5 @@ void main() vertex_color = emissive; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index ab638991f7..2e6982d101 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -40,17 +40,17 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); - vary_texture_index = texture_index; + passTextureIndex(); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -60,5 +60,5 @@ void main() vertex_color = diffuse_color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 57b3a6d001..45bd5c8b42 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -24,7 +24,7 @@ */ -VARYING float fog_depth; + uniform vec4 waterFogColor; uniform float waterFogEnd; diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index 8c38d5df2a..8494ffba52 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -54,5 +54,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index 35feacb7b1..e984deb0c8 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -28,7 +28,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec4 emissive; ATTRIBUTE vec2 texcoord0; @@ -37,13 +37,13 @@ VARYING vec2 vary_texcoord0; void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; -VARYING float fog_depth; + + void main() { //transform vertex - vary_texture_index = texture_index; + passTextureIndex(); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; @@ -52,5 +52,5 @@ void main() vertex_color = emissive; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl index f73760bfd4..5d6f14230c 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec3 normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -49,5 +49,5 @@ void main() vertex_color = vec4(1,1,1,1); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index 69cd858b4d..79b552ee1a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -63,5 +63,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index a8e640018d..8d1bbf350d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -37,7 +37,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -59,5 +59,5 @@ void main() vertex_color = diffuse_color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index 4de24fd46b..eff75435a9 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -35,7 +35,7 @@ mat4 getObjectSkinnedTransform(); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { @@ -53,5 +53,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 7286e5e2f4..8b20c2a860 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -50,5 +50,5 @@ void main() vertex_color = diffuse_color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl new file mode 100644 index 0000000000..a95c9e0ab9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl @@ -0,0 +1,34 @@ +/** + * @file indexedTextureV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +ATTRIBUTE float texture_index; + +VARYING float vary_texture_index; + +void passTextureIndex() +{ + vary_texture_index = texture_index; +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl new file mode 100644 index 0000000000..2839171044 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl @@ -0,0 +1,30 @@ +/** + * @file nonindexedTextureV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +void passTextureIndex() +{ + +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 282686a9b0..5dcfa87066 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -53,5 +53,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 86a78b190c..4ca53a8f30 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec3 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -57,6 +57,6 @@ void main() vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 45a493e4f2..706627e175 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -53,5 +53,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index aea0e25e60..1c6e53b187 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -61,5 +61,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 4b6b219751..df9111f941 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -53,6 +53,4 @@ void main() vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vertex_color = color; - - fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl index 250d99a9c7..fa01a27ec0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -37,7 +37,7 @@ void calcAtmospherics(vec3 inPositionEye); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { @@ -56,5 +56,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index 2e41360150..8bdae328bd 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -24,10 +24,7 @@ */ - -VARYING vec3 vary_PositionEye; - vec3 getPositionEye() { - return vary_PositionEye; + return vec3(0,0,0); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index 42f8646f2d..8ec9ae617c 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -25,15 +25,12 @@ -VARYING vec3 vary_PositionEye; - - vec3 getPositionEye() { - return vary_PositionEye; + return vec3(0,0,0); } void setPositionEye(vec3 v) { - vary_PositionEye = v; + } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl new file mode 100644 index 0000000000..636d4af006 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl @@ -0,0 +1,33 @@ +/** + * @file atmosphericVarsWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + +VARYING vec3 vary_PositionEye; + +vec3 getPositionEye() +{ + return vary_PositionEye; +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl new file mode 100644 index 0000000000..ef34c5c853 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl @@ -0,0 +1,39 @@ +/** + * @file atmosphericVarsWaterV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + +VARYING vec3 vary_PositionEye; +VARYING float fog_depth; + +vec3 getPositionEye() +{ + return vary_PositionEye; +} + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; + fog_depth = v.z; +} diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 04d3e2aa1f..5af9f5c902 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -56,7 +56,7 @@ void main() vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index ad353eb624..5a3955ef00 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; uniform float shadow_offset; @@ -140,7 +140,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 6a3777c7c8..9540ddd2e8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -49,10 +49,10 @@ VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; uniform float shadow_offset; @@ -97,7 +97,7 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -136,7 +136,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 091a865160..63c7a6b13d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -48,7 +48,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + uniform float near_clip; uniform float shadow_offset; @@ -139,7 +139,7 @@ void main() vertex_color = col; - fog_depth = pos.z; + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index 580ef2694f..34bd8d445a 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -34,10 +34,10 @@ void calcAtmospherics(vec3 inPositionEye); uniform vec4 origin; -VARYING float vary_texture_index; + ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; @@ -45,13 +45,13 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -64,6 +64,4 @@ void main() calcAtmospherics(pos.xyz); vertex_color = diffuse_color; - - fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index 09dbd0b6cd..fc20d3270e 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -28,7 +28,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -36,16 +36,16 @@ ATTRIBUTE vec4 diffuse_color; void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; @@ -54,5 +54,5 @@ void main() vertex_color = diffuse_color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 86c592ea57..fdb3453cc5 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -30,7 +30,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -43,16 +43,13 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; -VARYING float fog_depth; - uniform vec4 origin; void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -64,7 +61,5 @@ void main() calcAtmospherics(pos.xyz); - vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); - - fog_depth = pos.z; + vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl index 6799e43b9a..cb80697d15 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec4 diffuse_color; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -57,5 +57,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index 8e8f0664b0..37a20383e2 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -37,16 +37,16 @@ ATTRIBUTE vec4 diffuse_color; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; @@ -60,5 +60,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index 08814b49d8..e8e56e12c1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -24,25 +24,17 @@ */ - -VARYING vec3 vary_PositionEye; - VARYING vec3 vary_SunlitColor; -VARYING vec3 vary_AmblitColor; VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +VARYING float vary_AtmosAttenuation; -vec3 getPositionEye() -{ - return vary_PositionEye; -} vec3 getSunlitColor() { - return vary_SunlitColor; + return vec3(0,0,0); } vec3 getAmblitColor() { - return vary_AmblitColor; + return vec3(0,0,0); } vec3 getAdditiveColor() { @@ -50,5 +42,5 @@ vec3 getAdditiveColor() } vec3 getAtmosAttenuation() { - return vary_AtmosAttenuation; + return vec3(vary_AtmosAttenuation); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 514f009add..01605e5b25 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -24,49 +24,50 @@ */ - -VARYING vec3 vary_PositionEye; - -VARYING vec3 vary_SunlitColor; -VARYING vec3 vary_AmblitColor; VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +VARYING float vary_AtmosAttenuation; + +vec3 atmos_attenuation; +vec3 sunlit_color; +vec3 amblit_color; +vec3 position_eye; -vec3 getPositionEye() -{ - return vary_PositionEye; -} vec3 getSunlitColor() { - return vary_SunlitColor; + return sunlit_color; } vec3 getAmblitColor() { - return vary_AmblitColor; + return amblit_color; } + vec3 getAdditiveColor() { return vary_AdditiveColor; } vec3 getAtmosAttenuation() { - return vary_AtmosAttenuation; + return atmos_attenuation; } +vec3 getPositionEye() +{ + return position_eye; +} void setPositionEye(vec3 v) { - vary_PositionEye = v; + position_eye = v; } void setSunlitColor(vec3 v) { - vary_SunlitColor = v; + sunlit_color = v; } void setAmblitColor(vec3 v) { - vary_AmblitColor = v; + amblit_color = v; } void setAdditiveColor(vec3 v) @@ -76,5 +77,6 @@ void setAdditiveColor(vec3 v) void setAtmosAttenuation(vec3 v) { - vary_AtmosAttenuation = v; + atmos_attenuation = v; + vary_AtmosAttenuation = v.r; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl new file mode 100644 index 0000000000..23046f990d --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl @@ -0,0 +1,51 @@ +/** + * @file atmosphericVarsWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +VARYING vec3 vary_PositionEye; +VARYING vec3 vary_SunlitColor; +VARYING vec3 vary_AdditiveColor; +VARYING float vary_AtmosAttenuation; + +vec3 getSunlitColor() +{ + return vec3(0,0,0); +} +vec3 getAmblitColor() +{ + return vec3(0,0,0); +} +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return vec3(vary_AtmosAttenuation); +} +vec3 getPositionEye() +{ + return vary_PositionEye; +} + diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl new file mode 100644 index 0000000000..279c4dd981 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl @@ -0,0 +1,81 @@ +/** + * @file atmosphericVarsWaterV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +VARYING vec3 vary_PositionEye; +VARYING vec3 vary_AdditiveColor; +VARYING float vary_AtmosAttenuation; + +vec3 atmos_attenuation; +vec3 sunlit_color; +vec3 amblit_color; + +vec3 getSunlitColor() +{ + return sunlit_color; +} +vec3 getAmblitColor() +{ + return amblit_color; +} + +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return atmos_attenuation; +} + +vec3 getPositionEye() +{ + return vary_PositionEye; +} + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ + sunlit_color = v; +} + +void setAmblitColor(vec3 v) +{ + amblit_color = v; +} + +void setAdditiveColor(vec3 v) +{ + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + atmos_attenuation = v; + vary_AtmosAttenuation = v.r; +} diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index e12c2f7853..ca66ae989c 100755 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -292,6 +292,7 @@ RenderVBOEnable 1 0 list OpenGLPre30 RenderDeferred 0 0 +RenderMaxTextureIndex 1 1 list Intel RenderAnisotropic 1 0 diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt index a0245f5369..e855b2c569 100644 --- a/indra/newview/featuretable_xp.txt +++ b/indra/newview/featuretable_xp.txt @@ -290,6 +290,7 @@ RenderVBOEnable 1 0 list OpenGLPre30 RenderDeferred 0 0 +RenderMaxTextureIndex 1 1 list Intel RenderAnisotropic 1 0 diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index f521d93e03..563a63287e 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -594,7 +594,7 @@ void settings_setup_listeners() gSavedSettings.getControl("OctreeMaxNodeCapacity")->getSignal()->connect(boost::bind(&handleRepartition, _2)); gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); - gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); + gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderUseTriStrips")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 17cce3069e..94b7451f0e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -444,6 +444,9 @@ void LLViewerShaderMgr::setShaders() return; } + LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1); + + if (LLRender::sGLCoreProfile) { if (!gSavedSettings.getBOOL("VertexShaderEnable")) @@ -826,8 +829,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders() // (in order of shader function call depth for reference purposes, deepest level first) vector< pair > shaders; - shaders.reserve(10); shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); @@ -838,6 +841,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders() shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); + shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); + shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) ); // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. for (U32 i = 0; i < shaders.size(); i++) @@ -853,8 +858,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders() // (in order of shader function call depth for reference purposes, deepest level first) shaders.clear(); - shaders.reserve(13); - S32 ch = gGLManager.mNumTextureImageUnits-1; + S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); if (gGLManager.mGLVersion < 3.1f) { //force to 1 texture index channel for old drivers @@ -863,6 +867,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders() std::vector index_channels; index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); @@ -1186,7 +1191,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredDiffuseProgram.mShaderFiles.clear(); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredDiffuseProgram.createShader(NULL, NULL); } @@ -1197,7 +1202,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear(); gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL); } @@ -1394,11 +1399,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels if (mVertexShaderLevel[SHADER_DEFERRED] < 1) { - gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; } else { //shave off some texture units for shadow maps - gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6; + gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); } gDeferredAlphaProgram.mShaderFiles.clear(); @@ -1428,7 +1433,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightProgram.mFeatures.hasGamma = true; gDeferredFullbrightProgram.mFeatures.hasTransport = true; - gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightProgram.mShaderFiles.clear(); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1442,7 +1447,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; gDeferredEmissiveProgram.mFeatures.hasGamma = true; gDeferredEmissiveProgram.mFeatures.hasTransport = true; - gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredEmissiveProgram.mShaderFiles.clear(); gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB)); -- cgit v1.3 From 4328b30180bd057412de2085c1d758f5e6906d70 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 01:50:28 -0500 Subject: SH-2450 Potential fix for crash on login with 460M et al --- indra/newview/llviewershadermgr.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 94b7451f0e..6af9e464df 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -32,6 +32,7 @@ #include "llfile.h" #include "llviewerwindow.h" +#include "llwindow.h" #include "llviewercontrol.h" #include "pipeline.h" #include "llworld.h" @@ -491,6 +492,9 @@ void LLViewerShaderMgr::setShaders() if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_WAIT); + //VICIOUS HACK -- some drivers will time out if we don't redraw the window within 2 seconds, and this operation can take awhile + //minimizing tells the driver we won't be updating the window for a bit + gViewerWindow->getWindow()->minimize(); } // Lighting @@ -684,6 +688,7 @@ void LLViewerShaderMgr::setShaders() if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_ARROW); + gViewerWindow->getWindow()->restore(); } gPipeline.createGLBuffers(); -- cgit v1.3 From 7238714634e72dacc4b09c1c4ee98b16fb0c91fe Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 19:32:56 -0500 Subject: SH-2507 Potential fix for basic shaders causing objects to disappear with some drivers (prune shader tree of unused shaders while we're at it) --- indra/llrender/llrender.cpp | 4 +- indra/newview/app_settings/settings.xml | 13 +- .../shaders/class1/environment/terrainF.glsl | 46 ++++--- .../shaders/class1/environment/terrainV.glsl | 41 +++--- .../shaders/class1/environment/terrainWaterF.glsl | 47 ++++--- .../shaders/class1/environment/underWaterF.glsl | 73 ++++++++--- .../shaders/class1/environment/waterF.glsl | 80 +++++++----- .../shaders/class1/environment/waterFogF.glsl | 50 ++++++-- .../shaders/class1/lighting/lightF.glsl | 12 +- .../shaders/class1/lighting/lightFullbrightF.glsl | 17 ++- .../class1/lighting/lightFullbrightShinyF.glsl | 26 +++- .../lighting/lightFullbrightShinyWaterF.glsl | 27 +++- .../class1/lighting/lightFullbrightWaterF.glsl | 14 ++- .../shaders/class1/lighting/lightShinyF.glsl | 19 ++- .../shaders/class1/lighting/lightShinyWaterF.glsl | 18 ++- .../shaders/class1/lighting/lightSpecularV.glsl | 23 +--- .../shaders/class1/lighting/lightV.glsl | 19 +-- .../shaders/class1/lighting/lightWaterF.glsl | 16 ++- .../shaders/class1/objects/fullbrightShinyV.glsl | 22 ++-- .../shaders/class1/objects/fullbrightV.glsl | 20 +-- .../shaders/class1/objects/shinyV.glsl | 33 ++--- .../shaders/class1/objects/simpleV.glsl | 24 ++-- .../class1/windlight/atmosphericsHelpersV.glsl | 6 +- .../app_settings/shaders/class2/effects/blurF.glsl | 27 ---- .../app_settings/shaders/class2/effects/blurV.glsl | 27 ---- .../shaders/class2/effects/colorFilterF.glsl | 53 -------- .../shaders/class2/effects/drawQuadV.glsl | 39 ------ .../shaders/class2/effects/extractF.glsl | 44 ------- .../shaders/class2/effects/nightVisionF.glsl | 67 ---------- .../shaders/class2/effects/simpleF.glsl | 38 ------ .../shaders/class2/environment/terrainF.glsl | 64 ---------- .../shaders/class2/environment/terrainV.glsl | 88 ------------- .../shaders/class2/environment/terrainWaterF.glsl | 65 ---------- .../shaders/class2/environment/underWaterF.glsl | 110 ---------------- .../shaders/class2/environment/waterF.glsl | 139 --------------------- .../shaders/class2/environment/waterFogF.glsl | 74 ----------- .../shaders/class2/lighting/lightAlphaMaskF.glsl | 54 -------- .../class2/lighting/lightAlphaMaskNonIndexedF.glsl | 57 --------- .../shaders/class2/lighting/lightF.glsl | 46 ------- .../class2/lighting/lightFullbrightAlphaMaskF.glsl | 54 -------- .../shaders/class2/lighting/lightFullbrightF.glsl | 46 ------- .../lightFullbrightNonIndexedAlphaMaskF.glsl | 56 --------- .../lighting/lightFullbrightNonIndexedF.glsl | 48 ------- .../class2/lighting/lightFullbrightShinyF.glsl | 55 -------- .../lighting/lightFullbrightShinyNonIndexedF.glsl | 56 --------- .../lighting/lightFullbrightShinyWaterF.glsl | 53 -------- .../lightFullbrightShinyWaterNonIndexedF.glsl | 54 -------- .../lighting/lightFullbrightWaterAlphaMaskF.glsl | 54 -------- .../class2/lighting/lightFullbrightWaterF.glsl | 46 ------- .../lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 54 -------- .../lighting/lightFullbrightWaterNonIndexedF.glsl | 46 ------- .../shaders/class2/lighting/lightNonIndexedF.glsl | 48 ------- .../shaders/class2/lighting/lightShinyF.glsl | 54 -------- .../class2/lighting/lightShinyNonIndexedF.glsl | 55 -------- .../shaders/class2/lighting/lightShinyWaterF.glsl | 51 -------- .../lighting/lightShinyWaterNonIndexedF.glsl | 52 -------- .../shaders/class2/lighting/lightSpecularV.glsl | 36 ------ .../shaders/class2/lighting/lightV.glsl | 36 ------ .../class2/lighting/lightWaterAlphaMaskF.glsl | 52 -------- .../lighting/lightWaterAlphaMaskNonIndexedF.glsl | 56 --------- .../shaders/class2/lighting/lightWaterF.glsl | 44 ------- .../class2/lighting/lightWaterNonIndexedF.glsl | 46 ------- .../shaders/class2/objects/fullbrightShinyV.glsl | 67 ---------- .../shaders/class2/objects/fullbrightV.glsl | 58 --------- .../shaders/class2/objects/shinyV.glsl | 65 ---------- .../shaders/class2/objects/simpleNonIndexedV.glsl | 61 --------- .../shaders/class2/objects/simpleV.glsl | 64 ---------- indra/newview/llviewercontrol.cpp | 1 - indra/newview/llviewershadermgr.cpp | 51 +------- 69 files changed, 424 insertions(+), 2737 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class2/effects/blurF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/blurV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/extractF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/effects/simpleF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/terrainF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/terrainV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/waterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/objects/shinyV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/objects/simpleV.glsl (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 8ba164fcc9..bbdd0a7a60 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1,4 +1,4 @@ -/** + /** * @file llrender.cpp * @brief LLRender implementation * @@ -1132,6 +1132,8 @@ void LLRender::syncLightState() shader->uniform3fv("light_attenuation", 8, attenuation[0].mV); shader->uniform3fv("light_diffuse", 8, diffuse[0].mV); shader->uniform4fv("light_ambient", 1, mAmbientLightColor.mV); + //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform + shader->uniform4fv("sunlight_color", 1, diffuse[0].mV); } } diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 11ac2b695e..cd5218c56d 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -3148,17 +3148,6 @@ Value 1 - EnableRippleWater - - Comment - Whether to use ripple water shader or not - Persist - 1 - Type - Boolean - Value - 1 - EnableTextureAtlas Comment @@ -9296,7 +9285,7 @@ Type Boolean Value - 0 + 1 RenderVBOMappingDisable diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index f0837dd4ca..18f6d91804 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -1,4 +1,4 @@ -/** +/** * @file terrainF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -27,22 +27,38 @@ out vec4 gl_FragColor; #endif -uniform sampler2D detail0; -uniform sampler2D detail1; -uniform sampler2D alphaRamp; +VARYING vec4 vertex_color; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +uniform sampler2D detail_0; +uniform sampler2D detail_1; +uniform sampler2D detail_2; +uniform sampler2D detail_3; +uniform sampler2D alpha_ramp; -void main() +vec3 atmosLighting(vec3 light); + +vec3 scaleSoftClip(vec3 color); + +void main() { - float a = texture2D(alphaRamp, vary_texcoord1.xy).a; - vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, - texture2D(detail0, vary_texcoord0.xy).rgb, - a); + /// Note: This should duplicate the blending functionality currently used for the terrain rendering. + + /// TODO Confirm tex coords and bind them appropriately in vert shader. + vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); + vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); + vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); + vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - gl_FragColor.rgb = color; - gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a; + float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; + float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; + float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; + vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); + + /// Add WL Components + outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); + + gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0); } + diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index d4a62db684..f183b885d1 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -1,4 +1,4 @@ -/** +/** * @file terrainV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -25,9 +25,6 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; -uniform mat4 texture_matrix2; -uniform mat4 texture_matrix3; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; @@ -39,14 +36,12 @@ ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; -ATTRIBUTE vec2 texcoord3; VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; + +void calcAtmospherics(vec3 inPositionEye); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -68,16 +63,26 @@ void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - vec4 pos = modelview_matrix * vec4(position, 1.0); + + vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); - - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color); + + calcAtmospherics(pos.xyz); + + /// Potentially better without it for water. + pos /= pos.w; + + vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0)); vertex_color = color; + + // Transform and pass tex coords + vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; - vary_texcoord0 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,object_plane_s,object_plane_t).xy; - vary_texcoord1 = (texture_matrix1*vec4(texcoord1,0,1)).xy; - vary_texcoord2 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,object_plane_s,object_plane_t).xy; - vary_texcoord3 = (texture_matrix3*vec4(texcoord3,0,1)).xy; + vec4 t = vec4(texcoord1,0,1); + + vary_texcoord0.zw = t.xy; + vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); + vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); } + diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index b84f29423f..e5c7ced52c 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -1,4 +1,4 @@ -/** +/** * @file terrainWaterF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -27,24 +27,39 @@ out vec4 gl_FragColor; #endif -// this class1 shader is just a copy of terrainF +VARYING vec4 vertex_color; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; -uniform sampler2D detail0; -uniform sampler2D detail1; -uniform sampler2D alphaRamp; +uniform sampler2D detail_0; +uniform sampler2D detail_1; +uniform sampler2D detail_2; +uniform sampler2D detail_3; +uniform sampler2D alpha_ramp; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +vec3 atmosLighting(vec3 light); -void main() +vec4 applyWaterFog(vec4 color); + +void main() { - float a = texture2D(alphaRamp, vary_texcoord1.xy).a; - vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, - texture2D(detail0, vary_texcoord0.xy).rgb, - a); + /// Note: This should duplicate the blending functionality currently used for the terrain rendering. + + /// TODO Confirm tex coords and bind them appropriately in vert shader. + vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); + vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); + vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); + vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - gl_FragColor.rgb = color; - gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a; + float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; + float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; + float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; + vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); + + /// Add WL Components + outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); + + outColor = applyWaterFog(outColor); + gl_FragColor = outColor; } + diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 2e138d35bf..1fdb90f792 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -30,31 +30,75 @@ out vec4 gl_FragColor; uniform sampler2D diffuseMap; uniform sampler2D bumpMap; uniform sampler2D screenTex; +uniform sampler2D refTex; +uniform sampler2D screenDepth; +uniform vec4 fogCol; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform vec2 fbScale; uniform float refScale; +uniform float znear; +uniform float zfar; +uniform float kd; +uniform vec4 waterPlane; +uniform vec3 eyeVec; uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; +uniform vec2 screenRes; //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; -void main() +vec4 applyWaterFog(vec4 color, vec3 viewVec) { - vec4 color; + //normalize view vector + vec3 view = normalize(viewVec); + float es = -view.z; + + //find intersection point with water plane and eye vector - //get bigwave normal - vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0; - - //get detail normals - vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75; - dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25; - - //interpolate between big waves and little waves (big waves in deep water) - wavef = (wavef+dcol)*0.5; + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + //get object depth + float depth = length(viewVec); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + //return vec4(1.0, 0.0, 1.0, 1.0); + return color * D + kc * L; + //depth /= 10.0; + //return vec4(depth,depth,depth,0.0); +} - //crunch normal to range [-1,1] - wavef -= vec3(1,1,1); +void main() +{ + vec4 color; + + //get detail normals + vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wavef = normalize(wave1+wave2+wave3); //figure out distortion vector (ripply) vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; @@ -62,6 +106,5 @@ void main() vec4 fb = texture2D(screenTex, distort); - gl_FragColor.rgb = mix(waterFogColor.rgb, fb.rgb, waterFogColor.a * 0.001 + 0.999); - gl_FragColor.a = fb.a; + gl_FragColor = applyWaterFog(fb,view.xyz); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 1512074dda..444c896d38 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -29,16 +29,13 @@ out vec4 gl_FragColor; vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); -vec3 applyWaterFog(vec4 inColor); -uniform sampler2D diffuseMap; uniform sampler2D bumpMap; uniform sampler2D screenTex; uniform sampler2D refTex; uniform float sunAngle; uniform float sunAngle2; -uniform float scaledAngle; uniform vec3 lightDir; uniform vec3 specular; uniform float lightExp; @@ -49,7 +46,7 @@ uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; uniform float blurMultiplier; -uniform vec4 fogCol; + //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; @@ -58,58 +55,83 @@ VARYING vec4 view; void main() { - vec3 viewVec = view.xyz; vec4 color; - float dist = length(viewVec.xy); + float dist = length(view.xy); //normalize view vector - viewVec = normalize(viewVec); + vec3 viewVec = normalize(view.xyz); //get wave normals - vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0; - - //get detail normals - vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75; - dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25; - - //interpolate between big waves and little waves (big waves in deep water) - wavef = (wavef + dcol) * 0.5; - - //crunch normal to range [-1,1] - wavef -= vec3(1,1,1); - wavef = normalize(wavef); - + vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; //get base fresnel components - float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset; + vec3 df = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + df *= df; vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; float dist2 = dist; dist = max(dist, 5.0); + float dmod = sqrt(dist); + + vec2 dmod_scale = vec2(dmod*dmod, dmod); + //get reflected color - vec2 refdistort = wavef.xy*dot(normScale, vec3(0.333)); - vec2 refvec = distort+refdistort/dist; - vec4 refcol = texture2D(refTex, refvec); + vec2 refdistort1 = wave1.xy*normScale.x; + vec2 refvec1 = distort+refdistort1/dmod_scale; + vec4 refcol1 = texture2D(refTex, refvec1); + + vec2 refdistort2 = wave2.xy*normScale.y; + vec2 refvec2 = distort+refdistort2/dmod_scale; + vec4 refcol2 = texture2D(refTex, refvec2); + + vec2 refdistort3 = wave3.xy*normScale.z; + vec2 refvec3 = distort+refdistort3/dmod_scale; + vec4 refcol3 = texture2D(refTex, refvec3); + + vec4 refcol = refcol1 + refcol2 + refcol3; + float df1 = df.x + df.y + df.z; + refcol *= df1 * 0.333; + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + + wavef.z *= max(-viewVec.z, 0.1); + wavef = normalize(wavef); + + float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; + + vec2 refdistort4 = wavef.xy*0.125; + refdistort4.y -= abs(refdistort4.y); + vec2 refvec4 = distort+refdistort4/dmod; + float dweight = min(dist2*blurMultiplier, 1.0); + vec4 baseCol = texture2D(refTex, refvec4); + refcol = mix(baseCol*df2, refcol, dweight); //get specular component float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - + //harden specular - spec = pow(spec, lightExp); + spec = pow(spec, 128.0); //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0); + vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); vec4 fb = texture2D(screenTex, distort2); //mix with reflection - color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df); + // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); color.rgb += spec * specular; - //color.rgb = applyWaterFog(color);//atmosTransport(color.rgb); + color.rgb = atmosTransport(color.rgb); color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 45bd5c8b42..4bdfce9260 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -25,20 +25,50 @@ - +uniform vec4 lightnorm; +uniform vec4 waterPlane; uniform vec4 waterFogColor; -uniform float waterFogEnd; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec3 getPositionEye(); vec4 applyWaterFog(vec4 color) { - // GL_EXP2 Fog - //float fog = exp(-gl_Fog.density * gl_Fog.density * fog_depth * fog_depth); - // GL_EXP Fog - // float fog = exp(-gl_Fog.density * fog_depth); - // GL_LINEAR Fog - float fog = (waterFogEnd - fog_depth) * gl_Fog.scale; - fog = clamp(fog, 0.0, 1.0); - color.rgb = mix(waterFogColor.rgb, color.rgb, fog); + //normalize view vector + vec3 view = normalize(getPositionEye()); + float es = -(dot(view, waterPlane.xyz)); + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); + + //get object depth + float depth = length(getPositionEye() - int_v); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + + color.rgb = color.rgb * D + kc.rgb * L; + color.a = kc.a + color.a; + return color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 8274a655db..735f5b3813 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -22,7 +22,7 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif @@ -30,11 +30,17 @@ out vec4 gl_FragColor; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -uniform sampler2D diffuseMap; +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); void default_lighting() { - vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index ec7ec9ae7d..c3edc0bd70 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -22,18 +22,25 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif - -uniform sampler2D diffuseMap; - +VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + void fullbright_lighting() { - gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index d47d1724a7..c981e9eba2 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -22,18 +22,34 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; -VARYING vec2 vary_texcoord0; +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); -void fullbright_shiny_lighting() +void fullbright_shiny_lighting() { - gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + color.a = max(color.a, vertex_color.a); + + gl_FragColor = color; } + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl index bd67e2659e..c10cde98e0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -21,18 +21,33 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; -#endif +#endif +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; -VARYING vec2 vary_texcoord0; +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); +vec4 applyWaterFog(vec4 color); -void fullbright_shiny_lighting_water() +void fullbright_shiny_lighting_water() { - gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + color.a = max(color.a, vertex_color.a); + + gl_FragColor = applyWaterFog(color); } + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl index 0cf5152661..2547f9e750 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl @@ -27,12 +27,20 @@ out vec4 gl_FragColor; #endif -uniform sampler2D diffuseMap; - +VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +vec4 diffuseLookup(vec2 texcoord); + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + void fullbright_lighting_water() { - gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + gl_FragColor = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index 761bda487d..e9c27dbefd 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -29,13 +29,26 @@ out vec4 gl_FragColor; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; -void shiny_lighting() +vec3 scaleSoftClip(vec3 light); +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting() { - vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + color.a = max(color.a, vertex_color.a); gl_FragColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl index 6761d35316..68c727d62c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl @@ -29,13 +29,23 @@ out vec4 gl_FragColor; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; -void shiny_lighting_water() +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting_water() { - vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); - gl_FragColor = color; + vec4 color = diffuseLookup(vary_texcoord0.xy); + color.rgb *= vertex_color.rgb; + + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); + + color.rgb = atmosLighting(color.rgb); + color.a = max(color.a, vertex_color.a); + gl_FragColor = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl index 265d548ce9..24bf9b3cee 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl @@ -1,5 +1,5 @@ /** - * @file lightV.glsl + * @file lightSpecularV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -24,26 +24,13 @@ */ -uniform vec4 light_position[8]; -uniform vec3 light_diffuse[8]; -uniform vec4 light_ambient; -float calcDirectionalLight(vec3 n, vec3 l); +// All lights, no specular highlights + +vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); -// Same as non-specular lighting in lightV.glsl vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { - specularColor.rgb = vec3(0.0, 0.0, 0.0); - vec4 col; - col.a = color.a; - - col.rgb = baseCol.rgb + light_ambient.rgb; - - col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz); - col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); - - col.rgb = min(col.rgb*color.rgb, 1.0); - - return col; + return sumLightsSpecular(pos, norm, color, specularColor, baseCol); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl index b886f97743..8045809b82 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -24,24 +24,13 @@ */ -uniform vec4 light_position[8]; -uniform vec3 light_diffuse[8]; -uniform vec4 light_ambient; -float calcDirectionalLight(vec3 n, vec3 l); +// All lights, no specular highlights + +vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { - vec4 col; - col.a = color.a; - - col.rgb = baseLight.rgb+light_ambient.rgb; - - col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz); - col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); - - col.rgb = min(col.rgb*color.rgb, 1.0); - - return col; + return sumLights(pos, norm, color, baseLight); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index 2908d77443..e9537d1e9d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -25,16 +25,20 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; -#endif - +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -uniform sampler2D diffuseMap; +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); -void default_lighting_water() +void default_lighting_water() { - vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); - gl_FragColor = color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + color.rgb = atmosLighting(color.rgb); + + gl_FragColor = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index 8d1bbf350d..34bd8d445a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -29,9 +29,17 @@ uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; + +void calcAtmospherics(vec3 inPositionEye); + +uniform vec4 origin; + + + ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; +void passTextureIndex(); ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; @@ -39,14 +47,13 @@ VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -void calcAtmospherics(vec3 inPositionEye); - -uniform vec4 origin; - void main() { //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 vert = vec4(position.xyz,1.0); + passTextureIndex(); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); vec3 ref = reflect(pos.xyz, -norm); @@ -54,10 +61,7 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; - vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); calcAtmospherics(pos.xyz); vertex_color = diffuse_color; - - } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 8b20c2a860..fc20d3270e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -26,26 +26,30 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; - + ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; +void passTextureIndex(); ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; + + +void calcAtmospherics(vec3 inPositionEye); + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -void calcAtmospherics(vec3 inPositionEye); - void main() { //transform vertex - vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 vert = vec4(position.xyz,1.0); + passTextureIndex(); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - calcAtmospherics(pos.xyz); vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 4ca53a8f30..fdb3453cc5 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -1,4 +1,4 @@ -/** +/** * @file shinyV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -25,17 +25,21 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +void passTextureIndex(); +ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; -VARYING vec3 vary_texcoord0; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -44,19 +48,18 @@ uniform vec4 origin; void main() { //transform vertex - vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - + vec4 vert = vec4(position.xyz,1.0); + passTextureIndex(); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + vec3 norm = normalize(normal_matrix * normal); + vec3 ref = reflect(pos.xyz, -norm); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; calcAtmospherics(pos.xyz); - - vertex_color = diffuse_color; - - vec3 ref = reflect(pos.xyz, -norm); - - vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz; - - -} + vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); +} diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index df9111f941..37a20383e2 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -29,28 +29,36 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +void passTextureIndex(); +ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - void main() { //transform vertex - vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - + vec4 vert = vec4(position.xyz,1.0); + passTextureIndex(); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; + + + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vertex_color = color; + + } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index ed0249330e..89b6a52909 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -uniform vec3 light_diffuse[8]; +uniform vec4 sunlight_color; uniform vec4 light_ambient; vec3 atmosAmbient(vec3 light) @@ -33,12 +33,12 @@ vec3 atmosAmbient(vec3 light) vec3 atmosAffectDirectionalLight(float lightIntensity) { - return light_diffuse[0].rgb * lightIntensity; + return sunlight_color.rgb * lightIntensity; } vec3 atmosGetDiffuseSunlightColor() { - return light_diffuse[0].rgb; + return sunlight_color.rgb; } vec3 scaleDownLight(vec3 light) diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl deleted file mode 100644 index 01fe4a4e14..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl +++ /dev/null @@ -1,27 +0,0 @@ -/** - * @file blurf.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -//NOT USED!!! - diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl deleted file mode 100644 index b92e9b3f03..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl +++ /dev/null @@ -1,27 +0,0 @@ -/** - * @file blurV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - // NOT USED!! - diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl deleted file mode 100644 index f42497d8be..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl +++ /dev/null @@ -1,53 +0,0 @@ -/** - * @file colorFilterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect RenderTexture; -uniform float brightness; -uniform float contrast; -uniform vec3 contrastBase; -uniform float saturation; -uniform vec3 lumWeights; - -const float gamma = 2.0; - -void main(void) -{ - vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); - - /// Modulate brightness - color *= brightness; - - /// Modulate contrast - color = mix(contrastBase, color, contrast); - - /// Modulate saturation - color = mix(vec3(dot(color, lumWeights)), color, saturation); - - gl_FragColor = vec4(color, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl deleted file mode 100644 index f03a6076c0..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file drawQuadV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; - - -void main(void) -{ - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - vary_texcoord1 = texcoord1; -} diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl deleted file mode 100644 index ebf4f28a74..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file extractF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect RenderTexture; -uniform float extractLow; -uniform float extractHigh; -uniform vec3 lumWeights; - -void main(void) -{ - /// Get scene color - vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); - - /// Extract luminance and scale up by night vision brightness - float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights)); - - gl_FragColor = vec4(vec3(lum), 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl deleted file mode 100644 index 2bfcfad081..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file nightVisionF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect RenderTexture; -uniform sampler2D NoiseTexture; -uniform float brightMult; -uniform float noiseStrength; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; - -float luminance(vec3 color) -{ - /// CALCULATING LUMINANCE (Using NTSC lum weights) - /// http://en.wikipedia.org/wiki/Luma_%28video%29 - return dot(color, vec3(0.299, 0.587, 0.114)); -} - -void main(void) -{ - /// Get scene color - vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); - - /// Extract luminance and scale up by night vision brightness - float lum = luminance(color) * brightMult; - - /// Convert into night vision color space - /// Newer NVG colors (crisper and more saturated) - vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12); - - /// Add noise - float noiseValue = texture2D(NoiseTexture, vary_texcoord1.st).r; - noiseValue = (noiseValue - 0.5) * noiseStrength; - - /// Older NVG colors (more muted) - // vec3 outColor = (lum * vec3(0.82, 0.75, 0.83)) + vec3(0.05, 0.32, -0.11); - - outColor += noiseValue; - - gl_FragColor = vec4(outColor, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl deleted file mode 100644 index 932bd87152..0000000000 --- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl +++ /dev/null @@ -1,38 +0,0 @@ -/** - * @file simpleF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect RenderTexture; - -VARYING vec2 vary_texcoord0; - -void main(void) -{ - vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st)); - gl_FragColor = vec4(1.0 - color, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl deleted file mode 100644 index 18f6d91804..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/** - * @file terrainF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -uniform sampler2D detail_0; -uniform sampler2D detail_1; -uniform sampler2D detail_2; -uniform sampler2D detail_3; -uniform sampler2D alpha_ramp; - -vec3 atmosLighting(vec3 light); - -vec3 scaleSoftClip(vec3 color); - -void main() -{ - /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - - /// TODO Confirm tex coords and bind them appropriately in vert shader. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; - vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - - /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - - gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl deleted file mode 100644 index f183b885d1..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl +++ /dev/null @@ -1,88 +0,0 @@ -/** - * @file terrainV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -uniform vec4 object_plane_t; -uniform vec4 object_plane_s; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -void calcAtmospherics(vec3 inPositionEye); - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); - -vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) -{ - vec4 tcoord; - - tcoord.x = dot(vpos, tp0); - tcoord.y = dot(vpos, tp1); - tcoord.z = tc.z; - tcoord.w = tc.w; - - tcoord = mat * tcoord; - - return tcoord; -} - -void main() -{ - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - /// Potentially better without it for water. - pos /= pos.w; - - vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0)); - - vertex_color = color; - - // Transform and pass tex coords - vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; - - vec4 t = vec4(texcoord1,0,1); - - vary_texcoord0.zw = t.xy; - vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); - vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); -} - diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl deleted file mode 100644 index e5c7ced52c..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl +++ /dev/null @@ -1,65 +0,0 @@ -/** - * @file terrainWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -uniform sampler2D detail_0; -uniform sampler2D detail_1; -uniform sampler2D detail_2; -uniform sampler2D detail_3; -uniform sampler2D alpha_ramp; - -vec3 atmosLighting(vec3 light); - -vec4 applyWaterFog(vec4 color); - -void main() -{ - /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - - /// TODO Confirm tex coords and bind them appropriately in vert shader. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; - vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - - /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - - outColor = applyWaterFog(outColor); - gl_FragColor = outColor; -} - diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl deleted file mode 100644 index 1fdb90f792..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl +++ /dev/null @@ -1,110 +0,0 @@ -/** - * @file underWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec4 applyWaterFog(vec4 color, vec3 viewVec) -{ - //normalize view vector - vec3 view = normalize(viewVec); - float es = -view.z; - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - //get object depth - float depth = length(viewVec); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - //return vec4(1.0, 0.0, 1.0, 1.0); - return color * D + kc * L; - //depth /= 10.0; - //return vec4(depth,depth,depth,0.0); -} - -void main() -{ - vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - gl_FragColor = applyWaterFog(fb,view.xyz); -} diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl deleted file mode 100644 index 444c896d38..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ /dev/null @@ -1,139 +0,0 @@ -/** - * @file waterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; - -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; - - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -void main() -{ - vec4 color; - - float dist = length(view.xy); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - color.a = spec * sunAngle2; - - gl_FragColor = color; -} diff --git a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl deleted file mode 100644 index 4bdfce9260..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl +++ /dev/null @@ -1,74 +0,0 @@ -/** - * @file waterFogF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -uniform vec4 lightnorm; -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec3 getPositionEye(); - -vec4 applyWaterFog(vec4 color) -{ - //normalize view vector - vec3 view = normalize(getPositionEye()); - float es = -(dot(view, waterPlane.xyz)); - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); - - //get object depth - float depth = length(getPositionEye() - int_v); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - - color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; - - return color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl deleted file mode 100644 index 6815f7aa85..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void default_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl deleted file mode 100644 index 2640668d7d..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl +++ /dev/null @@ -1,57 +0,0 @@ -/** - * @file lightAlphaMaskNonIndexedF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - - -uniform sampler2D diffuseMap; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void default_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl deleted file mode 100644 index 735f5b3813..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file lightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -void default_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl deleted file mode 100644 index 92113d9afa..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightFullbrightAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl deleted file mode 100644 index c3edc0bd70..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file lightFullbrightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -void fullbright_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl deleted file mode 100644 index d1ad3da009..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/** - * @file lightFullbrightNonIndexedAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -uniform sampler2D diffuseMap; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl deleted file mode 100644 index 4e1e664e6b..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl +++ /dev/null @@ -1,48 +0,0 @@ -/** - * @file lightFullbrightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -uniform sampler2D diffuseMap; - -void fullbright_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl deleted file mode 100644 index c981e9eba2..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file lightFullbrightShinyF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -void fullbright_shiny_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - color.a = max(color.a, vertex_color.a); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl deleted file mode 100644 index a4893f0359..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/** - * @file lightFullbrightShinyF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; -uniform sampler2D diffuseMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -void fullbright_shiny_lighting() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - color.a = max(color.a, vertex_color.a); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl deleted file mode 100644 index c10cde98e0..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl +++ /dev/null @@ -1,53 +0,0 @@ -/** - * @file lightFullbrightShinyWaterF.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_shiny_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); - color.a = max(color.a, vertex_color.a); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl deleted file mode 100644 index e9b26087f4..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightFullbrightShinyWaterF.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; -uniform sampler2D diffuseMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_shiny_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); - color.a = max(color.a, vertex_color.a); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl deleted file mode 100644 index 32a1c71099..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightFullbrightWaterAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec4 diffuseLookup(vec2 texcoord); - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = fullbrightAtmosTransport(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl deleted file mode 100644 index 2547f9e750..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file lightFullbrightWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec4 diffuseLookup(vec2 texcoord); - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl deleted file mode 100644 index 1b5aa61441..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightFullbrightWaterNonIndexedAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -uniform sampler2D diffuseMap; - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting_water() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = fullbrightAtmosTransport(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl deleted file mode 100644 index aa3ef8cdd9..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file lightFullbrightWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_lighting_water() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl deleted file mode 100644 index 9f1a358b53..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl +++ /dev/null @@ -1,48 +0,0 @@ -/** - * @file lightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -void default_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl deleted file mode 100644 index e9c27dbefd..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file lightShinyF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; - -vec3 scaleSoftClip(vec3 light); -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - color.a = max(color.a, vertex_color.a); - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl deleted file mode 100644 index 595ad74365..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file lightShinyF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; -uniform sampler2D diffuseMap; - -vec3 scaleSoftClip(vec3 light); -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - color.a = max(color.a, vertex_color.a); - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl deleted file mode 100644 index 68c727d62c..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl +++ /dev/null @@ -1,51 +0,0 @@ -/** - * @file lightShinyWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform samplerCube environmentMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl deleted file mode 100644 index f32b9e1958..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl +++ /dev/null @@ -1,52 +0,0 @@ -/** - * @file lightShinyWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -uniform sampler2D diffuseMap; -uniform samplerCube environmentMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl deleted file mode 100644 index 24bf9b3cee..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl +++ /dev/null @@ -1,36 +0,0 @@ -/** - * @file lightSpecularV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -// All lights, no specular highlights - -vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); - -vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) -{ - return sumLightsSpecular(pos, norm, color, specularColor, baseCol); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl deleted file mode 100644 index 8045809b82..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl +++ /dev/null @@ -1,36 +0,0 @@ -/** - * @file lightV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - - -// All lights, no specular highlights - -vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight); - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) -{ - return sumLights(pos, norm, color, baseLight); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl deleted file mode 100644 index 60289cf7f7..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl +++ /dev/null @@ -1,52 +0,0 @@ -/** - * @file lightWaterAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void default_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = atmosLighting(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl deleted file mode 100644 index d0038ae89b..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/** - * @file lightWaterAlphaMaskNonIndexedF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform float minimum_alpha; -uniform float maximum_alpha; - -uniform sampler2D diffuseMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void default_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - if (color.a < minimum_alpha || color.a > maximum_alpha) - { - discard; - } - - color.rgb = atmosLighting(color.rgb); - - color = applyWaterFog(color); - - gl_FragColor = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl deleted file mode 100644 index e9537d1e9d..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file lightWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void default_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - color.rgb = atmosLighting(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl deleted file mode 100644 index 8b0c25b705..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file lightWaterF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void default_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - color.rgb = atmosLighting(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl deleted file mode 100644 index 34bd8d445a..0000000000 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file fullbrightShinyV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - - -void calcAtmospherics(vec3 inPositionEye); - -uniform vec4 origin; - - - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - - vec3 norm = normalize(normal_matrix * normal); - vec3 ref = reflect(pos.xyz, -norm); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; - - calcAtmospherics(pos.xyz); - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl deleted file mode 100644 index fc20d3270e..0000000000 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ /dev/null @@ -1,58 +0,0 @@ -/** - * @file fullbrightV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - - -void calcAtmospherics(vec3 inPositionEye); - - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - calcAtmospherics(pos.xyz); - - vertex_color = diffuse_color; - - -} diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl deleted file mode 100644 index fdb3453cc5..0000000000 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ /dev/null @@ -1,65 +0,0 @@ -/** - * @file shinyV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); - -void calcAtmospherics(vec3 inPositionEye); - -uniform vec4 origin; - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - - vec3 norm = normalize(normal_matrix * normal); - vec3 ref = reflect(pos.xyz, -norm); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; - - calcAtmospherics(pos.xyz); - - vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); -} diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl deleted file mode 100644 index cb80697d15..0000000000 --- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/** - * @file simpleNonIndexedV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - - gl_Position = modelview_projection_matrix*vert; - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - - vec4 pos = (modelview_matrix * vert); - - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vertex_color = color; - - -} diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl deleted file mode 100644 index 37a20383e2..0000000000 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/** - * @file simpleV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - - - - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vertex_color = color; - - -} diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 563a63287e..9fb804a74f 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -608,7 +608,6 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); - gSavedSettings.getControl("EnableRippleWater")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderGlowResolutionPow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderAvatarCloth")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("WindLightUseAtmosShaders")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 6af9e464df..8e59a7c32d 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -561,11 +561,7 @@ void LLViewerShaderMgr::setShaders() wl_class = 1; } - if(!gSavedSettings.getBOOL("EnableRippleWater")) - { - water_class = 0; - } - + // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()) { @@ -1087,51 +1083,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects() } } -#if 0 - // disabling loading of postprocess shaders until we fix - // ATI sampler2DRect compatibility. - - //load Color Filter Shader - if (success) - { - vector shaderUniforms; - shaderUniforms.reserve(7); - shaderUniforms.push_back("RenderTexture"); - shaderUniforms.push_back("gamma"); - shaderUniforms.push_back("brightness"); - shaderUniforms.push_back("contrast"); - shaderUniforms.push_back("contrastBase"); - shaderUniforms.push_back("saturation"); - shaderUniforms.push_back("lumWeights"); - - gPostColorFilterProgram.mName = "Color Filter Shader (Post)"; - gPostColorFilterProgram.mShaderFiles.clear(); - gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB)); - gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB)); - gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; - success = gPostColorFilterProgram.createShader(NULL, &shaderUniforms); - } - - //load Night Vision Shader - if (success) - { - vector shaderUniforms; - shaderUniforms.reserve(5); - shaderUniforms.push_back("RenderTexture"); - shaderUniforms.push_back("NoiseTexture"); - shaderUniforms.push_back("brightMult"); - shaderUniforms.push_back("noiseStrength"); - shaderUniforms.push_back("lumWeights"); - - gPostNightVisionProgram.mName = "Night Vision Shader (Post)"; - gPostNightVisionProgram.mShaderFiles.clear(); - gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB)); - gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB)); - gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; - success = gPostNightVisionProgram.createShader(NULL, &shaderUniforms); - } - #endif - return success; } -- cgit v1.3 From eadb745c593900ce50d3e081b365a073f21cb421 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 23:03:20 -0500 Subject: SH-2465 Move FXAA to its own pass independent of DoF (also removes the need to reload shaders when toggling FSAA on and off) --- .../shaders/class1/deferred/postDeferredF.glsl | 2099 +------------------- .../class1/deferred/postDeferredNoDoFF.glsl | 2085 +------------------ indra/newview/llviewercontrol.cpp | 16 - indra/newview/llviewershadermgr.cpp | 55 +- indra/newview/llviewershadermgr.h | 1 + indra/newview/pipeline.cpp | 57 +- 6 files changed, 67 insertions(+), 4246 deletions(-) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 7588073a9c..985f44fb6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -29,2067 +29,11 @@ out vec4 gl_FragColor; #endif -#define FXAA_PC 1 -//#define FXAA_GLSL_130 1 -#define FXAA_QUALITY__PRESET 12 - -/*============================================================================ - - - NVIDIA FXAA 3.11 by TIMOTHY LOTTES - - ------------------------------------------------------------------------------- -COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. ------------------------------------------------------------------------------- -TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED -*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS -OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF -MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA -OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR -CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR -LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, -OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE -THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH -DAMAGES. - ------------------------------------------------------------------------------- - INTEGRATION CHECKLIST ------------------------------------------------------------------------------- -(1.) -In the shader source, setup defines for the desired configuration. -When providing multiple shaders (for different presets), -simply setup the defines differently in multiple files. -Example, - - #define FXAA_PC 1 - #define FXAA_HLSL_5 1 - #define FXAA_QUALITY__PRESET 12 - -Or, - - #define FXAA_360 1 - -Or, - - #define FXAA_PS3 1 - -Etc. - -(2.) -Then include this file, - - #include "Fxaa3_11.h" - -(3.) -Then call the FXAA pixel shader from within your desired shader. -Look at the FXAA Quality FxaaPixelShader() for docs on inputs. -As for FXAA 3.11 all inputs for all shaders are the same -to enable easy porting between platforms. - - return FxaaPixelShader(...); - -(4.) -Insure pass prior to FXAA outputs RGBL (see next section). -Or use, - - #define FXAA_GREEN_AS_LUMA 1 - -(5.) -Setup engine to provide the following constants -which are used in the FxaaPixelShader() inputs, - - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir - -Look at the FXAA Quality FxaaPixelShader() for docs on inputs. - -(6.) -Have FXAA vertex shader run as a full screen triangle, -and output "pos" and "fxaaConsolePosPos" -such that inputs in the pixel shader provide, - - // {xy} = center of pixel - FxaaFloat2 pos, - - // {xy__} = upper left of pixel - // {__zw} = lower right of pixel - FxaaFloat4 fxaaConsolePosPos, - -(7.) -Insure the texture sampler(s) used by FXAA are set to bilinear filtering. - - ------------------------------------------------------------------------------- - INTEGRATION - RGBL AND COLORSPACE ------------------------------------------------------------------------------- -FXAA3 requires RGBL as input unless the following is set, - - #define FXAA_GREEN_AS_LUMA 1 - -In which case the engine uses green in place of luma, -and requires RGB input is in a non-linear colorspace. - -RGB should be LDR (low dynamic range). -Specifically do FXAA after tonemapping. - -RGB data as returned by a texture fetch can be non-linear, -or linear when FXAA_GREEN_AS_LUMA is not set. -Note an "sRGB format" texture counts as linear, -because the result of a texture fetch is linear data. -Regular "RGBA8" textures in the sRGB colorspace are non-linear. - -If FXAA_GREEN_AS_LUMA is not set, -luma must be stored in the alpha channel prior to running FXAA. -This luma should be in a perceptual space (could be gamma 2.0). -Example pass before FXAA where output is gamma 2.0 encoded, - - color.rgb = ToneMap(color.rgb); // linear color output - color.rgb = sqrt(color.rgb); // gamma 2.0 color output - return color; - -To use FXAA, - - color.rgb = ToneMap(color.rgb); // linear color output - color.rgb = sqrt(color.rgb); // gamma 2.0 color output - color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma - return color; - -Another example where output is linear encoded, -say for instance writing to an sRGB formated render target, -where the render target does the conversion back to sRGB after blending, - - color.rgb = ToneMap(color.rgb); // linear color output - return color; - -To use FXAA, - - color.rgb = ToneMap(color.rgb); // linear color output - color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma - return color; - -Getting luma correct is required for the algorithm to work correctly. - - ------------------------------------------------------------------------------- - BEING LINEARLY CORRECT? ------------------------------------------------------------------------------- -Applying FXAA to a framebuffer with linear RGB color will look worse. -This is very counter intuitive, but happends to be true in this case. -The reason is because dithering artifacts will be more visiable -in a linear colorspace. - - ------------------------------------------------------------------------------- - COMPLEX INTEGRATION ------------------------------------------------------------------------------- -Q. What if the engine is blending into RGB before wanting to run FXAA? - -A. In the last opaque pass prior to FXAA, - have the pass write out luma into alpha. - Then blend into RGB only. - FXAA should be able to run ok - assuming the blending pass did not any add aliasing. - This should be the common case for particles and common blending passes. - -A. Or use FXAA_GREEN_AS_LUMA. - -============================================================================*/ - -/*============================================================================ - - INTEGRATION KNOBS - -============================================================================*/ -// -// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). -// FXAA_360_OPT is a prototype for the new optimized 360 version. -// -// 1 = Use API. -// 0 = Don't use API. -// -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_PS3 - #define FXAA_PS3 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_360 - #define FXAA_360 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_360_OPT - #define FXAA_360_OPT 0 -#endif -/*==========================================================================*/ -#ifndef FXAA_PC - // - // FXAA Quality - // The high quality PC algorithm. - // - #define FXAA_PC 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_PC_CONSOLE - // - // The console algorithm for PC is included - // for developers targeting really low spec machines. - // Likely better to just run FXAA_PC, and use a really low preset. - // - #define FXAA_PC_CONSOLE 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GLSL_120 - #define FXAA_GLSL_120 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GLSL_130 - #define FXAA_GLSL_130 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_3 - #define FXAA_HLSL_3 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_4 - #define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_5 - #define FXAA_HLSL_5 0 -#endif -/*==========================================================================*/ -#ifndef FXAA_GREEN_AS_LUMA - // - // For those using non-linear color, - // and either not able to get luma in alpha, or not wanting to, - // this enables FXAA to run using green as a proxy for luma. - // So with this enabled, no need to pack luma in alpha. - // - // This will turn off AA on anything which lacks some amount of green. - // Pure red and blue or combination of only R and B, will get no AA. - // - // Might want to lower the settings for both, - // fxaaConsoleEdgeThresholdMin - // fxaaQualityEdgeThresholdMin - // In order to insure AA does not get turned off on colors - // which contain a minor amount of green. - // - // 1 = On. - // 0 = Off. - // - #define FXAA_GREEN_AS_LUMA 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_EARLY_EXIT - // - // Controls algorithm's early exit path. - // On PS3 turning this ON adds 2 cycles to the shader. - // On 360 turning this OFF adds 10ths of a millisecond to the shader. - // Turning this off on console will result in a more blurry image. - // So this defaults to on. - // - // 1 = On. - // 0 = Off. - // - #define FXAA_EARLY_EXIT 1 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_DISCARD - // - // Only valid for PC OpenGL currently. - // Probably will not work when FXAA_GREEN_AS_LUMA = 1. - // - // 1 = Use discard on pixels which don't need AA. - // For APIs which enable concurrent TEX+ROP from same surface. - // 0 = Return unchanged color on pixels which don't need AA. - // - #define FXAA_DISCARD 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_FAST_PIXEL_OFFSET - // - // Used for GLSL 120 only. - // - // 1 = GL API supports fast pixel offsets - // 0 = do not use fast pixel offsets - // - #ifdef GL_EXT_gpu_shader4 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifdef GL_NV_gpu_shader5 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifdef GL_ARB_gpu_shader5 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifndef FXAA_FAST_PIXEL_OFFSET - #define FXAA_FAST_PIXEL_OFFSET 0 - #endif -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GATHER4_ALPHA - // - // 1 = API supports gather4 on alpha channel. - // 0 = API does not support gather4 on alpha channel. - // - #if (FXAA_HLSL_5 == 1) - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifdef GL_ARB_gpu_shader5 - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifdef GL_NV_gpu_shader5 - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifndef FXAA_GATHER4_ALPHA - #define FXAA_GATHER4_ALPHA 0 - #endif -#endif - -/*============================================================================ - FXAA CONSOLE PS3 - TUNING KNOBS -============================================================================*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS - // - // Consoles the sharpness of edges on PS3 only. - // Non-PS3 tuning is done with shader input. - // - // Due to the PS3 being ALU bound, - // there are only two safe values here: 4 and 8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // - // 8.0 is sharper - // 4.0 is softer - // 2.0 is really soft (good for vector graphics inputs) - // - #if 1 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 - #endif - #if 0 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 - #endif - #if 0 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 - #endif -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD - // - // Only effects PS3. - // Non-PS3 tuning is done with shader input. - // - // The minimum amount of local contrast required to apply algorithm. - // The console setting has a different mapping than the quality setting. - // - // This only applies when FXAA_EARLY_EXIT is 1. - // - // Due to the PS3 being ALU bound, - // there are only two safe values here: 0.25 and 0.125. - // These options use the shaders ability to a free *|/ by 2|4|8. - // - // 0.125 leaves less aliasing, but is softer - // 0.25 leaves more aliasing, and is sharper - // - #if 1 - #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 - #else - #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 - #endif -#endif - -/*============================================================================ - FXAA QUALITY - TUNING KNOBS ------------------------------------------------------------------------------- -NOTE the other tuning knobs are now in the shader function inputs! -============================================================================*/ -#ifndef FXAA_QUALITY__PRESET - // - // Choose the quality preset. - // This needs to be compiled into the shader as it effects code. - // Best option to include multiple presets is to - // in each shader define the preset, then include this file. - // - // OPTIONS - // ----------------------------------------------------------------------- - // 10 to 15 - default medium dither (10=fastest, 15=highest quality) - // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) - // 39 - no dither, very expensive - // - // NOTES - // ----------------------------------------------------------------------- - // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) - // 13 = about same speed as FXAA 3.9 and better than 12 - // 23 = closest to FXAA 3.9 visually and performance wise - // _ = the lowest digit is directly related to performance - // _ = the highest digit is directly related to style - // - #define FXAA_QUALITY__PRESET 12 -#endif - - -/*============================================================================ - - FXAA QUALITY - PRESETS - -============================================================================*/ - -/*============================================================================ - FXAA QUALITY - MEDIUM DITHER PRESETS -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 10) - #define FXAA_QUALITY__PS 3 - #define FXAA_QUALITY__P0 1.5 - #define FXAA_QUALITY__P1 3.0 - #define FXAA_QUALITY__P2 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 11) - #define FXAA_QUALITY__PS 4 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 3.0 - #define FXAA_QUALITY__P3 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 12) - #define FXAA_QUALITY__PS 5 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 4.0 - #define FXAA_QUALITY__P4 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 13) - #define FXAA_QUALITY__PS 6 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 4.0 - #define FXAA_QUALITY__P5 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 14) - #define FXAA_QUALITY__PS 7 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 4.0 - #define FXAA_QUALITY__P6 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 15) - #define FXAA_QUALITY__PS 8 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 4.0 - #define FXAA_QUALITY__P7 12.0 -#endif - -/*============================================================================ - FXAA QUALITY - LOW DITHER PRESETS -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 20) - #define FXAA_QUALITY__PS 3 - #define FXAA_QUALITY__P0 1.5 - #define FXAA_QUALITY__P1 2.0 - #define FXAA_QUALITY__P2 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 21) - #define FXAA_QUALITY__PS 4 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 22) - #define FXAA_QUALITY__PS 5 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 23) - #define FXAA_QUALITY__PS 6 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 24) - #define FXAA_QUALITY__PS 7 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 3.0 - #define FXAA_QUALITY__P6 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 25) - #define FXAA_QUALITY__PS 8 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 4.0 - #define FXAA_QUALITY__P7 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 26) - #define FXAA_QUALITY__PS 9 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 4.0 - #define FXAA_QUALITY__P8 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 27) - #define FXAA_QUALITY__PS 10 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 4.0 - #define FXAA_QUALITY__P9 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 28) - #define FXAA_QUALITY__PS 11 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 4.0 - #define FXAA_QUALITY__P10 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 29) - #define FXAA_QUALITY__PS 12 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 2.0 - #define FXAA_QUALITY__P10 4.0 - #define FXAA_QUALITY__P11 8.0 -#endif - -/*============================================================================ - FXAA QUALITY - EXTREME QUALITY -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 39) - #define FXAA_QUALITY__PS 12 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.0 - #define FXAA_QUALITY__P2 1.0 - #define FXAA_QUALITY__P3 1.0 - #define FXAA_QUALITY__P4 1.0 - #define FXAA_QUALITY__P5 1.5 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 2.0 - #define FXAA_QUALITY__P10 4.0 - #define FXAA_QUALITY__P11 8.0 -#endif - - - -/*============================================================================ - - API PORTING - -============================================================================*/ -#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) - #define FxaaBool bool - #define FxaaDiscard discard - #define FxaaFloat float - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaHalf float - #define FxaaHalf2 vec2 - #define FxaaHalf3 vec3 - #define FxaaHalf4 vec4 - #define FxaaInt2 ivec2 - #define FxaaSat(x) clamp(x, 0.0, 1.0) - #define FxaaTex sampler2D -#else - #define FxaaBool bool - #define FxaaDiscard clip(-1) - #define FxaaFloat float - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaHalf half - #define FxaaHalf2 half2 - #define FxaaHalf3 half3 - #define FxaaHalf4 half4 - #define FxaaSat(x) saturate(x) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GLSL_120 == 1) - // Requires, - // #version 120 - // And at least, - // #extension GL_EXT_gpu_shader4 : enable - // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) - #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) - #if (FXAA_FAST_PIXEL_OFFSET == 1) - #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) - #else - #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) - #endif - #if (FXAA_GATHER4_ALPHA == 1) - // use #extension GL_ARB_gpu_shader5 : enable - #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) - #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) - #define FxaaTexGreen4(t, p) textureGather(t, p, 1) - #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) - #endif -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GLSL_130 == 1) - // Requires "#version 130" or better - #define FxaaTexTop(t, p) textureLod(t, p, 0.0) - #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) - #if (FXAA_GATHER4_ALPHA == 1) - // use #extension GL_ARB_gpu_shader5 : enable - #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) - #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) - #define FxaaTexGreen4(t, p) textureGather(t, p, 1) - #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) - #endif -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) - #define FxaaInt2 float2 - #define FxaaTex sampler2D - #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) - #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_4 == 1) - #define FxaaInt2 int2 - struct FxaaTex { SamplerState smpl; Texture2D tex; }; - #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_5 == 1) - #define FxaaInt2 int2 - struct FxaaTex { SamplerState smpl; Texture2D tex; }; - #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) - #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) - #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) - #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) - #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) -#endif - - -/*============================================================================ - GREEN AS LUMA OPTION SUPPORT FUNCTION -============================================================================*/ -#if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } -#else - FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } -#endif - - - - -/*============================================================================ - - FXAA3 QUALITY - PC - -============================================================================*/ -#if (FXAA_PC == 1) -/*--------------------------------------------------------------------------*/ -FxaaFloat4 FxaaPixelShader( - // - // Use noperspective interpolation here (turn off perspective interpolation). - // {xy} = center of pixel - FxaaFloat2 pos, - // - // Used only for FXAA Console, and not used on the 360 version. - // Use noperspective interpolation here (turn off perspective interpolation). - // {xy__} = upper left of pixel - // {__zw} = lower right of pixel - FxaaFloat4 fxaaConsolePosPos, - // - // Input color texture. - // {rgb_} = color in linear or perceptual color space - // if (FXAA_GREEN_AS_LUMA == 0) - // {___a} = luma in perceptual color space (not linear) - FxaaTex tex, - // - // Only used on the optimized 360 version of FXAA Console. - // For everything but 360, just use the same input here as for "tex". - // For 360, same texture, just alias with a 2nd sampler. - // This sampler needs to have an exponent bias of -1. - FxaaTex fxaaConsole360TexExpBiasNegOne, - // - // Only used on the optimized 360 version of FXAA Console. - // For everything but 360, just use the same input here as for "tex". - // For 360, same texture, just alias with a 3nd sampler. - // This sampler needs to have an exponent bias of -2. - FxaaTex fxaaConsole360TexExpBiasNegTwo, - // - // Only used on FXAA Quality. - // This must be from a constant/uniform. - // {x_} = 1.0/screenWidthInPixels - // {_y} = 1.0/screenHeightInPixels - FxaaFloat2 fxaaQualityRcpFrame, - // - // Only used on FXAA Console. - // This must be from a constant/uniform. - // This effects sub-pixel AA quality and inversely sharpness. - // Where N ranges between, - // N = 0.50 (default) - // N = 0.33 (sharper) - // {x___} = -N/screenWidthInPixels - // {_y__} = -N/screenHeightInPixels - // {__z_} = N/screenWidthInPixels - // {___w} = N/screenHeightInPixels - FxaaFloat4 fxaaConsoleRcpFrameOpt, - // - // Only used on FXAA Console. - // Not used on 360, but used on PS3 and PC. - // This must be from a constant/uniform. - // {x___} = -2.0/screenWidthInPixels - // {_y__} = -2.0/screenHeightInPixels - // {__z_} = 2.0/screenWidthInPixels - // {___w} = 2.0/screenHeightInPixels - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - // - // Only used on FXAA Console. - // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. - // This must be from a constant/uniform. - // {x___} = 8.0/screenWidthInPixels - // {_y__} = 8.0/screenHeightInPixels - // {__z_} = -4.0/screenWidthInPixels - // {___w} = -4.0/screenHeightInPixels - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__SUBPIX define. - // It is here now to allow easier tuning. - // Choose the amount of sub-pixel aliasing removal. - // This can effect sharpness. - // 1.00 - upper limit (softer) - // 0.75 - default amount of filtering - // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) - // 0.25 - almost off - // 0.00 - completely off - FxaaFloat fxaaQualitySubpix, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. - // It is here now to allow easier tuning. - // The minimum amount of local contrast required to apply algorithm. - // 0.333 - too little (faster) - // 0.250 - low quality - // 0.166 - default - // 0.125 - high quality - // 0.063 - overkill (slower) - FxaaFloat fxaaQualityEdgeThreshold, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. - // It is here now to allow easier tuning. - // Trims the algorithm from processing darks. - // 0.0833 - upper limit (default, the start of visible unfiltered edges) - // 0.0625 - high quality (faster) - // 0.0312 - visible limit (slower) - // Special notes when using FXAA_GREEN_AS_LUMA, - // Likely want to set this to zero. - // As colors that are mostly not-green - // will appear very dark in the green channel! - // Tune by looking at mostly non-green content, - // then start at zero and increase until aliasing is a problem. - FxaaFloat fxaaQualityEdgeThresholdMin, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. - // It is here now to allow easier tuning. - // This does not effect PS3, as this needs to be compiled in. - // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. - // Due to the PS3 being ALU bound, - // there are only three safe values here: 2 and 4 and 8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // For all other platforms can be a non-power of two. - // 8.0 is sharper (default!!!) - // 4.0 is softer - // 2.0 is really soft (good only for vector graphics inputs) - FxaaFloat fxaaConsoleEdgeSharpness, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. - // It is here now to allow easier tuning. - // This does not effect PS3, as this needs to be compiled in. - // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. - // Due to the PS3 being ALU bound, - // there are only two safe values here: 1/4 and 1/8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // The console setting has a different mapping than the quality setting. - // Other platforms can use other values. - // 0.125 leaves less aliasing, but is softer (default!!!) - // 0.25 leaves more aliasing, and is sharper - FxaaFloat fxaaConsoleEdgeThreshold, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. - // It is here now to allow easier tuning. - // Trims the algorithm from processing darks. - // The console setting has a different mapping than the quality setting. - // This only applies when FXAA_EARLY_EXIT is 1. - // This does not apply to PS3, - // PS3 was simplified to avoid more shader instructions. - // 0.06 - faster but more aliasing in darks - // 0.05 - default - // 0.04 - slower and less aliasing in darks - // Special notes when using FXAA_GREEN_AS_LUMA, - // Likely want to set this to zero. - // As colors that are mostly not-green - // will appear very dark in the green channel! - // Tune by looking at mostly non-green content, - // then start at zero and increase until aliasing is a problem. - FxaaFloat fxaaConsoleEdgeThresholdMin, - // - // Extra constants for 360 FXAA Console only. - // Use zeros or anything else for other platforms. - // These must be in physical constant registers and NOT immedates. - // Immedates will result in compiler un-optimizing. - // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posM; - posM.x = pos.x; - posM.y = pos.y; - #if (FXAA_GATHER4_ALPHA == 1) - #if (FXAA_DISCARD == 0) - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #if (FXAA_GREEN_AS_LUMA == 0) - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - #endif - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); - FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); - #else - FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); - FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); - #endif - #if (FXAA_DISCARD == 1) - #define lumaM luma4A.w - #endif - #define lumaE luma4A.z - #define lumaS luma4A.x - #define lumaSE luma4A.y - #define lumaNW luma4B.w - #define lumaN luma4B.z - #define lumaW luma4B.x - #else - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #if (FXAA_GREEN_AS_LUMA == 0) - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat maxSM = max(lumaS, lumaM); - FxaaFloat minSM = min(lumaS, lumaM); - FxaaFloat maxESM = max(lumaE, maxSM); - FxaaFloat minESM = min(lumaE, minSM); - FxaaFloat maxWN = max(lumaN, lumaW); - FxaaFloat minWN = min(lumaN, lumaW); - FxaaFloat rangeMax = max(maxWN, maxESM); - FxaaFloat rangeMin = min(minWN, minESM); - FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; - FxaaFloat range = rangeMax - rangeMin; - FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); - FxaaBool earlyExit = range < rangeMaxClamped; -/*--------------------------------------------------------------------------*/ - if(earlyExit) - #if (FXAA_DISCARD == 1) - FxaaDiscard; - #else - return rgbyM; - #endif -/*--------------------------------------------------------------------------*/ - #if (FXAA_GATHER4_ALPHA == 0) - FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); - #else - FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNS = lumaN + lumaS; - FxaaFloat lumaWE = lumaW + lumaE; - FxaaFloat subpixRcpRange = 1.0/range; - FxaaFloat subpixNSWE = lumaNS + lumaWE; - FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; - FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNESE = lumaNE + lumaSE; - FxaaFloat lumaNWNE = lumaNW + lumaNE; - FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; - FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNWSW = lumaNW + lumaSW; - FxaaFloat lumaSWSE = lumaSW + lumaSE; - FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); - FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); - FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; - FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; - FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; - FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; -/*--------------------------------------------------------------------------*/ - FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; - FxaaFloat lengthSign = fxaaQualityRcpFrame.x; - FxaaBool horzSpan = edgeHorz >= edgeVert; - FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; -/*--------------------------------------------------------------------------*/ - if(!horzSpan) lumaN = lumaW; - if(!horzSpan) lumaS = lumaE; - if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; - FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; -/*--------------------------------------------------------------------------*/ - FxaaFloat gradientN = lumaN - lumaM; - FxaaFloat gradientS = lumaS - lumaM; - FxaaFloat lumaNN = lumaN + lumaM; - FxaaFloat lumaSS = lumaS + lumaM; - FxaaBool pairN = abs(gradientN) >= abs(gradientS); - FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); - if(pairN) lengthSign = -lengthSign; - FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posB; - posB.x = posM.x; - posB.y = posM.y; - FxaaFloat2 offNP; - offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; - offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; - if(!horzSpan) posB.x += lengthSign * 0.5; - if( horzSpan) posB.y += lengthSign * 0.5; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posN; - posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; - posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; - FxaaFloat2 posP; - posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; - posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; - FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; - FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); - FxaaFloat subpixE = subpixC * subpixC; - FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); -/*--------------------------------------------------------------------------*/ - if(!pairN) lumaNN = lumaSS; - FxaaFloat gradientScaled = gradient * 1.0/4.0; - FxaaFloat lumaMM = lumaM - lumaNN * 0.5; - FxaaFloat subpixF = subpixD * subpixE; - FxaaBool lumaMLTZero = lumaMM < 0.0; -/*--------------------------------------------------------------------------*/ - lumaEndN -= lumaNN * 0.5; - lumaEndP -= lumaNN * 0.5; - FxaaBool doneN = abs(lumaEndN) >= gradientScaled; - FxaaBool doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; - FxaaBool doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; -/*--------------------------------------------------------------------------*/ - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 3) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 4) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 5) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 6) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 7) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 8) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 9) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 10) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 11) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 12) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } -/*--------------------------------------------------------------------------*/ - FxaaFloat dstN = posM.x - posN.x; - FxaaFloat dstP = posP.x - posM.x; - if(!horzSpan) dstN = posM.y - posN.y; - if(!horzSpan) dstP = posP.y - posM.y; -/*--------------------------------------------------------------------------*/ - FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; - FxaaFloat spanLength = (dstP + dstN); - FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; - FxaaFloat spanLengthRcp = 1.0/spanLength; -/*--------------------------------------------------------------------------*/ - FxaaBool directionN = dstN < dstP; - FxaaFloat dst = min(dstN, dstP); - FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; - FxaaFloat subpixG = subpixF * subpixF; - FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; - FxaaFloat subpixH = subpixG * fxaaQualitySubpix; -/*--------------------------------------------------------------------------*/ - FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; - FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); - if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; - if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; - #if (FXAA_DISCARD == 1) - return FxaaTexTop(tex, posM); - #else - return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); - #endif -} -/*==========================================================================*/ -#endif - - - - -/*============================================================================ - - FXAA3 CONSOLE - PC VERSION - ------------------------------------------------------------------------------- -Instead of using this on PC, I'd suggest just using FXAA Quality with - #define FXAA_QUALITY__PRESET 10 -Or - #define FXAA_QUALITY__PRESET 20 -Either are higher qualilty and almost as fast as this on modern PC GPUs. -============================================================================*/ -#if (FXAA_PC_CONSOLE == 1) -/*--------------------------------------------------------------------------*/ -FxaaFloat4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); - FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); - FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); - FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat lumaM = rgbyM.w; - #else - FxaaFloat lumaM = rgbyM.y; - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); - lumaNe += 1.0/384.0; - FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); - FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); - FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMinM = min(lumaMin, lumaM); - FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); - FxaaFloat lumaMaxM = max(lumaMax, lumaM); - FxaaFloat dirSwMinusNe = lumaSw - lumaNe; - FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; - FxaaFloat dirSeMinusNw = lumaSe - lumaNw; - if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 dir; - dir.x = dirSwMinusNe + dirSeMinusNw; - dir.y = dirSwMinusNe - dirSeMinusNw; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 dir1 = normalize(dir.xy); - FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); - FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); -/*--------------------------------------------------------------------------*/ - FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; - FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); - FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; - FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); -/*--------------------------------------------------------------------------*/ - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); - #else - FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); - #endif - if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; - return rgbyB; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - 360 PIXEL SHADER - ------------------------------------------------------------------------------- -This optimized version thanks to suggestions from Andy Luedke. -Should be fully tex bound in all cases. -As of the FXAA 3.11 release, I have still not tested this code, -however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. -And note this is replacing the old unoptimized version. -If it does not work, please let me know so I can fix it. -============================================================================*/ -#if (FXAA_360 == 1) -/*--------------------------------------------------------------------------*/ -[reduceTempRegUsage(4)] -float4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - float4 lumaNwNeSwSe; - #if (FXAA_GREEN_AS_LUMA == 0) - asm { - tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false - }; - #else - asm { - tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false - }; - #endif -/*--------------------------------------------------------------------------*/ - lumaNwNeSwSe.y += 1.0/384.0; - float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); - float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); - float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); - float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); -/*--------------------------------------------------------------------------*/ - float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); - #if (FXAA_GREEN_AS_LUMA == 0) - float lumaMinM = min(lumaMin, rgbyM.w); - float lumaMaxM = max(lumaMax, rgbyM.w); - #else - float lumaMinM = min(lumaMin, rgbyM.y); - float lumaMaxM = max(lumaMax, rgbyM.y); - #endif - if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; -/*--------------------------------------------------------------------------*/ - float2 dir; - dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); - dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); - dir = normalize(dir); -/*--------------------------------------------------------------------------*/ - float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; -/*--------------------------------------------------------------------------*/ - float4 dir2; - float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; - dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); - dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; -/*--------------------------------------------------------------------------*/ - float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); - float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); - float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); - float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); -/*--------------------------------------------------------------------------*/ - float4 rgbyA = rgbyN1 + rgbyP1; - float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; -/*--------------------------------------------------------------------------*/ - float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; - rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; - return rgbyR; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) - -============================================================================== -The code below does not exactly match the assembly. -I have a feeling that 12 cycles is possible, but was not able to get there. -Might have to increase register count to get full performance. -Note this shader does not use perspective interpolation. - -Use the following cgc options, - - --fenable-bx2 --fastmath --fastprecision --nofloatbindings - ------------------------------------------------------------------------------- - NVSHADERPERF OUTPUT ------------------------------------------------------------------------------- -For reference and to aid in debug, output of NVShaderPerf should match this, - -Shader to schedule: - 0: texpkb h0.w(TRUE), v5.zyxx, #0 - 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x - 4: texpkb h0.w(TRUE), v5.xwxx, #0 - 6: addh h0.z(TRUE), -h2, h0.w - 7: texpkb h1.w(TRUE), v5, #0 - 9: addh h0.x(TRUE), h0.z, -h1.w - 10: addh h3.w(TRUE), h0.z, h1 - 11: texpkb h2.w(TRUE), v5.zwzz, #0 - 13: addh h0.z(TRUE), h3.w, -h2.w - 14: addh h0.x(TRUE), h2.w, h0 - 15: nrmh h1.xz(TRUE), h0_n - 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| - 17: maxh h4.w(TRUE), h0, h1 - 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n - 19: movr r1.zw(TRUE), v4.xxxy - 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww - 22: minh h5.w(TRUE), h0, h1 - 23: texpkb h0(TRUE), r2.xzxx, #0 - 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 - 27: maxh h4.x(TRUE), h2.z, h2.w - 28: texpkb h1(TRUE), r0.zwzz, #0 - 30: addh_d2 h1(TRUE), h0, h1 - 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 33: texpkb h0(TRUE), r0, #0 - 35: minh h4.z(TRUE), h2, h2.w - 36: fenct TRUE - 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 39: texpkb h2(TRUE), r1, #0 - 41: addh_d2 h0(TRUE), h0, h2 - 42: maxh h2.w(TRUE), h4, h4.x - 43: minh h2.x(TRUE), h5.w, h4.z - 44: addh_d2 h0(TRUE), h0, h1 - 45: slth h2.x(TRUE), h0.w, h2 - 46: sgth h2.w(TRUE), h0, h2 - 47: movh h0(TRUE), h0 - 48: addx.c0 rc(TRUE), h2, h2.w - 49: movh h0(c0.NE.x), h1 - -IPU0 ------ Simplified schedule: -------- -Pass | Unit | uOp | PC: Op ------+--------+------+------------------------- - 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; - | | | - 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; - | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; - | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; - | | | - 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; - | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; - | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; - | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; - | | | - 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; - | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; - | | | - 5 | SCT1 | mov | 15: NRMh h1.xz, h0; - | SRB | nrm | 15: NRMh h1.xz, h0; - | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; - | SCB1 | max | 17: MAXh h4.w, h0, h1; - | | | - 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; - | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; - | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; - | SCB1 | min | 22: MINh h5.w, h0, h1; - | | | - 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; - | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; - | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; - | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; - | | | - 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; - | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; - | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; - | | | - 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; - | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; - | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; - | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; - | | | - 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; - | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; - | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; - | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; - | | | - 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; - | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; - | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; - | | | - 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; - | SCT1 | set | 46: SGTh h2.w, h0, h2; - | SCB0/1 | mul | 47: MOVh h0, h0; - | | | - 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; - | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; - -Pass SCT TEX SCB - 1: 0% 100% 25% - 2: 0% 100% 25% - 3: 0% 100% 50% - 4: 0% 100% 50% - 5: 0% 0% 50% - 6: 100% 0% 75% - 7: 0% 100% 75% - 8: 0% 100% 100% - 9: 0% 100% 25% - 10: 0% 100% 100% - 11: 50% 0% 100% - 12: 50% 0% 100% - 13: 25% 0% 100% - -MEAN: 17% 61% 67% - -Pass SCT0 SCT1 TEX SCB0 SCB1 - 1: 0% 0% 100% 0% 100% - 2: 0% 0% 100% 0% 100% - 3: 0% 0% 100% 100% 100% - 4: 0% 0% 100% 100% 100% - 5: 0% 0% 0% 100% 100% - 6: 100% 100% 0% 100% 100% - 7: 0% 0% 100% 100% 100% - 8: 0% 0% 100% 100% 100% - 9: 0% 0% 100% 0% 100% - 10: 0% 0% 100% 100% 100% - 11: 100% 100% 0% 100% 100% - 12: 100% 100% 0% 100% 100% - 13: 100% 0% 0% 100% 100% - -MEAN: 30% 23% 61% 76% 100% -Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 -Results 13 cycles, 3 r regs, 923,076,923 pixels/s -============================================================================*/ -#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) -/*--------------------------------------------------------------------------*/ -#pragma regcount 7 -#pragma disablepc all -#pragma option O3 -#pragma option OutColorPrec=fp16 -#pragma texformat default RGBA8 -/*==========================================================================*/ -half4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ -// (1) - half4 dir; - half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - lumaNe.w += half(1.0/512.0); - dir.x = -lumaNe.w; - dir.z = -lumaNe.w; - #else - lumaNe.y += half(1.0/512.0); - dir.x = -lumaNe.y; - dir.z = -lumaNe.y; - #endif -/*--------------------------------------------------------------------------*/ -// (2) - half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x += lumaSw.w; - dir.z += lumaSw.w; - #else - dir.x += lumaSw.y; - dir.z += lumaSw.y; - #endif -/*--------------------------------------------------------------------------*/ -// (3) - half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x -= lumaNw.w; - dir.z += lumaNw.w; - #else - dir.x -= lumaNw.y; - dir.z += lumaNw.y; - #endif -/*--------------------------------------------------------------------------*/ -// (4) - half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x += lumaSe.w; - dir.z -= lumaSe.w; - #else - dir.x += lumaSe.y; - dir.z -= lumaSe.y; - #endif -/*--------------------------------------------------------------------------*/ -// (5) - half4 dir1_pos; - dir1_pos.xy = normalize(dir.xyz).xz; - half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); -/*--------------------------------------------------------------------------*/ -// (6) - half4 dir2_pos; - dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); - dir1_pos.zw = pos.xy; - dir2_pos.zw = pos.xy; - half4 temp1N; - temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -/*--------------------------------------------------------------------------*/ -// (7) - temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); - half4 rgby1; - rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -/*--------------------------------------------------------------------------*/ -// (8) - rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); - rgby1 = (temp1N + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (9) - half4 temp2N; - temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); -/*--------------------------------------------------------------------------*/ -// (10) - half4 rgby2; - rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); - rgby2 = (temp2N + rgby2) * 0.5; -/*--------------------------------------------------------------------------*/ -// (11) - // compilier moves these scalar ops up to other cycles - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); - half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); - #else - half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); - half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); - #endif - rgby2 = (rgby2 + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (12) - #if (FXAA_GREEN_AS_LUMA == 0) - bool twoTapLt = rgby2.w < lumaMin; - bool twoTapGt = rgby2.w > lumaMax; - #else - bool twoTapLt = rgby2.y < lumaMin; - bool twoTapGt = rgby2.y > lumaMax; - #endif -/*--------------------------------------------------------------------------*/ -// (13) - if(twoTapLt || twoTapGt) rgby2 = rgby1; -/*--------------------------------------------------------------------------*/ - return rgby2; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) - -============================================================================== -The code mostly matches the assembly. -I have a feeling that 14 cycles is possible, but was not able to get there. -Might have to increase register count to get full performance. -Note this shader does not use perspective interpolation. - -Use the following cgc options, - - --fenable-bx2 --fastmath --fastprecision --nofloatbindings - -Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). -Will look at fixing this for FXAA 3.12. ------------------------------------------------------------------------------- - NVSHADERPERF OUTPUT ------------------------------------------------------------------------------- -For reference and to aid in debug, output of NVShaderPerf should match this, - -Shader to schedule: - 0: texpkb h0.w(TRUE), v5.zyxx, #0 - 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x - 4: texpkb h1.w(TRUE), v5.xwxx, #0 - 6: addh h0.x(TRUE), h1.w, -h2.y - 7: texpkb h2.w(TRUE), v5.zwzz, #0 - 9: minh h4.w(TRUE), h2.y, h2 - 10: maxh h5.x(TRUE), h2.y, h2.w - 11: texpkb h0.w(TRUE), v5, #0 - 13: addh h3.w(TRUE), -h0, h0.x - 14: addh h0.x(TRUE), h0.w, h0 - 15: addh h0.z(TRUE), -h2.w, h0.x - 16: addh h0.x(TRUE), h2.w, h3.w - 17: minh h5.y(TRUE), h0.w, h1.w - 18: nrmh h2.xz(TRUE), h0_n - 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| - 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w - 21: movr r1.zw(TRUE), v4.xxxy - 22: maxh h2.w(TRUE), h0, h1 - 23: fenct TRUE - 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz - 26: texpkb h0(TRUE), r0, #0 - 28: maxh h5.x(TRUE), h2.w, h5 - 29: minh h5.w(TRUE), h5.y, h4 - 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz - 32: texpkb h2(TRUE), r1, #0 - 34: addh_d2 h2(TRUE), h0, h2 - 35: texpkb h1(TRUE), v4, #0 - 37: maxh h5.y(TRUE), h5.x, h1.w - 38: minh h4.w(TRUE), h1, h5 - 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 41: texpkb h0(TRUE), r0, #0 - 43: addh_m8 h5.z(TRUE), h5.y, -h4.w - 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 46: texpkb h3(TRUE), r2, #0 - 48: addh_d2 h0(TRUE), h0, h3 - 49: addh_d2 h3(TRUE), h0, h2 - 50: movh h0(TRUE), h3 - 51: slth h3.x(TRUE), h3.w, h5.w - 52: sgth h3.w(TRUE), h3, h5.x - 53: addx.c0 rc(TRUE), h3.x, h3 - 54: slth.c0 rc(TRUE), h5.z, h5 - 55: movh h0(c0.NE.w), h2 - 56: movh h0(c0.NE.x), h1 - -IPU0 ------ Simplified schedule: -------- -Pass | Unit | uOp | PC: Op ------+--------+------+------------------------- - 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; - | | | - 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; - | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; - | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; - | | | - 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; - | SCB1 | min | 9: MINh h4.w, h2.---y, h2; - | | | - 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; - | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; - | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; - | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; - | | | - 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; - | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; - | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; - | | | - 6 | SCT1 | mov | 18: NRMh h2.xz, h0; - | SRB | nrm | 18: NRMh h2.xz, h0; - | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; - | | | - 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; - | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; - | SCB1 | max | 22: MAXh h2.w, h0, h1; - | | | - 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; - | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; - | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; - | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; - | SCB1 | min | 29: MINh h5.w, h5.---y, h4; - | | | - 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; - | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; - | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; - | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; - | | | - 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; - | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; - | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; - | SCB1 | min | 38: MINh h4.w, h1, h5; - | | | - 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; - | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; - | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; - | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; - | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; - | | | - 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; - | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; - | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; - | | | - 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; - | SCB0/1 | mul | 50: MOVh h0, h3; - | | | - 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; - | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; - | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; - | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; - | | | - 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; - | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; - -Pass SCT TEX SCB - 1: 0% 100% 25% - 2: 0% 100% 25% - 3: 0% 100% 50% - 4: 0% 100% 50% - 5: 50% 0% 25% - 6: 0% 0% 25% - 7: 100% 0% 25% - 8: 0% 100% 50% - 9: 0% 100% 100% - 10: 0% 100% 50% - 11: 0% 100% 75% - 12: 0% 100% 100% - 13: 100% 0% 100% - 14: 50% 0% 50% - 15: 100% 0% 100% - -MEAN: 26% 60% 56% - -Pass SCT0 SCT1 TEX SCB0 SCB1 - 1: 0% 0% 100% 100% 0% - 2: 0% 0% 100% 100% 0% - 3: 0% 0% 100% 100% 100% - 4: 0% 0% 100% 100% 100% - 5: 100% 100% 0% 100% 0% - 6: 0% 0% 0% 0% 100% - 7: 100% 100% 0% 0% 100% - 8: 0% 0% 100% 100% 100% - 9: 0% 0% 100% 100% 100% - 10: 0% 0% 100% 100% 100% - 11: 0% 0% 100% 100% 100% - 12: 0% 0% 100% 100% 100% - 13: 100% 100% 0% 100% 100% - 14: 100% 100% 0% 100% 100% - 15: 100% 100% 0% 100% 100% - -MEAN: 33% 33% 60% 86% 80% -Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 -Results 15 cycles, 3 r regs, 800,000,000 pixels/s -============================================================================*/ -#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) -/*--------------------------------------------------------------------------*/ -#pragma regcount 7 -#pragma disablepc all -#pragma option O2 -#pragma option OutColorPrec=fp16 -#pragma texformat default RGBA8 -/*==========================================================================*/ -half4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ -// (1) - half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaNe = rgbyNe.w + half(1.0/512.0); - #else - half lumaNe = rgbyNe.y + half(1.0/512.0); - #endif -/*--------------------------------------------------------------------------*/ -// (2) - half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaSwNegNe = lumaSw.w - lumaNe; - #else - half lumaSwNegNe = lumaSw.y - lumaNe; - #endif -/*--------------------------------------------------------------------------*/ -// (3) - half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); - half lumaMinNwSw = min(lumaNw.w, lumaSw.w); - #else - half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); - half lumaMinNwSw = min(lumaNw.y, lumaSw.y); - #endif -/*--------------------------------------------------------------------------*/ -// (4) - half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half dirZ = lumaNw.w + lumaSwNegNe; - half dirX = -lumaNw.w + lumaSwNegNe; - #else - half dirZ = lumaNw.y + lumaSwNegNe; - half dirX = -lumaNw.y + lumaSwNegNe; - #endif -/*--------------------------------------------------------------------------*/ -// (5) - half3 dir; - dir.y = 0.0; - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x = lumaSe.w + dirX; - dir.z = -lumaSe.w + dirZ; - half lumaMinNeSe = min(lumaNe, lumaSe.w); - #else - dir.x = lumaSe.y + dirX; - dir.z = -lumaSe.y + dirZ; - half lumaMinNeSe = min(lumaNe, lumaSe.y); - #endif -/*--------------------------------------------------------------------------*/ -// (6) - half4 dir1_pos; - dir1_pos.xy = normalize(dir).xz; - half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); -/*--------------------------------------------------------------------------*/ -// (7) - half4 dir2_pos; - dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); - dir1_pos.zw = pos.xy; - dir2_pos.zw = pos.xy; - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxNeSe = max(lumaNe, lumaSe.w); - #else - half lumaMaxNeSe = max(lumaNe, lumaSe.y); - #endif -/*--------------------------------------------------------------------------*/ -// (8) - half4 temp1N; - temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; - temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); - half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); - half lumaMin = min(lumaMinNwSw, lumaMinNeSe); -/*--------------------------------------------------------------------------*/ -// (9) - half4 rgby1; - rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; - rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); - rgby1 = (temp1N + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (10) - half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxM = max(lumaMax, rgbyM.w); - half lumaMinM = min(lumaMin, rgbyM.w); - #else - half lumaMaxM = max(lumaMax, rgbyM.y); - half lumaMinM = min(lumaMin, rgbyM.y); - #endif -/*--------------------------------------------------------------------------*/ -// (11) - half4 temp2N; - temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); - half4 rgby2; - rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; -/*--------------------------------------------------------------------------*/ -// (12) - rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); - rgby2 = (temp2N + rgby2) * 0.5; -/*--------------------------------------------------------------------------*/ -// (13) - rgby2 = (rgby2 + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (14) - #if (FXAA_GREEN_AS_LUMA == 0) - bool twoTapLt = rgby2.w < lumaMin; - bool twoTapGt = rgby2.w > lumaMax; - #else - bool twoTapLt = rgby2.y < lumaMin; - bool twoTapGt = rgby2.y > lumaMax; - #endif - bool earlyExit = lumaRangeM < lumaMax; - bool twoTap = twoTapLt || twoTapGt; -/*--------------------------------------------------------------------------*/ -// (15) - if(twoTap) rgby2 = rgby1; - if(earlyExit) rgby2 = rgbyM; -/*--------------------------------------------------------------------------*/ - return rgby2; } -/*==========================================================================*/ -#endif - -uniform sampler2D diffuseMap; +uniform sampler2DRect diffuseRect; +uniform sampler2DRect edgeMap; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; - -uniform vec2 tc_scale; -uniform vec2 rcp_screen_res; -uniform vec4 rcp_frame_opt; -uniform vec4 rcp_frame_opt2; -uniform vec2 screen_res; +uniform sampler2D bloomMap; uniform float depth_cutoff; uniform float norm_cutoff; @@ -2099,10 +43,9 @@ uniform float tan_pixel_angle; uniform float magnification; uniform mat4 inv_proj; +uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; - float getDepth(vec2 pos_screen) { @@ -2135,8 +78,8 @@ void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) float sc = calc_cof(d); float wg = 0.25; - - vec4 s = texture2D(diffuseMap, tc*tc_scale/screen_res); + + vec4 s = texture2DRect(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; @@ -2156,7 +99,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve { float wg = 0.25; - vec4 s = texture2D(diffuseMap, tc*tc_scale/screen_res); + vec4 s = texture2DRect(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' wg += s.r+s.g+s.b; @@ -2166,6 +109,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve } } + void main() { vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; @@ -2175,7 +119,7 @@ void main() float depth = getDepth(tc); - vec4 diff = texture2D(diffuseMap, vary_fragcoord.xy*tc_scale/screen_res); + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); { float w = 1.0; @@ -2189,7 +133,6 @@ void main() // sample quite uniformly spaced points within a circle, for a circular 'bokeh' //if (depth < focal_distance) - if (sc > 0.5) { while (sc > 0.5) { @@ -2205,30 +148,10 @@ void main() sc -= 1.0; } } - else - { - diff = FxaaPixelShader(vary_tc, //pos - vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos - diffuseMap, //tex - diffuseMap, - diffuseMap, - rcp_screen_res, //fxaaQualityRcpFrame - vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt - rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 - rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 - 0.75, //fxaaQualitySubpix - 0.07, //fxaaQualityEdgeThreshold - 0.03, //fxaaQualityEdgeThresholdMin - 8.0, //fxaaConsoleEdgeSharpness - 0.125, //fxaaConsoleEdgeThreshold - 0.05, //fxaaConsoleEdgeThresholdMin - vec4(0,0,0,0)); //fxaaConsole360ConstDir - - - } diff /= w; } - gl_FragColor = diff; + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 1f1057d8f7..c275434777 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -29,2090 +29,17 @@ out vec4 gl_FragColor; #endif -#define FXAA_PC 1 -//#define FXAA_GLSL_130 1 -#define FXAA_QUALITY__PRESET 12 +uniform sampler2DRect diffuseRect; +uniform sampler2D bloomMap; -/*============================================================================ - - - NVIDIA FXAA 3.11 by TIMOTHY LOTTES - - ------------------------------------------------------------------------------- -COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. ------------------------------------------------------------------------------- -TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED -*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS -OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF -MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA -OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR -CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR -LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, -OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE -THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH -DAMAGES. - ------------------------------------------------------------------------------- - INTEGRATION CHECKLIST ------------------------------------------------------------------------------- -(1.) -In the shader source, setup defines for the desired configuration. -When providing multiple shaders (for different presets), -simply setup the defines differently in multiple files. -Example, - - #define FXAA_PC 1 - #define FXAA_HLSL_5 1 - #define FXAA_QUALITY__PRESET 12 - -Or, - - #define FXAA_360 1 - -Or, - - #define FXAA_PS3 1 - -Etc. - -(2.) -Then include this file, - - #include "Fxaa3_11.h" - -(3.) -Then call the FXAA pixel shader from within your desired shader. -Look at the FXAA Quality FxaaPixelShader() for docs on inputs. -As for FXAA 3.11 all inputs for all shaders are the same -to enable easy porting between platforms. - - return FxaaPixelShader(...); - -(4.) -Insure pass prior to FXAA outputs RGBL (see next section). -Or use, - - #define FXAA_GREEN_AS_LUMA 1 - -(5.) -Setup engine to provide the following constants -which are used in the FxaaPixelShader() inputs, - - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir - -Look at the FXAA Quality FxaaPixelShader() for docs on inputs. - -(6.) -Have FXAA vertex shader run as a full screen triangle, -and output "pos" and "fxaaConsolePosPos" -such that inputs in the pixel shader provide, - - // {xy} = center of pixel - FxaaFloat2 pos, - - // {xy__} = upper left of pixel - // {__zw} = lower right of pixel - FxaaFloat4 fxaaConsolePosPos, - -(7.) -Insure the texture sampler(s) used by FXAA are set to bilinear filtering. - - ------------------------------------------------------------------------------- - INTEGRATION - RGBL AND COLORSPACE ------------------------------------------------------------------------------- -FXAA3 requires RGBL as input unless the following is set, - - #define FXAA_GREEN_AS_LUMA 1 - -In which case the engine uses green in place of luma, -and requires RGB input is in a non-linear colorspace. - -RGB should be LDR (low dynamic range). -Specifically do FXAA after tonemapping. - -RGB data as returned by a texture fetch can be non-linear, -or linear when FXAA_GREEN_AS_LUMA is not set. -Note an "sRGB format" texture counts as linear, -because the result of a texture fetch is linear data. -Regular "RGBA8" textures in the sRGB colorspace are non-linear. - -If FXAA_GREEN_AS_LUMA is not set, -luma must be stored in the alpha channel prior to running FXAA. -This luma should be in a perceptual space (could be gamma 2.0). -Example pass before FXAA where output is gamma 2.0 encoded, - - color.rgb = ToneMap(color.rgb); // linear color output - color.rgb = sqrt(color.rgb); // gamma 2.0 color output - return color; - -To use FXAA, - - color.rgb = ToneMap(color.rgb); // linear color output - color.rgb = sqrt(color.rgb); // gamma 2.0 color output - color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma - return color; - -Another example where output is linear encoded, -say for instance writing to an sRGB formated render target, -where the render target does the conversion back to sRGB after blending, - - color.rgb = ToneMap(color.rgb); // linear color output - return color; - -To use FXAA, - - color.rgb = ToneMap(color.rgb); // linear color output - color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma - return color; - -Getting luma correct is required for the algorithm to work correctly. - - ------------------------------------------------------------------------------- - BEING LINEARLY CORRECT? ------------------------------------------------------------------------------- -Applying FXAA to a framebuffer with linear RGB color will look worse. -This is very counter intuitive, but happends to be true in this case. -The reason is because dithering artifacts will be more visiable -in a linear colorspace. - - ------------------------------------------------------------------------------- - COMPLEX INTEGRATION ------------------------------------------------------------------------------- -Q. What if the engine is blending into RGB before wanting to run FXAA? - -A. In the last opaque pass prior to FXAA, - have the pass write out luma into alpha. - Then blend into RGB only. - FXAA should be able to run ok - assuming the blending pass did not any add aliasing. - This should be the common case for particles and common blending passes. - -A. Or use FXAA_GREEN_AS_LUMA. - -============================================================================*/ - -/*============================================================================ - - INTEGRATION KNOBS - -============================================================================*/ -// -// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). -// FXAA_360_OPT is a prototype for the new optimized 360 version. -// -// 1 = Use API. -// 0 = Don't use API. -// -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_PS3 - #define FXAA_PS3 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_360 - #define FXAA_360 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_360_OPT - #define FXAA_360_OPT 0 -#endif -/*==========================================================================*/ -#ifndef FXAA_PC - // - // FXAA Quality - // The high quality PC algorithm. - // - #define FXAA_PC 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_PC_CONSOLE - // - // The console algorithm for PC is included - // for developers targeting really low spec machines. - // Likely better to just run FXAA_PC, and use a really low preset. - // - #define FXAA_PC_CONSOLE 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GLSL_120 - #define FXAA_GLSL_120 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GLSL_130 - #define FXAA_GLSL_130 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_3 - #define FXAA_HLSL_3 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_4 - #define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_HLSL_5 - #define FXAA_HLSL_5 0 -#endif -/*==========================================================================*/ -#ifndef FXAA_GREEN_AS_LUMA - // - // For those using non-linear color, - // and either not able to get luma in alpha, or not wanting to, - // this enables FXAA to run using green as a proxy for luma. - // So with this enabled, no need to pack luma in alpha. - // - // This will turn off AA on anything which lacks some amount of green. - // Pure red and blue or combination of only R and B, will get no AA. - // - // Might want to lower the settings for both, - // fxaaConsoleEdgeThresholdMin - // fxaaQualityEdgeThresholdMin - // In order to insure AA does not get turned off on colors - // which contain a minor amount of green. - // - // 1 = On. - // 0 = Off. - // - #define FXAA_GREEN_AS_LUMA 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_EARLY_EXIT - // - // Controls algorithm's early exit path. - // On PS3 turning this ON adds 2 cycles to the shader. - // On 360 turning this OFF adds 10ths of a millisecond to the shader. - // Turning this off on console will result in a more blurry image. - // So this defaults to on. - // - // 1 = On. - // 0 = Off. - // - #define FXAA_EARLY_EXIT 1 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_DISCARD - // - // Only valid for PC OpenGL currently. - // Probably will not work when FXAA_GREEN_AS_LUMA = 1. - // - // 1 = Use discard on pixels which don't need AA. - // For APIs which enable concurrent TEX+ROP from same surface. - // 0 = Return unchanged color on pixels which don't need AA. - // - #define FXAA_DISCARD 0 -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_FAST_PIXEL_OFFSET - // - // Used for GLSL 120 only. - // - // 1 = GL API supports fast pixel offsets - // 0 = do not use fast pixel offsets - // - #ifdef GL_EXT_gpu_shader4 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifdef GL_NV_gpu_shader5 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifdef GL_ARB_gpu_shader5 - #define FXAA_FAST_PIXEL_OFFSET 1 - #endif - #ifndef FXAA_FAST_PIXEL_OFFSET - #define FXAA_FAST_PIXEL_OFFSET 0 - #endif -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_GATHER4_ALPHA - // - // 1 = API supports gather4 on alpha channel. - // 0 = API does not support gather4 on alpha channel. - // - #if (FXAA_HLSL_5 == 1) - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifdef GL_ARB_gpu_shader5 - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifdef GL_NV_gpu_shader5 - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifndef FXAA_GATHER4_ALPHA - #define FXAA_GATHER4_ALPHA 0 - #endif -#endif - -/*============================================================================ - FXAA CONSOLE PS3 - TUNING KNOBS -============================================================================*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS - // - // Consoles the sharpness of edges on PS3 only. - // Non-PS3 tuning is done with shader input. - // - // Due to the PS3 being ALU bound, - // there are only two safe values here: 4 and 8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // - // 8.0 is sharper - // 4.0 is softer - // 2.0 is really soft (good for vector graphics inputs) - // - #if 1 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 - #endif - #if 0 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 - #endif - #if 0 - #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 - #endif -#endif -/*--------------------------------------------------------------------------*/ -#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD - // - // Only effects PS3. - // Non-PS3 tuning is done with shader input. - // - // The minimum amount of local contrast required to apply algorithm. - // The console setting has a different mapping than the quality setting. - // - // This only applies when FXAA_EARLY_EXIT is 1. - // - // Due to the PS3 being ALU bound, - // there are only two safe values here: 0.25 and 0.125. - // These options use the shaders ability to a free *|/ by 2|4|8. - // - // 0.125 leaves less aliasing, but is softer - // 0.25 leaves more aliasing, and is sharper - // - #if 1 - #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 - #else - #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 - #endif -#endif - -/*============================================================================ - FXAA QUALITY - TUNING KNOBS ------------------------------------------------------------------------------- -NOTE the other tuning knobs are now in the shader function inputs! -============================================================================*/ -#ifndef FXAA_QUALITY__PRESET - // - // Choose the quality preset. - // This needs to be compiled into the shader as it effects code. - // Best option to include multiple presets is to - // in each shader define the preset, then include this file. - // - // OPTIONS - // ----------------------------------------------------------------------- - // 10 to 15 - default medium dither (10=fastest, 15=highest quality) - // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) - // 39 - no dither, very expensive - // - // NOTES - // ----------------------------------------------------------------------- - // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) - // 13 = about same speed as FXAA 3.9 and better than 12 - // 23 = closest to FXAA 3.9 visually and performance wise - // _ = the lowest digit is directly related to performance - // _ = the highest digit is directly related to style - // - #define FXAA_QUALITY__PRESET 12 -#endif - - -/*============================================================================ - - FXAA QUALITY - PRESETS - -============================================================================*/ - -/*============================================================================ - FXAA QUALITY - MEDIUM DITHER PRESETS -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 10) - #define FXAA_QUALITY__PS 3 - #define FXAA_QUALITY__P0 1.5 - #define FXAA_QUALITY__P1 3.0 - #define FXAA_QUALITY__P2 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 11) - #define FXAA_QUALITY__PS 4 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 3.0 - #define FXAA_QUALITY__P3 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 12) - #define FXAA_QUALITY__PS 5 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 4.0 - #define FXAA_QUALITY__P4 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 13) - #define FXAA_QUALITY__PS 6 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 4.0 - #define FXAA_QUALITY__P5 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 14) - #define FXAA_QUALITY__PS 7 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 4.0 - #define FXAA_QUALITY__P6 12.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 15) - #define FXAA_QUALITY__PS 8 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 4.0 - #define FXAA_QUALITY__P7 12.0 -#endif - -/*============================================================================ - FXAA QUALITY - LOW DITHER PRESETS -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 20) - #define FXAA_QUALITY__PS 3 - #define FXAA_QUALITY__P0 1.5 - #define FXAA_QUALITY__P1 2.0 - #define FXAA_QUALITY__P2 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 21) - #define FXAA_QUALITY__PS 4 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 22) - #define FXAA_QUALITY__PS 5 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 23) - #define FXAA_QUALITY__PS 6 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 24) - #define FXAA_QUALITY__PS 7 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 3.0 - #define FXAA_QUALITY__P6 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 25) - #define FXAA_QUALITY__PS 8 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 4.0 - #define FXAA_QUALITY__P7 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 26) - #define FXAA_QUALITY__PS 9 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 4.0 - #define FXAA_QUALITY__P8 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 27) - #define FXAA_QUALITY__PS 10 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 4.0 - #define FXAA_QUALITY__P9 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 28) - #define FXAA_QUALITY__PS 11 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 4.0 - #define FXAA_QUALITY__P10 8.0 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_QUALITY__PRESET == 29) - #define FXAA_QUALITY__PS 12 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.5 - #define FXAA_QUALITY__P2 2.0 - #define FXAA_QUALITY__P3 2.0 - #define FXAA_QUALITY__P4 2.0 - #define FXAA_QUALITY__P5 2.0 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 2.0 - #define FXAA_QUALITY__P10 4.0 - #define FXAA_QUALITY__P11 8.0 -#endif - -/*============================================================================ - FXAA QUALITY - EXTREME QUALITY -============================================================================*/ -#if (FXAA_QUALITY__PRESET == 39) - #define FXAA_QUALITY__PS 12 - #define FXAA_QUALITY__P0 1.0 - #define FXAA_QUALITY__P1 1.0 - #define FXAA_QUALITY__P2 1.0 - #define FXAA_QUALITY__P3 1.0 - #define FXAA_QUALITY__P4 1.0 - #define FXAA_QUALITY__P5 1.5 - #define FXAA_QUALITY__P6 2.0 - #define FXAA_QUALITY__P7 2.0 - #define FXAA_QUALITY__P8 2.0 - #define FXAA_QUALITY__P9 2.0 - #define FXAA_QUALITY__P10 4.0 - #define FXAA_QUALITY__P11 8.0 -#endif - - - -/*============================================================================ - - API PORTING - -============================================================================*/ -#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) - #define FxaaBool bool - #define FxaaDiscard discard - #define FxaaFloat float - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaHalf float - #define FxaaHalf2 vec2 - #define FxaaHalf3 vec3 - #define FxaaHalf4 vec4 - #define FxaaInt2 ivec2 - #define FxaaSat(x) clamp(x, 0.0, 1.0) - #define FxaaTex sampler2D -#else - #define FxaaBool bool - #define FxaaDiscard clip(-1) - #define FxaaFloat float - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaHalf half - #define FxaaHalf2 half2 - #define FxaaHalf3 half3 - #define FxaaHalf4 half4 - #define FxaaSat(x) saturate(x) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GLSL_120 == 1) - // Requires, - // #version 120 - // And at least, - // #extension GL_EXT_gpu_shader4 : enable - // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) - #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) - #if (FXAA_FAST_PIXEL_OFFSET == 1) - #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) - #else - #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) - #endif - #if (FXAA_GATHER4_ALPHA == 1) - // use #extension GL_ARB_gpu_shader5 : enable - #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) - #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) - #define FxaaTexGreen4(t, p) textureGather(t, p, 1) - #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) - #endif -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_GLSL_130 == 1) - // Requires "#version 130" or better - #define FxaaTexTop(t, p) textureLod(t, p, 0.0) - #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) - #if (FXAA_GATHER4_ALPHA == 1) - // use #extension GL_ARB_gpu_shader5 : enable - #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) - #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) - #define FxaaTexGreen4(t, p) textureGather(t, p, 1) - #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) - #endif -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) - #define FxaaInt2 float2 - #define FxaaTex sampler2D - #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) - #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_4 == 1) - #define FxaaInt2 int2 - struct FxaaTex { SamplerState smpl; Texture2D tex; }; - #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_HLSL_5 == 1) - #define FxaaInt2 int2 - struct FxaaTex { SamplerState smpl; Texture2D tex; }; - #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) - #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) - #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) - #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) - #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) -#endif - - -/*============================================================================ - GREEN AS LUMA OPTION SUPPORT FUNCTION -============================================================================*/ -#if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } -#else - FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } -#endif - - - - -/*============================================================================ - - FXAA3 QUALITY - PC - -============================================================================*/ -#if (FXAA_PC == 1) -/*--------------------------------------------------------------------------*/ -FxaaFloat4 FxaaPixelShader( - // - // Use noperspective interpolation here (turn off perspective interpolation). - // {xy} = center of pixel - FxaaFloat2 pos, - // - // Used only for FXAA Console, and not used on the 360 version. - // Use noperspective interpolation here (turn off perspective interpolation). - // {xy__} = upper left of pixel - // {__zw} = lower right of pixel - FxaaFloat4 fxaaConsolePosPos, - // - // Input color texture. - // {rgb_} = color in linear or perceptual color space - // if (FXAA_GREEN_AS_LUMA == 0) - // {___a} = luma in perceptual color space (not linear) - FxaaTex tex, - // - // Only used on the optimized 360 version of FXAA Console. - // For everything but 360, just use the same input here as for "tex". - // For 360, same texture, just alias with a 2nd sampler. - // This sampler needs to have an exponent bias of -1. - FxaaTex fxaaConsole360TexExpBiasNegOne, - // - // Only used on the optimized 360 version of FXAA Console. - // For everything but 360, just use the same input here as for "tex". - // For 360, same texture, just alias with a 3nd sampler. - // This sampler needs to have an exponent bias of -2. - FxaaTex fxaaConsole360TexExpBiasNegTwo, - // - // Only used on FXAA Quality. - // This must be from a constant/uniform. - // {x_} = 1.0/screenWidthInPixels - // {_y} = 1.0/screenHeightInPixels - FxaaFloat2 fxaaQualityRcpFrame, - // - // Only used on FXAA Console. - // This must be from a constant/uniform. - // This effects sub-pixel AA quality and inversely sharpness. - // Where N ranges between, - // N = 0.50 (default) - // N = 0.33 (sharper) - // {x___} = -N/screenWidthInPixels - // {_y__} = -N/screenHeightInPixels - // {__z_} = N/screenWidthInPixels - // {___w} = N/screenHeightInPixels - FxaaFloat4 fxaaConsoleRcpFrameOpt, - // - // Only used on FXAA Console. - // Not used on 360, but used on PS3 and PC. - // This must be from a constant/uniform. - // {x___} = -2.0/screenWidthInPixels - // {_y__} = -2.0/screenHeightInPixels - // {__z_} = 2.0/screenWidthInPixels - // {___w} = 2.0/screenHeightInPixels - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - // - // Only used on FXAA Console. - // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. - // This must be from a constant/uniform. - // {x___} = 8.0/screenWidthInPixels - // {_y__} = 8.0/screenHeightInPixels - // {__z_} = -4.0/screenWidthInPixels - // {___w} = -4.0/screenHeightInPixels - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__SUBPIX define. - // It is here now to allow easier tuning. - // Choose the amount of sub-pixel aliasing removal. - // This can effect sharpness. - // 1.00 - upper limit (softer) - // 0.75 - default amount of filtering - // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) - // 0.25 - almost off - // 0.00 - completely off - FxaaFloat fxaaQualitySubpix, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. - // It is here now to allow easier tuning. - // The minimum amount of local contrast required to apply algorithm. - // 0.333 - too little (faster) - // 0.250 - low quality - // 0.166 - default - // 0.125 - high quality - // 0.063 - overkill (slower) - FxaaFloat fxaaQualityEdgeThreshold, - // - // Only used on FXAA Quality. - // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. - // It is here now to allow easier tuning. - // Trims the algorithm from processing darks. - // 0.0833 - upper limit (default, the start of visible unfiltered edges) - // 0.0625 - high quality (faster) - // 0.0312 - visible limit (slower) - // Special notes when using FXAA_GREEN_AS_LUMA, - // Likely want to set this to zero. - // As colors that are mostly not-green - // will appear very dark in the green channel! - // Tune by looking at mostly non-green content, - // then start at zero and increase until aliasing is a problem. - FxaaFloat fxaaQualityEdgeThresholdMin, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. - // It is here now to allow easier tuning. - // This does not effect PS3, as this needs to be compiled in. - // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. - // Due to the PS3 being ALU bound, - // there are only three safe values here: 2 and 4 and 8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // For all other platforms can be a non-power of two. - // 8.0 is sharper (default!!!) - // 4.0 is softer - // 2.0 is really soft (good only for vector graphics inputs) - FxaaFloat fxaaConsoleEdgeSharpness, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. - // It is here now to allow easier tuning. - // This does not effect PS3, as this needs to be compiled in. - // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. - // Due to the PS3 being ALU bound, - // there are only two safe values here: 1/4 and 1/8. - // These options use the shaders ability to a free *|/ by 2|4|8. - // The console setting has a different mapping than the quality setting. - // Other platforms can use other values. - // 0.125 leaves less aliasing, but is softer (default!!!) - // 0.25 leaves more aliasing, and is sharper - FxaaFloat fxaaConsoleEdgeThreshold, - // - // Only used on FXAA Console. - // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. - // It is here now to allow easier tuning. - // Trims the algorithm from processing darks. - // The console setting has a different mapping than the quality setting. - // This only applies when FXAA_EARLY_EXIT is 1. - // This does not apply to PS3, - // PS3 was simplified to avoid more shader instructions. - // 0.06 - faster but more aliasing in darks - // 0.05 - default - // 0.04 - slower and less aliasing in darks - // Special notes when using FXAA_GREEN_AS_LUMA, - // Likely want to set this to zero. - // As colors that are mostly not-green - // will appear very dark in the green channel! - // Tune by looking at mostly non-green content, - // then start at zero and increase until aliasing is a problem. - FxaaFloat fxaaConsoleEdgeThresholdMin, - // - // Extra constants for 360 FXAA Console only. - // Use zeros or anything else for other platforms. - // These must be in physical constant registers and NOT immedates. - // Immedates will result in compiler un-optimizing. - // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posM; - posM.x = pos.x; - posM.y = pos.y; - #if (FXAA_GATHER4_ALPHA == 1) - #if (FXAA_DISCARD == 0) - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #if (FXAA_GREEN_AS_LUMA == 0) - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - #endif - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); - FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); - #else - FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); - FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); - #endif - #if (FXAA_DISCARD == 1) - #define lumaM luma4A.w - #endif - #define lumaE luma4A.z - #define lumaS luma4A.x - #define lumaSE luma4A.y - #define lumaNW luma4B.w - #define lumaN luma4B.z - #define lumaW luma4B.x - #else - FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); - #if (FXAA_GREEN_AS_LUMA == 0) - #define lumaM rgbyM.w - #else - #define lumaM rgbyM.y - #endif - FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat maxSM = max(lumaS, lumaM); - FxaaFloat minSM = min(lumaS, lumaM); - FxaaFloat maxESM = max(lumaE, maxSM); - FxaaFloat minESM = min(lumaE, minSM); - FxaaFloat maxWN = max(lumaN, lumaW); - FxaaFloat minWN = min(lumaN, lumaW); - FxaaFloat rangeMax = max(maxWN, maxESM); - FxaaFloat rangeMin = min(minWN, minESM); - FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; - FxaaFloat range = rangeMax - rangeMin; - FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); - FxaaBool earlyExit = range < rangeMaxClamped; -/*--------------------------------------------------------------------------*/ - if(earlyExit) - #if (FXAA_DISCARD == 1) - FxaaDiscard; - #else - return rgbyM; - #endif -/*--------------------------------------------------------------------------*/ - #if (FXAA_GATHER4_ALPHA == 0) - FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); - #else - FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); - FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNS = lumaN + lumaS; - FxaaFloat lumaWE = lumaW + lumaE; - FxaaFloat subpixRcpRange = 1.0/range; - FxaaFloat subpixNSWE = lumaNS + lumaWE; - FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; - FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNESE = lumaNE + lumaSE; - FxaaFloat lumaNWNE = lumaNW + lumaNE; - FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; - FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNWSW = lumaNW + lumaSW; - FxaaFloat lumaSWSE = lumaSW + lumaSE; - FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); - FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); - FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; - FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; - FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; - FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; -/*--------------------------------------------------------------------------*/ - FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; - FxaaFloat lengthSign = fxaaQualityRcpFrame.x; - FxaaBool horzSpan = edgeHorz >= edgeVert; - FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; -/*--------------------------------------------------------------------------*/ - if(!horzSpan) lumaN = lumaW; - if(!horzSpan) lumaS = lumaE; - if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; - FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; -/*--------------------------------------------------------------------------*/ - FxaaFloat gradientN = lumaN - lumaM; - FxaaFloat gradientS = lumaS - lumaM; - FxaaFloat lumaNN = lumaN + lumaM; - FxaaFloat lumaSS = lumaS + lumaM; - FxaaBool pairN = abs(gradientN) >= abs(gradientS); - FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); - if(pairN) lengthSign = -lengthSign; - FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posB; - posB.x = posM.x; - posB.y = posM.y; - FxaaFloat2 offNP; - offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; - offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; - if(!horzSpan) posB.x += lengthSign * 0.5; - if( horzSpan) posB.y += lengthSign * 0.5; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 posN; - posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; - posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; - FxaaFloat2 posP; - posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; - posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; - FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; - FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); - FxaaFloat subpixE = subpixC * subpixC; - FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); -/*--------------------------------------------------------------------------*/ - if(!pairN) lumaNN = lumaSS; - FxaaFloat gradientScaled = gradient * 1.0/4.0; - FxaaFloat lumaMM = lumaM - lumaNN * 0.5; - FxaaFloat subpixF = subpixD * subpixE; - FxaaBool lumaMLTZero = lumaMM < 0.0; -/*--------------------------------------------------------------------------*/ - lumaEndN -= lumaNN * 0.5; - lumaEndP -= lumaNN * 0.5; - FxaaBool doneN = abs(lumaEndN) >= gradientScaled; - FxaaBool doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; - FxaaBool doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; -/*--------------------------------------------------------------------------*/ - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 3) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 4) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 5) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 6) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 7) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 8) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 9) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 10) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 11) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; -/*--------------------------------------------------------------------------*/ - #if (FXAA_QUALITY__PS > 12) - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } - #endif -/*--------------------------------------------------------------------------*/ - } -/*--------------------------------------------------------------------------*/ - FxaaFloat dstN = posM.x - posN.x; - FxaaFloat dstP = posP.x - posM.x; - if(!horzSpan) dstN = posM.y - posN.y; - if(!horzSpan) dstP = posP.y - posM.y; -/*--------------------------------------------------------------------------*/ - FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; - FxaaFloat spanLength = (dstP + dstN); - FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; - FxaaFloat spanLengthRcp = 1.0/spanLength; -/*--------------------------------------------------------------------------*/ - FxaaBool directionN = dstN < dstP; - FxaaFloat dst = min(dstN, dstP); - FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; - FxaaFloat subpixG = subpixF * subpixF; - FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; - FxaaFloat subpixH = subpixG * fxaaQualitySubpix; -/*--------------------------------------------------------------------------*/ - FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; - FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); - if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; - if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; - #if (FXAA_DISCARD == 1) - return FxaaTexTop(tex, posM); - #else - return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); - #endif -} -/*==========================================================================*/ -#endif - - - - -/*============================================================================ - - FXAA3 CONSOLE - PC VERSION - ------------------------------------------------------------------------------- -Instead of using this on PC, I'd suggest just using FXAA Quality with - #define FXAA_QUALITY__PRESET 10 -Or - #define FXAA_QUALITY__PRESET 20 -Either are higher qualilty and almost as fast as this on modern PC GPUs. -============================================================================*/ -#if (FXAA_PC_CONSOLE == 1) -/*--------------------------------------------------------------------------*/ -FxaaFloat4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); - FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); - FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); - FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaFloat lumaM = rgbyM.w; - #else - FxaaFloat lumaM = rgbyM.y; - #endif -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); - lumaNe += 1.0/384.0; - FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); - FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); - FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; -/*--------------------------------------------------------------------------*/ - FxaaFloat lumaMinM = min(lumaMin, lumaM); - FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); - FxaaFloat lumaMaxM = max(lumaMax, lumaM); - FxaaFloat dirSwMinusNe = lumaSw - lumaNe; - FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; - FxaaFloat dirSeMinusNw = lumaSe - lumaNw; - if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 dir; - dir.x = dirSwMinusNe + dirSeMinusNw; - dir.y = dirSwMinusNe - dirSeMinusNw; -/*--------------------------------------------------------------------------*/ - FxaaFloat2 dir1 = normalize(dir.xy); - FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); - FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); -/*--------------------------------------------------------------------------*/ - FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; - FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); - FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); -/*--------------------------------------------------------------------------*/ - FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; - FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); -/*--------------------------------------------------------------------------*/ - #if (FXAA_GREEN_AS_LUMA == 0) - FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); - #else - FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); - #endif - if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; - return rgbyB; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - 360 PIXEL SHADER - ------------------------------------------------------------------------------- -This optimized version thanks to suggestions from Andy Luedke. -Should be fully tex bound in all cases. -As of the FXAA 3.11 release, I have still not tested this code, -however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. -And note this is replacing the old unoptimized version. -If it does not work, please let me know so I can fix it. -============================================================================*/ -#if (FXAA_360 == 1) -/*--------------------------------------------------------------------------*/ -[reduceTempRegUsage(4)] -float4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ - float4 lumaNwNeSwSe; - #if (FXAA_GREEN_AS_LUMA == 0) - asm { - tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false - }; - #else - asm { - tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false - tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false - }; - #endif -/*--------------------------------------------------------------------------*/ - lumaNwNeSwSe.y += 1.0/384.0; - float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); - float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); - float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); - float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); -/*--------------------------------------------------------------------------*/ - float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); - #if (FXAA_GREEN_AS_LUMA == 0) - float lumaMinM = min(lumaMin, rgbyM.w); - float lumaMaxM = max(lumaMax, rgbyM.w); - #else - float lumaMinM = min(lumaMin, rgbyM.y); - float lumaMaxM = max(lumaMax, rgbyM.y); - #endif - if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; -/*--------------------------------------------------------------------------*/ - float2 dir; - dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); - dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); - dir = normalize(dir); -/*--------------------------------------------------------------------------*/ - float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; -/*--------------------------------------------------------------------------*/ - float4 dir2; - float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; - dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); - dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; -/*--------------------------------------------------------------------------*/ - float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); - float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); - float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); - float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); -/*--------------------------------------------------------------------------*/ - float4 rgbyA = rgbyN1 + rgbyP1; - float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; -/*--------------------------------------------------------------------------*/ - float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; - rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; - return rgbyR; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) - -============================================================================== -The code below does not exactly match the assembly. -I have a feeling that 12 cycles is possible, but was not able to get there. -Might have to increase register count to get full performance. -Note this shader does not use perspective interpolation. - -Use the following cgc options, - - --fenable-bx2 --fastmath --fastprecision --nofloatbindings - ------------------------------------------------------------------------------- - NVSHADERPERF OUTPUT ------------------------------------------------------------------------------- -For reference and to aid in debug, output of NVShaderPerf should match this, - -Shader to schedule: - 0: texpkb h0.w(TRUE), v5.zyxx, #0 - 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x - 4: texpkb h0.w(TRUE), v5.xwxx, #0 - 6: addh h0.z(TRUE), -h2, h0.w - 7: texpkb h1.w(TRUE), v5, #0 - 9: addh h0.x(TRUE), h0.z, -h1.w - 10: addh h3.w(TRUE), h0.z, h1 - 11: texpkb h2.w(TRUE), v5.zwzz, #0 - 13: addh h0.z(TRUE), h3.w, -h2.w - 14: addh h0.x(TRUE), h2.w, h0 - 15: nrmh h1.xz(TRUE), h0_n - 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| - 17: maxh h4.w(TRUE), h0, h1 - 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n - 19: movr r1.zw(TRUE), v4.xxxy - 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww - 22: minh h5.w(TRUE), h0, h1 - 23: texpkb h0(TRUE), r2.xzxx, #0 - 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 - 27: maxh h4.x(TRUE), h2.z, h2.w - 28: texpkb h1(TRUE), r0.zwzz, #0 - 30: addh_d2 h1(TRUE), h0, h1 - 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 33: texpkb h0(TRUE), r0, #0 - 35: minh h4.z(TRUE), h2, h2.w - 36: fenct TRUE - 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 39: texpkb h2(TRUE), r1, #0 - 41: addh_d2 h0(TRUE), h0, h2 - 42: maxh h2.w(TRUE), h4, h4.x - 43: minh h2.x(TRUE), h5.w, h4.z - 44: addh_d2 h0(TRUE), h0, h1 - 45: slth h2.x(TRUE), h0.w, h2 - 46: sgth h2.w(TRUE), h0, h2 - 47: movh h0(TRUE), h0 - 48: addx.c0 rc(TRUE), h2, h2.w - 49: movh h0(c0.NE.x), h1 - -IPU0 ------ Simplified schedule: -------- -Pass | Unit | uOp | PC: Op ------+--------+------+------------------------- - 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; - | | | - 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; - | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; - | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; - | | | - 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; - | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; - | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; - | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; - | | | - 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; - | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; - | | | - 5 | SCT1 | mov | 15: NRMh h1.xz, h0; - | SRB | nrm | 15: NRMh h1.xz, h0; - | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; - | SCB1 | max | 17: MAXh h4.w, h0, h1; - | | | - 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; - | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; - | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; - | SCB1 | min | 22: MINh h5.w, h0, h1; - | | | - 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; - | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; - | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; - | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; - | | | - 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; - | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; - | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; - | | | - 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; - | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; - | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; - | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; - | | | - 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; - | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; - | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; - | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; - | | | - 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; - | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; - | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; - | | | - 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; - | SCT1 | set | 46: SGTh h2.w, h0, h2; - | SCB0/1 | mul | 47: MOVh h0, h0; - | | | - 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; - | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; - -Pass SCT TEX SCB - 1: 0% 100% 25% - 2: 0% 100% 25% - 3: 0% 100% 50% - 4: 0% 100% 50% - 5: 0% 0% 50% - 6: 100% 0% 75% - 7: 0% 100% 75% - 8: 0% 100% 100% - 9: 0% 100% 25% - 10: 0% 100% 100% - 11: 50% 0% 100% - 12: 50% 0% 100% - 13: 25% 0% 100% - -MEAN: 17% 61% 67% - -Pass SCT0 SCT1 TEX SCB0 SCB1 - 1: 0% 0% 100% 0% 100% - 2: 0% 0% 100% 0% 100% - 3: 0% 0% 100% 100% 100% - 4: 0% 0% 100% 100% 100% - 5: 0% 0% 0% 100% 100% - 6: 100% 100% 0% 100% 100% - 7: 0% 0% 100% 100% 100% - 8: 0% 0% 100% 100% 100% - 9: 0% 0% 100% 0% 100% - 10: 0% 0% 100% 100% 100% - 11: 100% 100% 0% 100% 100% - 12: 100% 100% 0% 100% 100% - 13: 100% 0% 0% 100% 100% - -MEAN: 30% 23% 61% 76% 100% -Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 -Results 13 cycles, 3 r regs, 923,076,923 pixels/s -============================================================================*/ -#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) -/*--------------------------------------------------------------------------*/ -#pragma regcount 7 -#pragma disablepc all -#pragma option O3 -#pragma option OutColorPrec=fp16 -#pragma texformat default RGBA8 -/*==========================================================================*/ -half4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ -// (1) - half4 dir; - half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - lumaNe.w += half(1.0/512.0); - dir.x = -lumaNe.w; - dir.z = -lumaNe.w; - #else - lumaNe.y += half(1.0/512.0); - dir.x = -lumaNe.y; - dir.z = -lumaNe.y; - #endif -/*--------------------------------------------------------------------------*/ -// (2) - half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x += lumaSw.w; - dir.z += lumaSw.w; - #else - dir.x += lumaSw.y; - dir.z += lumaSw.y; - #endif -/*--------------------------------------------------------------------------*/ -// (3) - half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x -= lumaNw.w; - dir.z += lumaNw.w; - #else - dir.x -= lumaNw.y; - dir.z += lumaNw.y; - #endif -/*--------------------------------------------------------------------------*/ -// (4) - half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x += lumaSe.w; - dir.z -= lumaSe.w; - #else - dir.x += lumaSe.y; - dir.z -= lumaSe.y; - #endif -/*--------------------------------------------------------------------------*/ -// (5) - half4 dir1_pos; - dir1_pos.xy = normalize(dir.xyz).xz; - half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); -/*--------------------------------------------------------------------------*/ -// (6) - half4 dir2_pos; - dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); - dir1_pos.zw = pos.xy; - dir2_pos.zw = pos.xy; - half4 temp1N; - temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -/*--------------------------------------------------------------------------*/ -// (7) - temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); - half4 rgby1; - rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; -/*--------------------------------------------------------------------------*/ -// (8) - rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); - rgby1 = (temp1N + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (9) - half4 temp2N; - temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); -/*--------------------------------------------------------------------------*/ -// (10) - half4 rgby2; - rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); - rgby2 = (temp2N + rgby2) * 0.5; -/*--------------------------------------------------------------------------*/ -// (11) - // compilier moves these scalar ops up to other cycles - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); - half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); - #else - half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); - half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); - #endif - rgby2 = (rgby2 + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (12) - #if (FXAA_GREEN_AS_LUMA == 0) - bool twoTapLt = rgby2.w < lumaMin; - bool twoTapGt = rgby2.w > lumaMax; - #else - bool twoTapLt = rgby2.y < lumaMin; - bool twoTapGt = rgby2.y > lumaMax; - #endif -/*--------------------------------------------------------------------------*/ -// (13) - if(twoTapLt || twoTapGt) rgby2 = rgby1; -/*--------------------------------------------------------------------------*/ - return rgby2; } -/*==========================================================================*/ -#endif - - - -/*============================================================================ - - FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) - -============================================================================== -The code mostly matches the assembly. -I have a feeling that 14 cycles is possible, but was not able to get there. -Might have to increase register count to get full performance. -Note this shader does not use perspective interpolation. - -Use the following cgc options, - - --fenable-bx2 --fastmath --fastprecision --nofloatbindings - -Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). -Will look at fixing this for FXAA 3.12. ------------------------------------------------------------------------------- - NVSHADERPERF OUTPUT ------------------------------------------------------------------------------- -For reference and to aid in debug, output of NVShaderPerf should match this, - -Shader to schedule: - 0: texpkb h0.w(TRUE), v5.zyxx, #0 - 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x - 4: texpkb h1.w(TRUE), v5.xwxx, #0 - 6: addh h0.x(TRUE), h1.w, -h2.y - 7: texpkb h2.w(TRUE), v5.zwzz, #0 - 9: minh h4.w(TRUE), h2.y, h2 - 10: maxh h5.x(TRUE), h2.y, h2.w - 11: texpkb h0.w(TRUE), v5, #0 - 13: addh h3.w(TRUE), -h0, h0.x - 14: addh h0.x(TRUE), h0.w, h0 - 15: addh h0.z(TRUE), -h2.w, h0.x - 16: addh h0.x(TRUE), h2.w, h3.w - 17: minh h5.y(TRUE), h0.w, h1.w - 18: nrmh h2.xz(TRUE), h0_n - 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| - 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w - 21: movr r1.zw(TRUE), v4.xxxy - 22: maxh h2.w(TRUE), h0, h1 - 23: fenct TRUE - 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz - 26: texpkb h0(TRUE), r0, #0 - 28: maxh h5.x(TRUE), h2.w, h5 - 29: minh h5.w(TRUE), h5.y, h4 - 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz - 32: texpkb h2(TRUE), r1, #0 - 34: addh_d2 h2(TRUE), h0, h2 - 35: texpkb h1(TRUE), v4, #0 - 37: maxh h5.y(TRUE), h5.x, h1.w - 38: minh h4.w(TRUE), h1, h5 - 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 41: texpkb h0(TRUE), r0, #0 - 43: addh_m8 h5.z(TRUE), h5.y, -h4.w - 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz - 46: texpkb h3(TRUE), r2, #0 - 48: addh_d2 h0(TRUE), h0, h3 - 49: addh_d2 h3(TRUE), h0, h2 - 50: movh h0(TRUE), h3 - 51: slth h3.x(TRUE), h3.w, h5.w - 52: sgth h3.w(TRUE), h3, h5.x - 53: addx.c0 rc(TRUE), h3.x, h3 - 54: slth.c0 rc(TRUE), h5.z, h5 - 55: movh h0(c0.NE.w), h2 - 56: movh h0(c0.NE.x), h1 - -IPU0 ------ Simplified schedule: -------- -Pass | Unit | uOp | PC: Op ------+--------+------+------------------------- - 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; - | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; - | | | - 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; - | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; - | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; - | | | - 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; - | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; - | SCB1 | min | 9: MINh h4.w, h2.---y, h2; - | | | - 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; - | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; - | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; - | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; - | | | - 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; - | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; - | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; - | | | - 6 | SCT1 | mov | 18: NRMh h2.xz, h0; - | SRB | nrm | 18: NRMh h2.xz, h0; - | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; - | | | - 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; - | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; - | SCB1 | max | 22: MAXh h2.w, h0, h1; - | | | - 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; - | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; - | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; - | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; - | SCB1 | min | 29: MINh h5.w, h5.---y, h4; - | | | - 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; - | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; - | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; - | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; - | | | - 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; - | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; - | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; - | SCB1 | min | 38: MINh h4.w, h1, h5; - | | | - 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; - | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; - | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; - | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; - | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; - | | | - 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; - | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; - | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; - | | | - 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; - | SCB0/1 | mul | 50: MOVh h0, h3; - | | | - 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; - | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; - | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; - | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; - | | | - 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; - | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; - -Pass SCT TEX SCB - 1: 0% 100% 25% - 2: 0% 100% 25% - 3: 0% 100% 50% - 4: 0% 100% 50% - 5: 50% 0% 25% - 6: 0% 0% 25% - 7: 100% 0% 25% - 8: 0% 100% 50% - 9: 0% 100% 100% - 10: 0% 100% 50% - 11: 0% 100% 75% - 12: 0% 100% 100% - 13: 100% 0% 100% - 14: 50% 0% 50% - 15: 100% 0% 100% - -MEAN: 26% 60% 56% - -Pass SCT0 SCT1 TEX SCB0 SCB1 - 1: 0% 0% 100% 100% 0% - 2: 0% 0% 100% 100% 0% - 3: 0% 0% 100% 100% 100% - 4: 0% 0% 100% 100% 100% - 5: 100% 100% 0% 100% 0% - 6: 0% 0% 0% 0% 100% - 7: 100% 100% 0% 0% 100% - 8: 0% 0% 100% 100% 100% - 9: 0% 0% 100% 100% 100% - 10: 0% 0% 100% 100% 100% - 11: 0% 0% 100% 100% 100% - 12: 0% 0% 100% 100% 100% - 13: 100% 100% 0% 100% 100% - 14: 100% 100% 0% 100% 100% - 15: 100% 100% 0% 100% 100% - -MEAN: 33% 33% 60% 86% 80% -Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 -Results 15 cycles, 3 r regs, 800,000,000 pixels/s -============================================================================*/ -#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) -/*--------------------------------------------------------------------------*/ -#pragma regcount 7 -#pragma disablepc all -#pragma option O2 -#pragma option OutColorPrec=fp16 -#pragma texformat default RGBA8 -/*==========================================================================*/ -half4 FxaaPixelShader( - // See FXAA Quality FxaaPixelShader() source for docs on Inputs! - FxaaFloat2 pos, - FxaaFloat4 fxaaConsolePosPos, - FxaaTex tex, - FxaaTex fxaaConsole360TexExpBiasNegOne, - FxaaTex fxaaConsole360TexExpBiasNegTwo, - FxaaFloat2 fxaaQualityRcpFrame, - FxaaFloat4 fxaaConsoleRcpFrameOpt, - FxaaFloat4 fxaaConsoleRcpFrameOpt2, - FxaaFloat4 fxaaConsole360RcpFrameOpt2, - FxaaFloat fxaaQualitySubpix, - FxaaFloat fxaaQualityEdgeThreshold, - FxaaFloat fxaaQualityEdgeThresholdMin, - FxaaFloat fxaaConsoleEdgeSharpness, - FxaaFloat fxaaConsoleEdgeThreshold, - FxaaFloat fxaaConsoleEdgeThresholdMin, - FxaaFloat4 fxaaConsole360ConstDir -) { -/*--------------------------------------------------------------------------*/ -// (1) - half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaNe = rgbyNe.w + half(1.0/512.0); - #else - half lumaNe = rgbyNe.y + half(1.0/512.0); - #endif -/*--------------------------------------------------------------------------*/ -// (2) - half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaSwNegNe = lumaSw.w - lumaNe; - #else - half lumaSwNegNe = lumaSw.y - lumaNe; - #endif -/*--------------------------------------------------------------------------*/ -// (3) - half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); - half lumaMinNwSw = min(lumaNw.w, lumaSw.w); - #else - half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); - half lumaMinNwSw = min(lumaNw.y, lumaSw.y); - #endif -/*--------------------------------------------------------------------------*/ -// (4) - half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half dirZ = lumaNw.w + lumaSwNegNe; - half dirX = -lumaNw.w + lumaSwNegNe; - #else - half dirZ = lumaNw.y + lumaSwNegNe; - half dirX = -lumaNw.y + lumaSwNegNe; - #endif -/*--------------------------------------------------------------------------*/ -// (5) - half3 dir; - dir.y = 0.0; - #if (FXAA_GREEN_AS_LUMA == 0) - dir.x = lumaSe.w + dirX; - dir.z = -lumaSe.w + dirZ; - half lumaMinNeSe = min(lumaNe, lumaSe.w); - #else - dir.x = lumaSe.y + dirX; - dir.z = -lumaSe.y + dirZ; - half lumaMinNeSe = min(lumaNe, lumaSe.y); - #endif -/*--------------------------------------------------------------------------*/ -// (6) - half4 dir1_pos; - dir1_pos.xy = normalize(dir).xz; - half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); -/*--------------------------------------------------------------------------*/ -// (7) - half4 dir2_pos; - dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); - dir1_pos.zw = pos.xy; - dir2_pos.zw = pos.xy; - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxNeSe = max(lumaNe, lumaSe.w); - #else - half lumaMaxNeSe = max(lumaNe, lumaSe.y); - #endif -/*--------------------------------------------------------------------------*/ -// (8) - half4 temp1N; - temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; - temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); - half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); - half lumaMin = min(lumaMinNwSw, lumaMinNeSe); -/*--------------------------------------------------------------------------*/ -// (9) - half4 rgby1; - rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; - rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); - rgby1 = (temp1N + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (10) - half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); - #if (FXAA_GREEN_AS_LUMA == 0) - half lumaMaxM = max(lumaMax, rgbyM.w); - half lumaMinM = min(lumaMin, rgbyM.w); - #else - half lumaMaxM = max(lumaMax, rgbyM.y); - half lumaMinM = min(lumaMin, rgbyM.y); - #endif -/*--------------------------------------------------------------------------*/ -// (11) - half4 temp2N; - temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); - half4 rgby2; - rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; - half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; -/*--------------------------------------------------------------------------*/ -// (12) - rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); - rgby2 = (temp2N + rgby2) * 0.5; -/*--------------------------------------------------------------------------*/ -// (13) - rgby2 = (rgby2 + rgby1) * 0.5; -/*--------------------------------------------------------------------------*/ -// (14) - #if (FXAA_GREEN_AS_LUMA == 0) - bool twoTapLt = rgby2.w < lumaMin; - bool twoTapGt = rgby2.w > lumaMax; - #else - bool twoTapLt = rgby2.y < lumaMin; - bool twoTapGt = rgby2.y > lumaMax; - #endif - bool earlyExit = lumaRangeM < lumaMax; - bool twoTap = twoTapLt || twoTapGt; -/*--------------------------------------------------------------------------*/ -// (15) - if(twoTap) rgby2 = rgby1; - if(earlyExit) rgby2 = rgbyM; -/*--------------------------------------------------------------------------*/ - return rgby2; } -/*==========================================================================*/ -#endif - -uniform sampler2D diffuseMap; - -uniform vec2 rcp_screen_res; -uniform vec4 rcp_frame_opt; -uniform vec4 rcp_frame_opt2; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; void main() { - vec4 diff = FxaaPixelShader(vary_tc, //pos - vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos - diffuseMap, //tex - diffuseMap, - diffuseMap, - rcp_screen_res, //fxaaQualityRcpFrame - vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt - rcp_frame_opt, //fxaaConsoleRcpFrameOpt2 - rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2 - 0.75, //fxaaQualitySubpix - 0.07, //fxaaQualityEdgeThreshold - 0.03, //fxaaQualityEdgeThresholdMin - 8.0, //fxaaConsoleEdgeSharpness - 0.125, //fxaaConsoleEdgeThreshold - 0.05, //fxaaConsoleEdgeThresholdMin - vec4(0,0,0,0)); //fxaaConsole360ConstDir - - - - //diff = texture2D(diffuseMap, vary_tc); - - gl_FragColor = diff; + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor = diff + bloom; } + diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 9fb804a74f..d22e5f0af2 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -187,21 +187,6 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue) return true; } -static bool handleFSAASamplesChanged(const LLSD& newvalue) -{ - if (gPipeline.isInit()) - { - gPipeline.releaseGLBuffers(); - gPipeline.createGLBuffers(); - - if (LLPipeline::sRenderDeferred) - { - LLViewerShaderMgr::instance()->setShaders(); - } - } - return true; -} - static bool handleAnisotropicChanged(const LLSD& newvalue) { LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean(); @@ -603,7 +588,6 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); - gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2)); gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2)); gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 8e59a7c32d..48d4471bdf 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -187,6 +187,7 @@ LLGLSLShader gDeferredGIProgram; LLGLSLShader gDeferredGIFinalProgram; LLGLSLShader gDeferredPostGIProgram; LLGLSLShader gDeferredPostProgram; +LLGLSLShader gFXAAProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gDeferredWLCloudProgram; @@ -275,6 +276,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredPostGIProgram); mShaderList.push_back(&gDeferredEdgeProgram); mShaderList.push_back(&gDeferredPostProgram); + mShaderList.push_back(&gFXAAProgram); mShaderList.push_back(&gDeferredGIProgram); mShaderList.push_back(&gDeferredGIFinalProgram); mShaderList.push_back(&gDeferredWaterProgram); @@ -463,7 +465,6 @@ void LLViewerShaderMgr::setShaders() //setup preprocessor definitions - LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"))); LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); reentrance = true; @@ -1032,9 +1033,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects() { BOOL success = TRUE; - U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); - bool multisample = samples > 1 && LLPipeline::sRenderDeferred && gGLManager.mHasTextureMultisample; - if (mVertexShaderLevel[SHADER_EFFECT] == 0) { gGlowProgram.unload(); @@ -1060,21 +1058,10 @@ BOOL LLViewerShaderMgr::loadShadersEffects() if (success) { - std::string fragment; - - if (multisample) - { - fragment = "effects/glowExtractMSF.glsl"; - } - else - { - fragment = "effects/glowExtractF.glsl"; - } - gGlowExtractProgram.mName = "Glow Extract Shader (Post)"; gGlowExtractProgram.mShaderFiles.clear(); gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB)); - gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB)); gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms); if (!success) @@ -1124,6 +1111,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredPostGIProgram.unload(); gDeferredEdgeProgram.unload(); gDeferredPostProgram.unload(); + gFXAAProgram.unload(); gLuminanceGatherProgram.unload(); gDeferredGIProgram.unload(); gDeferredGIFinalProgram.unload(); @@ -1138,9 +1126,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() BOOL success = TRUE; - U32 samples = gSavedSettings.getU32("RenderFSAASamples"); - bool multisample = samples > 1; - if (success) { gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; @@ -1524,40 +1509,30 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { - std::string fragment; - if (multisample) - { - fragment = "deferred/postDeferredF.glsl"; - } - else - { - fragment = "deferred/postDeferredNoFXAAF.glsl"; - } + gFXAAProgram.mName = "FXAA Shader"; + gFXAAProgram.mShaderFiles.clear(); + gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gFXAAProgram.createShader(NULL, NULL); + } + if (success) + { gDeferredPostProgram.mName = "Deferred Post Shader"; gDeferredPostProgram.mShaderFiles.clear(); gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredPostProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostProgram.createShader(NULL, NULL); } if (success) { - std::string fragment; - if (multisample) - { - fragment = "deferred/postDeferredNoDoFF.glsl"; - } - else - { - fragment = "deferred/postDeferredNoDoFNoFXAAF.glsl"; - } - gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; gDeferredPostNoDoFProgram.mShaderFiles.clear(); gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDOFF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostNoDoFProgram.createShader(NULL, NULL); } diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 9988d1d4f7..aeb8553fa1 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -392,6 +392,7 @@ extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredShadowAlphaMaskProgram; extern LLGLSLShader gDeferredPostGIProgram; extern LLGLSLShader gDeferredPostProgram; +extern LLGLSLShader gFXAAProgram; extern LLGLSLShader gDeferredPostNoDoFProgram; extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAttachmentShadowProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2bbb2edc1a..db9675650a 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6358,8 +6358,39 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.vertex2f(3,-1); gGL.end(); + gGL.flush(); + gGlowCombineFXAAProgram.unbind(); mFXAABuffer.flush(); + + mScreen.bindTarget(); + LLGLSLShader* shader = &gFXAAProgram; + shader->bind(); + + S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + if (channel > -1) + { + mFXAABuffer.bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + + F32 scale_x = (F32) width/mFXAABuffer.getWidth(); + F32 scale_y = (F32) height/mFXAABuffer.getHeight(); + shader->uniform2f("tc_scale", scale_x, scale_y); + shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y); + shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); + shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1,-1); + gGL.vertex2f(-1,3); + gGL.vertex2f(3,-1); + gGL.end(); + + gGL.flush(); + mScreen.flush(); + shader->unbind(); } gViewerWindow->setup3DViewport(); @@ -6382,13 +6413,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) S32 width = mScreen.getWidth(); S32 height = mScreen.getHeight(); - F32 scale_x = (F32) width/mFXAABuffer.getWidth(); - F32 scale_y = (F32) height/mFXAABuffer.getHeight(); - shader->uniform2f("tc_scale", scale_x, scale_y); - shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y); - shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); - shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); - if (dof_enabled) { //depth of field focal plane calculations @@ -6501,24 +6525,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f("magnification", magnification); } - if (multisample) - { - S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); - if (channel > -1) - { - mFXAABuffer.bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - } - else + S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) { - S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + mScreen.bindTexture(0, channel); } - gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); -- cgit v1.3 From ce81ecd0b2d7b0e6b79a9de8a9c54c5b0364430b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 30 Sep 2011 12:51:48 -0500 Subject: SH-2240 Fix for typo preventing deferred rendering from working on linux/osx --- indra/newview/llviewershadermgr.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 48d4471bdf..d3f5ebcf1c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1532,7 +1532,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; gDeferredPostNoDoFProgram.mShaderFiles.clear(); gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDOFF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostNoDoFProgram.createShader(NULL, NULL); } -- cgit v1.3 From ac37656aa5ff545c90fadfd5b585cb823ad68b0d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sun, 2 Oct 2011 02:12:21 -0500 Subject: SH-2276 Fix for failed assertions reported from debug-enabled viewers. Also, remove "Basic Shaders" as a user settable option (shaders are always on if GL version >= 2.0, always off otherwise) --- indra/llrender/llgl.cpp | 2 +- indra/llrender/llrendertarget.cpp | 2 +- indra/llrender/llvertexbuffer.cpp | 14 +++++++++++--- indra/newview/llfloaterpreference.cpp | 13 +++---------- indra/newview/llviewershadermgr.cpp | 6 ++---- .../skins/default/xui/en/panel_preferences_graphics1.xml | 14 -------------- 6 files changed, 18 insertions(+), 33 deletions(-) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 189a460001..245e8c7bef 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -686,7 +686,7 @@ bool LLGLManager::initGL() #if LL_WINDOWS if (mHasDebugOutput && gDebugGL) { //setup debug output callback - glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); + //glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); glDebugMessageCallbackARB((GLDEBUGPROCARB) gl_debug_callback, NULL); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); } diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 1a80688dfc..cd3a7f21e4 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -308,8 +308,8 @@ void LLRenderTarget::release() glBindFramebuffer(GL_FRAMEBUFFER, mFBO); if (mStencil) { //attached as a renderbuffer - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); mStencil = false; } else diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 71596d41d3..7f2337a224 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -574,6 +574,8 @@ void LLVertexBuffer::unbind() glBindVertexArray(0); #endif sGLRenderArray = 0; + sGLRenderIndices = 0; + sIBOActive = FALSE; } if (sVBOActive) @@ -1131,9 +1133,7 @@ void LLVertexBuffer::setupVertexArray() } } -#if GL_ARB_vertex_array_object - glBindVertexArray(0); -#endif + unbind(); } void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices) @@ -1873,6 +1873,12 @@ bool LLVertexBuffer::bindGLArray() glBindVertexArray(mGLArray); #endif sGLRenderArray = mGLArray; + + if (mGLIndices) + { + sGLRenderIndices = mGLIndices; + sIBOActive = TRUE; + } return true; } @@ -2082,6 +2088,8 @@ void LLVertexBuffer::setBuffer(U32 data_mask) glBindVertexArray(0); #endif sGLRenderArray = 0; + sGLRenderIndices = 0; + sIBOActive = FALSE; } if (mGLBuffer) diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp index 9630d7b29f..5c36d2e131 100755 --- a/indra/newview/llfloaterpreference.cpp +++ b/indra/newview/llfloaterpreference.cpp @@ -1034,14 +1034,11 @@ void LLFloaterPreference::refreshEnabledState() } // Vertex Shaders - // Global Shader Enable - 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(); + BOOL shaders = gGLManager.mGLVersion >= 2.f; + if (shaders) { mRadioTerrainDetail->setValue(1); @@ -1057,7 +1054,7 @@ void LLFloaterPreference::refreshEnabledState() // *HACK just checks to see if we can use shaders... // maybe some cards that use shaders, but don't support windlight - ctrl_wind_light->setEnabled(ctrl_shader_enable->getEnabled() && shaders); + ctrl_wind_light->setEnabled(shaders); //Deferred/SSAO/Shadows LLCheckBoxCtrl* ctrl_deferred = getChild("UseLightShaders"); @@ -1095,7 +1092,6 @@ void LLFloaterPreference::disableUnavailableSettings() LLComboBox* ctrl_reflections = getChild("Reflections"); LLCheckBoxCtrl* ctrl_avatar_vp = getChild("AvatarVertexProgram"); LLCheckBoxCtrl* ctrl_avatar_cloth = getChild("AvatarCloth"); - LLCheckBoxCtrl* ctrl_shader_enable = getChild("BasicShaders"); LLCheckBoxCtrl* ctrl_wind_light = getChild("WindLightUseAtmosShaders"); LLCheckBoxCtrl* ctrl_avatar_impostors = getChild("AvatarImpostors"); LLCheckBoxCtrl* ctrl_deferred = getChild("UseLightShaders"); @@ -1106,9 +1102,6 @@ void LLFloaterPreference::disableUnavailableSettings() // if vertex shaders off, disable all shader related products if (!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")) { - ctrl_shader_enable->setEnabled(FALSE); - ctrl_shader_enable->setValue(FALSE); - ctrl_wind_light->setEnabled(FALSE); ctrl_wind_light->setValue(FALSE); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index d3f5ebcf1c..17d2a04301 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -450,8 +450,8 @@ void LLViewerShaderMgr::setShaders() LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1); - if (LLRender::sGLCoreProfile) - { + if (LLRender::sGLCoreProfile || gGLManager.mGLVersion >= 2.f) + { //ALWAYS use shaders where available if (!gSavedSettings.getBOOL("VertexShaderEnable")) { //vertex shaders MUST be enabled to use core profile gSavedSettings.setBOOL("VertexShaderEnable", TRUE); @@ -1122,8 +1122,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() return TRUE; } - mVertexShaderLevel[SHADER_AVATAR] = 1; - BOOL success = TRUE; if (success) diff --git a/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml index f7666bdc4c..c25c1f23f5 100644 --- a/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml +++ b/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml @@ -204,20 +204,6 @@ name="LocalLights" top_pad="1" width="256" /> - - - Date: Tue, 4 Oct 2011 02:31:54 -0500 Subject: SH-2447, SH-2525, SH-2276 Strip out defunct global illumination code, add accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session --- indra/llrender/llgl.cpp | 9 +- indra/llrender/llrendertarget.cpp | 73 ++- indra/llrender/llrendertarget.h | 2 +- indra/llrender/llvertexbuffer.cpp | 57 +- indra/newview/app_settings/settings.xml | 252 +------- .../shaders/class2/deferred/edgeF.glsl | 82 --- .../shaders/class2/deferred/edgeV.glsl | 39 -- .../shaders/class3/deferred/giDownsampleF.glsl | 107 ---- .../shaders/class3/deferred/giDownsampleV.glsl | 39 -- .../app_settings/shaders/class3/deferred/giF.glsl | 213 ------- .../shaders/class3/deferred/giFinalF.glsl | 47 -- .../shaders/class3/deferred/giFinalV.glsl | 40 -- .../app_settings/shaders/class3/deferred/giV.glsl | 49 -- .../shaders/class3/deferred/luminanceF.glsl | 41 -- .../shaders/class3/deferred/luminanceV.glsl | 45 -- .../shaders/class3/deferred/postDeferredF.glsl | 101 ---- .../shaders/class3/deferred/postDeferredV.glsl | 39 -- .../shaders/class3/deferred/postgiF.glsl | 91 --- .../shaders/class3/deferred/postgiV.glsl | 39 -- .../shaders/class3/deferred/softenLightF.glsl | 337 ----------- .../shaders/class3/deferred/softenLightV.glsl | 44 -- .../shaders/class3/deferred/treeF.glsl | 44 -- indra/newview/llappviewer.cpp | 4 +- indra/newview/lltextureview.cpp | 3 +- indra/newview/llviewercontrol.cpp | 1 - indra/newview/llviewerjointmesh.cpp | 4 +- indra/newview/llviewershadermgr.cpp | 97 +-- indra/newview/llviewershadermgr.h | 21 - indra/newview/pipeline.cpp | 672 ++------------------- indra/newview/pipeline.h | 8 +- indra/newview/skins/default/xui/en/menu_viewer.xml | 13 - 31 files changed, 127 insertions(+), 2486 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/giV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/treeF.glsl (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 245e8c7bef..8ad75384f2 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -81,7 +81,14 @@ void APIENTRY gl_debug_callback(GLenum source, const GLchar* message, GLvoid* userParam) { - llwarns << "----- GL ERROR --------" << llendl; + if (severity == GL_DEBUG_SEVERITY_HIGH_ARB) + { + llwarns << "----- GL ERROR --------" << llendl; + } + else + { + llwarns << "----- GL WARNING -------" << llendl; + } llwarns << "Type: " << std::hex << type << llendl; llwarns << "ID: " << std::hex << id << llendl; llwarns << "Severity: " << std::hex << severity << llendl; diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index cd3a7f21e4..1aa12614ea 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -31,8 +31,7 @@ #include "llgl.h" LLRenderTarget* LLRenderTarget::sBoundTarget = NULL; - - +U32 LLRenderTarget::sBytesAllocated = 0; void check_framebuffer_status() { @@ -62,8 +61,7 @@ LLRenderTarget::LLRenderTarget() : mStencil(0), mUseDepth(false), mRenderDepth(false), - mUsage(LLTexUnit::TT_TEXTURE), - mSamples(0) + mUsage(LLTexUnit::TT_TEXTURE) { } @@ -85,8 +83,6 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo mUsage = usage; mUseDepth = depth; - mSamples = 0; - if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject) { if (depth) @@ -155,32 +151,32 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt) } } + sBytesAllocated += mResX*mResY*4; + stop_glerror(); - if (mSamples == 0) - { - if (offset == 0) - { //use bilinear filtering on single texture render targets that aren't multisampled - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - stop_glerror(); - } - else - { //don't filter data attachments - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - stop_glerror(); - } + + if (offset == 0) + { //use bilinear filtering on single texture render targets that aren't multisampled + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + stop_glerror(); + } + else + { //don't filter data attachments + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + stop_glerror(); + } - if (mUsage != LLTexUnit::TT_RECT_TEXTURE) - { - gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR); - stop_glerror(); - } - else - { - // ATI doesn't support mirrored repeat for rectangular textures. - gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - stop_glerror(); - } + if (mUsage != LLTexUnit::TT_RECT_TEXTURE) + { + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR); + stop_glerror(); + } + else + { + // ATI doesn't support mirrored repeat for rectangular textures. + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + stop_glerror(); } if (mFBO) @@ -223,16 +219,16 @@ bool LLRenderTarget::allocateDepth() { LLImageGL::generateTextures(1, &mDepth); gGL.getTexUnit(0)->bindManual(mUsage, mDepth); - if (mSamples == 0) - { - U32 internal_type = LLTexUnit::getInternalType(mUsage); - stop_glerror(); - clear_glerror(); - LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } + + U32 internal_type = LLTexUnit::getInternalType(mUsage); + stop_glerror(); + clear_glerror(); + LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } + sBytesAllocated += mResX*mResY*4; + if (glGetError() != GL_NO_ERROR) { llwarns << "Unable to allocate depth buffer for render target." << llendl; @@ -302,6 +298,8 @@ void LLRenderTarget::release() stop_glerror(); } mDepth = 0; + + sBytesAllocated -= mResX*mResY*4; } else if (mUseDepth && mFBO) { //detach shared depth buffer @@ -327,6 +325,7 @@ void LLRenderTarget::release() if (mTex.size() > 0) { + sBytesAllocated -= mResX*mResY*4*mTex.size(); LLImageGL::deleteTextures(mTex.size(), &mTex[0], true); mTex.clear(); } diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h index dea1de12d8..2735ab21c5 100644 --- a/indra/llrender/llrendertarget.h +++ b/indra/llrender/llrendertarget.h @@ -64,6 +64,7 @@ class LLRenderTarget public: //whether or not to use FBO implementation static bool sUseFBO; + static U32 sBytesAllocated; LLRenderTarget(); ~LLRenderTarget(); @@ -147,7 +148,6 @@ protected: bool mUseDepth; bool mRenderDepth; LLTexUnit::eTextureType mUsage; - U32 mSamples; static LLRenderTarget* sBoundTarget; }; diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 7f2337a224..c3e1a486b3 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -430,7 +430,7 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi } } - if (gDebugGL && useVBOs()) + if (gDebugGL && !mGLArray && useVBOs()) { GLint elem = 0; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); @@ -1049,6 +1049,8 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) createGLBuffer(); createGLIndices(); + //actually allocate space for the vertex buffer if using VBO mapping + flush(); if (gGLManager.mHasVertexArrayObject && useVBOs() && (LLRender::sGLCoreProfile || sUseVAO)) { @@ -1064,7 +1066,15 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) void LLVertexBuffer::setupVertexArray() { - bindGLArray(); + if (!mGLArray) + { + return; + } + +#if GL_ARB_vertex_array_object + glBindVertexArray(mGLArray); +#endif + sGLRenderArray = mGLArray; U32 attrib_size[] = { @@ -1362,6 +1372,18 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_ran else { #ifdef GL_ARB_map_buffer_range + + if (gDebugGL) + { + GLint size = 0; + glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &size); + + if (size < mSize) + { + llerrs << "Invalid buffer size." << llendl; + } + } + src = (U8*) glMapBufferRange(GL_ARRAY_BUFFER_ARB, 0, mSize, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT); @@ -1874,11 +1896,10 @@ bool LLVertexBuffer::bindGLArray() #endif sGLRenderArray = mGLArray; - if (mGLIndices) - { - sGLRenderIndices = mGLIndices; - sIBOActive = TRUE; - } + //really shouldn't be necessary, but some drivers don't properly restore the + //state of GL_ELEMENT_ARRAY_BUFFER_BINDING + bindGLIndices(); + return true; } @@ -1911,17 +1932,6 @@ bool LLVertexBuffer::bindGLBuffer(bool force_bind) ret = true; } - if (gDebugGL && useVBOs()) - { - GLint elem = 0; - glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &elem); - - if (elem != mGLBuffer) - { - llerrs << "Wrong vertex buffer bound!" << llendl; - } - } - return ret; } @@ -1944,17 +1954,6 @@ bool LLVertexBuffer::bindGLIndices(bool force_bind) ret = true; } - if (gDebugGL && useVBOs()) - { - GLint elem = 0; - glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); - - if (elem != mGLIndices) - { - llerrs << "Wrong index buffer bound!" << llendl; - } - } - return ret; } diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index c71973ad58..e457c568e2 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -5644,7 +5644,7 @@ Type Boolean Value - 0 + 1 MemProfiling @@ -7857,151 +7857,7 @@ Value 0 - - RenderGIRange - - Comment - Distance to cut off GI effect. - Persist - 1 - Type - F32 - Value - 96 - - - RenderGILuminance - - Comment - Luminance factor of global illumination contribution. - Persist - 1 - Type - F32 - Value - 0.075 - - RenderGIBrightness - - Comment - Brightness factor of global illumination contribution. - Persist - 1 - Type - F32 - Value - 0.3 - - - RenderGINoise - - Comment - Noise of position sampling for GI photon mapping. - Persist - 1 - Type - F32 - Value - 0.7 - - - RenderGIAttenuation - - Comment - Distance attenuation factor for indirect lighting. - Persist - 1 - Type - F32 - Value - 0.1 - - - RenderGIBlurBrightness - - Comment - Brightness factor of global illumination blur effect. - Persist - 1 - Type - F32 - Value - 1.025 - - - RenderGIBlurEdgeWeight - - Comment - Edge weight for GI soften filter (sharpness). - Persist - 1 - Type - F32 - Value - 0.8 - - - RenderGIBlurIncrement - - Comment - Increment of scale for each pass of global illumination blur effect. - Persist - 1 - Type - F32 - Value - 0.8 - - - RenderLuminanceScale - - Comment - Luminance value scalar for darkening effect. - Persist - 1 - Type - F32 - Value - 1.0 - - - RenderSunLuminanceScale - - Comment - Sun Luminance value scalar for darkening effect. - Persist - 1 - Type - F32 - Value - 1.0 - - - RenderSunLuminanceOffset - - Comment - Sun Luminance value offset for darkening effect. - Persist - 1 - Type - F32 - Value - 0 - - - RenderLuminanceDetail - - Comment - Mipmap level to use for luminance - Persist - 1 - Type - F32 - Value - 16.0 - - RenderMinimumLODTriangleCount Comment @@ -8322,18 +8178,6 @@ 0 - RenderDeferredGI - - Comment - Enable GI in deferred renderer. - Persist - 1 - Type - Boolean - Value - 0 - - RenderDeferredSun Comment @@ -8477,92 +8321,6 @@ 0 - RenderGIAmbiance - - Comment - Ambiance factor of global illumination contribution. - Persist - 1 - Type - F32 - Value - 0.5 - - - RenderGIMinRenderSize - - Comment - Minimum size of objects to put into GI source map. - Persist - 1 - Type - F32 - Value - 0.5 - - - RenderGIBlurColorCurve - - Comment - Color curve for GI softening kernel - Persist - 1 - Type - Vector3 - Value - - 1.0 - 0.6 - 0.02 - - - - RenderGIBlurPasses - - Comment - Scale of GI softening kernel. - Persist - 1 - Type - U32 - Value - 4 - - - RenderGIBlurSize - - Comment - Scale of GI softening kernel. - Persist - 1 - Type - F32 - Value - 4.0 - - RenderGIBlurSamples - - Comment - Number of samples to take for each pass of GI blur (value range 1-16). Actual number of samples is value * 2 - 1. - Persist - 1 - Type - U32 - Value - 16 - - RenderGIBlurDistFactor - - Comment - Distance scaler for GI blur. - Persist - 1 - Type - F32 - Value - 0.0 - - RenderDynamicLOD Comment @@ -9306,7 +9064,9 @@ 1 Type Boolean - Value + Va + + lue 1 RenderPreferStreamDraw @@ -12884,10 +12644,10 @@ Value 1 - WindowFullScreen + FullScreen Comment - SL viewer window full screen + run a fullscreen session Persist 1 Type diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl deleted file mode 100644 index f75a08779c..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ /dev/null @@ -1,82 +0,0 @@ -/** - * @file edgeF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; - -VARYING vec2 vary_fragcoord; - -uniform float depth_cutoff; -uniform float norm_cutoff; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -float getDepth(vec2 pos_screen) -{ - float z = texture2DRect(depthMap, pos_screen.xy).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -void main() -{ - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float depth = getDepth(vary_fragcoord.xy); - - vec2 tc = vary_fragcoord.xy; - - float sc = 0.75; - - vec2 de; - de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc))); - de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc))); - de /= depth; - de *= de; - de = step(depth_cutoff, de); - - vec2 ne; - vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; - nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm - ne.x = dot(nexnorm, norm); - vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; - neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm - ne.y = dot(neynorm, norm); - - ne = 1.0-ne; - - ne = step(norm_cutoff, ne); - - gl_FragColor.a = dot(de,de)+dot(ne,ne); -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl deleted file mode 100644 index 69c6acc07a..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file edgeV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl deleted file mode 100644 index 832cf46150..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ /dev/null @@ -1,107 +0,0 @@ -/** - * @file giDownsampleF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect giLightMap; - -uniform vec2 kern[32]; -uniform float dist_factor; -uniform float blur_size; -uniform vec2 delta; -uniform int kern_length; -uniform float kern_scale; -uniform vec3 blur_quad; - -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -float getDepth(vec2 pos_screen) -{ - float z = texture2DRect(depthMap, pos_screen.xy).a; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} - -void main() -{ - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float depth = getDepth(vary_fragcoord.xy); - - vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; - vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy); - dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0); - float defined_weight = kern[0].x; - vec3 col = ccol*kern[0].x; - - for (int i = 0; i < kern_length; i++) - { - vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; - vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; - sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm - - float d = dot(norm.xyz, sampNorm); - - if (d > 0.5) - { - float sampdepth = getDepth(tc.xy); - sampdepth -= depth; - if (sampdepth*sampdepth < blur_quad.z) - { - col += texture2DRect(giLightMap, tc).rgb*kern[i].x; - defined_weight += kern[i].x; - } - } - } - - col /= defined_weight; - - //col = ccol; - - col = col*blur_quad.y; - - gl_FragColor.xyz = col; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl deleted file mode 100644 index 380d5207c3..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file postgiV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl deleted file mode 100644 index ee992f2fe9..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ /dev/null @@ -1,213 +0,0 @@ -/** - * @file giF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR; -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect specularRect; - -uniform sampler2D noiseMap; - -uniform sampler2D diffuseGIMap; -uniform sampler2D specularGIMap; -uniform sampler2D normalGIMap; -uniform sampler2D depthGIMap; - -uniform sampler2D lightFunc; - -// Inputs -VARYING vec2 vary_fragcoord; - -uniform vec2 screen_res; - -uniform vec4 sunlight_color; - -uniform mat4 inv_proj; -uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space -uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space -uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix -uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space -uniform float gi_sample_width; -uniform float gi_noise; -uniform float gi_attenuation; -uniform float gi_range; - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getGIPosition(vec2 gi_tc) -{ - float depth = texture2D(depthGIMap, gi_tc).a; - vec2 sc = gi_tc*2.0; - sc -= vec2(1.0, 1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = gi_inv_proj*ndc; - pos.xyz /= pos.w; - pos.w = 1.0; - return pos; -} - -vec3 giAmbient(vec3 pos, vec3 norm) -{ - vec4 gi_c = gi_mat_proj * vec4(pos, 1.0); - gi_c.xyz /= gi_c.w; - - vec4 gi_pos = gi_mat*vec4(pos,1.0); - vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz; - gi_norm = normalize(gi_norm); - - vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb; - gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz; - vec2 tcx = gi_norm.xy; - vec2 tcy = gi_norm.yx; - - vec4 eye_pos = gi_mat*vec4(0,0,0,1.0); - - vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz); - vec3 eye_ref = reflect(eye_dir, gi_norm); - - float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5; - vec3 fdiff = vec3(da); - float fda = da; - - vec3 rcol = vec3(0,0,0); - - float fsa = 0.0; - - - for (int i = -1; i <= 1; i += 2 ) - { - for (int j = -1; j <= 1; j+= 2) - { - vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z; - tc += nz.xy*2.0; - tc *= gi_sample_width*0.25; - tc += gi_c.xy; - - vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0); - vec3 lpos = getGIPosition(tc.xy).xyz; - - vec3 at = lpos-gi_pos.xyz; - float dist = length(at); - float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0); - - - if (dist_atten > 0.01) - { //possible contribution of indirect light to this surface - vec3 ldir = at; - - float ld = -dot(ldir, lnorm); - - if (ld < 0.0) - { - float ang_atten = dot(ldir, gi_norm); - - if (ang_atten > 0.0) - { - vec4 spec = texture2D(specularGIMap, tc.xy); - at = normalize(at); - vec3 diff; - - float da = 0.0; - - //contribution from indirect source to visible pixel - vec3 ha = at; - ha.z -= 1.0; - ha = normalize(ha); - if (spec.a > 0.0) - { - float sa = dot(ha,lnorm); - da = texture2D(lightFunc, vec2(sa, spec.a)).r; - } - else - { - da = -lnorm.z; - } - - diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0; - - if (da > 0.0) - { //contribution from visible pixel to eye - vec3 ha = normalize(at-eye_dir); - if (c_spec.a > 0.0) - { - float sa = dot(ha, gi_norm); - da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).r; - } - else - { - da = dist_atten*dot(gi_norm, normalize(ldir)); - } - fda += da; - fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb; - } - } - } - } - } - } - - fdiff *= sunlight_color.rgb; - - vec3 ret = fda*fdiff; - - return clamp(ret,vec3(0.0), vec3(1.0)); -} - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - - float rad = gi_range*0.5; - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float dist = max(length(pos.xyz)-rad, 0.0); - - float da = clamp(1.0-dist/rad, 0.0, 1.0); - - vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0); - - - gl_FragColor.xyz = mix(vec3(0), ambient, da); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl deleted file mode 100644 index 3ace57e3cb..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ /dev/null @@ -1,47 +0,0 @@ -/** - * @file giFinalF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2D bloomMap; -uniform sampler2DRect edgeMap; - -uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; - - -void main() -{ - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - - gl_FragColor = bloom + diff; - //gl_FragColor.rgb = vec3(texture2DRect(edgeMap, vary_fragcoord.xy).a); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl deleted file mode 100644 index 60eca06d35..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/** - * @file giFinalV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl deleted file mode 100644 index 8272dbf31b..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ /dev/null @@ -1,49 +0,0 @@ -/** - * @file giV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - - -VARYING vec2 vary_fragcoord; -VARYING vec4 vertex_color; - -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl deleted file mode 100644 index 3057b63ecd..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file luminanceF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect lightMap; -uniform sampler2DRect diffuseRect; - -VARYING vec2 vary_fragcoord; -void main() -{ - float i = texture2DRect(lightMap, vary_fragcoord.xy).r; - gl_FragColor.rgb = vec3(i); - gl_FragColor.a = 1.0; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl deleted file mode 100644 index 062875e72f..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ /dev/null @@ -1,45 +0,0 @@ -/** - * @file giV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -VARYING vec2 vary_fragcoord; -VARYING vec4 vertex_color; - -uniform vec2 screen_res; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl deleted file mode 100644 index c7ccf3a613..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ /dev/null @@ -1,101 +0,0 @@ -/** - * @file postDeferredF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; - -uniform sampler2DRect localLightMap; -uniform sampler2DRect sunLightMap; -uniform sampler2DRect giLightMap; -uniform sampler2DRect edgeMap; - -uniform sampler2D luminanceMap; - -uniform sampler2DRect lightMap; - -uniform sampler2D lightFunc; -uniform sampler2D noiseMap; - -uniform float sun_lum_scale; -uniform float sun_lum_offset; -uniform float lum_scale; -uniform float lum_lod; -uniform vec4 ambient; -uniform float gi_brightness; -uniform float gi_luminance; - -uniform vec4 sunlight_color; - -uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; - -void main() -{ - vec2 tc = vary_fragcoord.xy; - vec4 lcol = texture2DLod(luminanceMap, vec2(0.5, 0.5), lum_lod); - - vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; - vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy); - vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; - - float scol = texture2DRect(lightMap, vary_fragcoord.xy).r; - - vec3 diff = texture2DRect(diffuseRect, vary_fragcoord.xy).rgb; - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - gi_col = gi_col*(diff.rgb+spec.rgb*spec.a); - - float lum = 1.0-clamp(pow(lcol.r, gi_brightness)+sun_lum_offset, 0.0, 1.0); - - lum *= sun_lum_scale; - - sun_col *= 1.0+(lum*lum_scale*scol); - - vec4 col; - col.rgb = gi_col+sun_col.rgb+local_col; - - col.a = sun_col.a; - - vec3 bcol = vec3(0,0,0); - float tweight = 0.0; - for (int i = 0; i < 16; i++) - { - float weight = (float(i)+1.0)/2.0; - bcol += texture2DLod(luminanceMap, vary_fragcoord.xy/screen_res, weight).rgb*weight*weight*weight; - tweight += weight*weight; - } - - bcol /= tweight; - bcol *= gi_luminance; - col.rgb += bcol*lum; - - gl_FragColor = col; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl deleted file mode 100644 index 0049d8ea78..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file postDeferredV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl deleted file mode 100644 index 499a72222d..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ /dev/null @@ -1,91 +0,0 @@ -/** - * @file postgiF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect giLightMap; -uniform sampler2D noiseMap; -uniform sampler2D giMip; -uniform sampler2DRect edgeMap; - - -uniform vec2 delta; -uniform float kern_scale; -uniform float gi_edge_weight; -uniform float gi_blur_brightness; - -VARYING vec2 vary_fragcoord; - -void main() -{ - vec2 dlt = kern_scale*delta; - float defined_weight = 0.0; - vec3 col = vec3(0.0); - - float e = 1.0; - - for (int i = 1; i < 8; i++) - { - vec2 tc = vary_fragcoord.xy + float(i) * dlt; - - e = max(e, 0.0); - float wght = e; - - col += texture2DRect(giLightMap, tc).rgb*wght; - defined_weight += wght; - - e *= e; - e -=(texture2DRect(edgeMap, tc.xy-dlt*0.25).a+ - texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight; - } - - e = 1.0; - - for (int i = 1; i < 8; i++) - { - vec2 tc = vary_fragcoord.xy - float(i) * dlt; - - e = max(e,0.0); - float wght = e; - - col += texture2DRect(giLightMap, tc).rgb*wght; - defined_weight += wght; - - e *= e; - e -= (texture2DRect(edgeMap, tc.xy-dlt*0.25).a+ - texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight; - - } - - col /= max(defined_weight, 0.01); - - gl_FragColor.rgb = col * gi_blur_brightness; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl deleted file mode 100644 index 6d590c8051..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file postgiV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl deleted file mode 100644 index 7089c53f1c..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ /dev/null @@ -1,337 +0,0 @@ -/** - * @file softenLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; -uniform vec3 gi_quad; - -uniform float blur_size; -uniform float blur_fidelity; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; -uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; -uniform vec4 glow; -uniform float scene_light_strength; -uniform vec3 env_mat[3]; -uniform vec4 shadow_clip; -uniform mat3 ssao_effect_mat; - -uniform sampler2DRect depthMap; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -VARYING vec4 vary_light; -VARYING vec2 vary_fragcoord; - -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; -uniform float gi_ambiance; - -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); -} - -vec3 getPositionEye() -{ - return vary_PositionEye; -} -vec3 getSunlitColor() -{ - return vary_SunlitColor; -} -vec3 getAmblitColor() -{ - return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} - - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ - vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - - vec3 P = inPositionEye; - setPositionEye(P); - - //(TERRAIN) limit altitude - if (P.y > max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density.r); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient*gi_ambiance + (vec4(1.) - ambient*gi_ambiance) * cloud_shadow.x * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} - -void main() -{ - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).a; - vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; - - float da = max(dot(norm.xyz, vary_light.xyz), 0.0); - - vec4 diffuse = texture2DRect(diffuseRect, tc); - vec3 col; - float bloom = 0.0; - - if (diffuse.a < 0.9) - { - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - da = texture2D(lightFunc, vec2(da, 0.0)).r; - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; - - calcAtmospherics(pos.xyz, ambocc); - - col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - - col *= diffuse.rgb; - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).r; - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib); - col += spec_contrib; - } - - col = atmosLighting(col); - col = scaleSoftClip(col); - - col = mix(col, diffuse.rgb, diffuse.a); - } - else - { - col = diffuse.rgb; - } - - gl_FragColor.rgb = col; - gl_FragColor.a = bloom; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl deleted file mode 100644 index 682508aaf3..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file softenLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -uniform vec2 screen_res; - -VARYING vec4 vary_light; -VARYING vec2 vary_fragcoord; -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; - - vary_light = vec4(texcoord0,0,1); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl deleted file mode 100644 index 4d4b5b190a..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file treeF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifndef gl_FragData -out vec4 gl_FragData[3]; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -VARYING vec3 vary_normal; - -void main() -{ - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); - gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); - gl_FragData[1] = vec4(0,0,0,0); - vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); -} diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index fcb256fbfc..c45e2ce270 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -590,7 +590,7 @@ static void settings_modify() gSavedSettings.setBOOL("VectorizeSkin", FALSE); // disable fullscreen mode, unsupported - gSavedSettings.setBOOL("WindowFullScreen", FALSE); + //gSavedSettings.setBOOL("WindowFullScreen", FALSE); #endif } @@ -2946,7 +2946,7 @@ bool LLAppViewer::initWindow() VIEWER_WINDOW_CLASSNAME, gSavedSettings.getS32("WindowX"), gSavedSettings.getS32("WindowY"), gSavedSettings.getS32("WindowWidth"), gSavedSettings.getS32("WindowHeight"), - gSavedSettings.getBOOL("WindowFullScreen"), ignorePixelDepth); + gSavedSettings.getBOOL("FullScreen"), ignorePixelDepth); LL_INFOS("AppInit") << "gViewerwindow created." << LL_ENDL; diff --git a/indra/newview/lltextureview.cpp b/indra/newview/lltextureview.cpp index 6effa77ced..1c89766b26 100644 --- a/indra/newview/lltextureview.cpp +++ b/indra/newview/lltextureview.cpp @@ -527,11 +527,12 @@ void LLGLTexMemBar::draw() LLFontGL::getFontMonospace()->renderUTF8(text, 0, 0, v_offset + line_height*6, text_color, LLFontGL::LEFT, LLFontGL::TOP); - text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB Net Tot Tex: %.1f MB Tot Obj: %.1f MB Tot Htp: %d", + text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB FBO: %d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB Net Tot Tex: %.1f MB Tot Obj: %.1f MB Tot Htp: %d", total_mem, max_total_mem, bound_mem, max_bound_mem, + LLRenderTarget::sBytesAllocated/(1024*1024), LLImageRaw::sGlobalRawMemory >> 20, discard_bias, cache_usage, cache_max_usage, total_texture_downloaded, total_object_downloaded, total_http_requests); //, cache_entries, cache_max_entries diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index d22e5f0af2..5b178f82d8 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -622,7 +622,6 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderDeferred")->getSignal()->connect(boost::bind(&handleRenderDeferredChanged, _2)); gSavedSettings.getControl("RenderShadowDetail")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderDeferredSSAO")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); - gSavedSettings.getControl("RenderDeferredGI")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderPerformanceTest")->getSignal()->connect(boost::bind(&handleRenderPerfTestChanged, _2)); gSavedSettings.getControl("TextureMemory")->getSignal()->connect(boost::bind(&handleVideoMemoryChanged, _2)); gSavedSettings.getControl("AuditTexture")->getSignal()->connect(boost::bind(&handleAuditTextureChanged, _2)); diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 331eb8b8f4..3e20abecb7 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -706,9 +706,9 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w if (num_verts) { - face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp); face->getVertexBuffer()->getIndexStrider(indicesp); - + face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp); + verticesp += mMesh->mFaceVertexOffset; normalsp += mMesh->mFaceVertexOffset; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 17d2a04301..764c247f01 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -152,7 +152,6 @@ LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders LLGLSLShader gDeferredImpostorProgram; -LLGLSLShader gDeferredEdgeProgram; LLGLSLShader gDeferredWaterProgram; LLGLSLShader gDeferredDiffuseProgram; LLGLSLShader gDeferredDiffuseAlphaMaskProgram; @@ -183,16 +182,12 @@ LLGLSLShader gDeferredAlphaProgram; LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredEmissiveProgram; -LLGLSLShader gDeferredGIProgram; -LLGLSLShader gDeferredGIFinalProgram; -LLGLSLShader gDeferredPostGIProgram; LLGLSLShader gDeferredPostProgram; LLGLSLShader gFXAAProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gDeferredWLCloudProgram; LLGLSLShader gDeferredStarProgram; -LLGLSLShader gLuminanceGatherProgram; LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0), @@ -273,12 +268,8 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredFullbrightProgram); mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); - mShaderList.push_back(&gDeferredPostGIProgram); - mShaderList.push_back(&gDeferredEdgeProgram); mShaderList.push_back(&gDeferredPostProgram); mShaderList.push_back(&gFXAAProgram); - mShaderList.push_back(&gDeferredGIProgram); - mShaderList.push_back(&gDeferredGIFinalProgram); mShaderList.push_back(&gDeferredWaterProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); @@ -368,24 +359,8 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) mReservedUniforms.push_back("noiseMap"); mReservedUniforms.push_back("lightFunc"); mReservedUniforms.push_back("lightMap"); - mReservedUniforms.push_back("luminanceMap"); - mReservedUniforms.push_back("giLightMap"); - mReservedUniforms.push_back("giMip"); - mReservedUniforms.push_back("edgeMap"); mReservedUniforms.push_back("bloomMap"); - mReservedUniforms.push_back("sunLightMap"); - mReservedUniforms.push_back("localLightMap"); mReservedUniforms.push_back("projectionMap"); - mReservedUniforms.push_back("diffuseGIMap"); - mReservedUniforms.push_back("specularGIMap"); - mReservedUniforms.push_back("normalGIMap"); - mReservedUniforms.push_back("minpGIMap"); - mReservedUniforms.push_back("maxpGIMap"); - mReservedUniforms.push_back("depthGIMap"); - mReservedUniforms.push_back("lastDiffuseGIMap"); - mReservedUniforms.push_back("lastNormalGIMap"); - mReservedUniforms.push_back("lastMinpGIMap"); - mReservedUniforms.push_back("lastMaxpGIMap"); mWLUniforms.push_back("camPosLocal"); @@ -531,15 +506,8 @@ void LLViewerShaderMgr::setShaders() gSavedSettings.getBOOL("WindLightUseAtmosShaders")) { if (gSavedSettings.getS32("RenderShadowDetail") > 0) - { - if (gSavedSettings.getBOOL("RenderDeferredGI")) - { //shadows + gi - deferred_class = 3; - } - else - { //shadows - deferred_class = 2; - } + { //shadows + deferred_class = 2; } else { //no shadows @@ -1108,13 +1076,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightProgram.unload(); gDeferredEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); - gDeferredPostGIProgram.unload(); - gDeferredEdgeProgram.unload(); gDeferredPostProgram.unload(); gFXAAProgram.unload(); - gLuminanceGatherProgram.unload(); - gDeferredGIProgram.unload(); - gDeferredGIFinalProgram.unload(); gDeferredWaterProgram.unload(); gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); @@ -1569,62 +1532,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredStarProgram.createShader(NULL, &mWLUniforms); } - if (mVertexShaderLevel[SHADER_DEFERRED] > 1) - { - if (success) - { - gDeferredEdgeProgram.mName = "Deferred Edge Shader"; - gDeferredEdgeProgram.mShaderFiles.clear(); - gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredEdgeProgram.createShader(NULL, NULL); - } - } - - if (mVertexShaderLevel[SHADER_DEFERRED] > 2) - { - if (success) - { - gDeferredPostGIProgram.mName = "Deferred Post GI Shader"; - gDeferredPostGIProgram.mShaderFiles.clear(); - gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredPostGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredPostGIProgram.createShader(NULL, NULL); - } - - if (success) - { - gDeferredGIProgram.mName = "Deferred GI Shader"; - gDeferredGIProgram.mShaderFiles.clear(); - gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredGIProgram.createShader(NULL, NULL); - } - - if (success) - { - gDeferredGIFinalProgram.mName = "Deferred GI Final Shader"; - gDeferredGIFinalProgram.mShaderFiles.clear(); - gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredGIFinalProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredGIFinalProgram.createShader(NULL, NULL); - } - - if (success) - { - gLuminanceGatherProgram.mName = "Luminance Gather Shader"; - gLuminanceGatherProgram.mShaderFiles.clear(); - gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceV.glsl", GL_VERTEX_SHADER_ARB)); - gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER_ARB)); - gLuminanceGatherProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gLuminanceGatherProgram.createShader(NULL, NULL); - } - } - return success; } diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index aeb8553fa1..74708c94a7 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -111,24 +111,8 @@ public: DEFERRED_NOISE, DEFERRED_LIGHTFUNC, DEFERRED_LIGHT, - DEFERRED_LUMINANCE, - DEFERRED_GI_LIGHT, - DEFERRED_GI_MIP, - DEFERRED_EDGE, DEFERRED_BLOOM, - DEFERRED_SUN_LIGHT, - DEFERRED_LOCAL_LIGHT, DEFERRED_PROJECTION, - DEFERRED_GI_DIFFUSE, - DEFERRED_GI_SPECULAR, - DEFERRED_GI_NORMAL, - DEFERRED_GI_MIN_POS, - DEFERRED_GI_MAX_POS, - DEFERRED_GI_DEPTH, - DEFERRED_GI_LAST_DIFFUSE, - DEFERRED_GI_LAST_NORMAL, - DEFERRED_GI_LAST_MIN_POS, - DEFERRED_GI_LAST_MAX_POS, END_RESERVED_UNIFORMS } eGLSLReservedUniforms; @@ -364,7 +348,6 @@ extern LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders extern LLGLSLShader gDeferredImpostorProgram; -extern LLGLSLShader gDeferredEdgeProgram; extern LLGLSLShader gDeferredWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram; @@ -383,14 +366,11 @@ extern LLGLSLShader gDeferredMultiLightProgram; extern LLGLSLShader gDeferredSpotLightProgram; extern LLGLSLShader gDeferredMultiSpotLightProgram; extern LLGLSLShader gDeferredSunProgram; -extern LLGLSLShader gDeferredGIProgram; -extern LLGLSLShader gDeferredGIFinalProgram; extern LLGLSLShader gDeferredBlurLightProgram; extern LLGLSLShader gDeferredAvatarProgram; extern LLGLSLShader gDeferredSoftenProgram; extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredShadowAlphaMaskProgram; -extern LLGLSLShader gDeferredPostGIProgram; extern LLGLSLShader gDeferredPostProgram; extern LLGLSLShader gFXAAProgram; extern LLGLSLShader gDeferredPostNoDoFProgram; @@ -404,7 +384,6 @@ extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gDeferredWLSkyProgram; extern LLGLSLShader gDeferredWLCloudProgram; extern LLGLSLShader gDeferredStarProgram; -extern LLGLSLShader gLuminanceGatherProgram; #endif diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 5f010624a8..e672f7c4f1 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -661,8 +661,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO"); - bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED); - + //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; @@ -678,68 +677,22 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mFXAABuffer.release(); } -#if LL_DARWIN - // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO - if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; -#else - if (!mEdgeMap.allocate(resX, resY, LLRender::sGLCoreProfile ? GL_RGBA : GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; -#endif - if (shadow_detail > 0 || ssao) - { //only need mDeferredLight[0] for shadows OR ssao - if (!mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + { //only need mDeferredLight for shadows OR ssao + if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } else { - mDeferredLight[0].release(); - } - - if (ssao) - { //only need mDeferredLight[1] for ssao - if (!mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false; - } - else - { - mDeferredLight[1].release(); - } - - if (gi) - { //only need mDeferredLight[2] and mGIMapPost for gi - if (!mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false; - 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 - if (!mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; -#else - if (!mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; -#endif - } - } - else - { - mDeferredLight[2].release(); - - for (U32 i = 0; i < 2; i++) - { - mGIMapPost[i].release(); - } + mDeferredLight.release(); } 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 for (U32 i = 0; i < 4; i++) { - if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; + if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; } } else @@ -757,7 +710,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { //allocate two spot shadow maps for (U32 i = 4; i < 6; i++) { - if (!mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE)) return false; + if (!mShadow[i].allocate(width, height, 0, TRUE, FALSE)) return false; } } else @@ -767,21 +720,11 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mShadow[i].release(); } } - - width = nhpo2(resX)/2; - height = nhpo2(resY)/2; - if (!mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE)) return false; } else { - for (U32 i = 0; i < 3; i++) - { - mDeferredLight[i].release(); - } - for (U32 i = 0; i < 2; i++) - { - mGIMapPost[i].release(); - } + mDeferredLight.release(); + for (U32 i = 0; i < 6; i++) { mShadow[i].release(); @@ -790,9 +733,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first mDeferredDepth.release(); - mEdgeMap.release(); - mLuminanceMap.release(); - + if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } @@ -876,18 +817,10 @@ void LLPipeline::releaseScreenBuffers() mPhysicsDisplay.release(); mDeferredScreen.release(); mDeferredDepth.release(); - for (U32 i = 0; i < 3; i++) - { - mDeferredLight[i].release(); - } - - mEdgeMap.release(); - mGIMap.release(); - mGIMapPost[0].release(); - mGIMapPost[1].release(); - mHighlight.release(); - mLuminanceMap.release(); + mDeferredLight.release(); + mHighlight.release(); + for (U32 i = 0; i < 6; i++) { mShadow[i].release(); @@ -1008,12 +941,6 @@ void LLPipeline::createGLBuffers() delete [] lg; } - - if (gSavedSettings.getBOOL("RenderDeferredGI")) - { - mGIMap.allocate(512,512,GL_RGBA, TRUE, FALSE); - addDeferredAttachments(mGIMap); - } } gBumpImageList.restoreGL(); @@ -6689,7 +6616,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred"); -void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map) +void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 noise_map) { LLFastTimer t(FTM_BIND_DEFERRED); @@ -6721,124 +6648,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - if (gi_source) - { - BOOL has_gi = FALSE; - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(1, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(2, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(1, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(3, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE); - if (channel > -1) - { - has_gi = TRUE; - last_gi_post->bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL); - if (channel > -1) - { - has_gi = TRUE; - last_gi_post->bindTexture(2, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS); - if (channel > -1) - { - has_gi = TRUE; - last_gi_post->bindTexture(1, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS); - if (channel > -1) - { - has_gi = TRUE; - last_gi_post->bindTexture(3, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH); - if (channel > -1) - { - has_gi = TRUE; - gGL.getTexUnit(channel)->bind(gi_source, TRUE); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - stop_glerror(); - - glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); - glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA); - - stop_glerror(); - } - - if (has_gi) - { - F32 range_x = llmin(mGIRange.mV[0], 1.f); - F32 range_y = llmin(mGIRange.mV[1], 1.f); - - LLVector2 scale(range_x,range_y); - - LLVector2 kern[25]; - - for (S32 i = 0; i < 5; ++i) - { - for (S32 j = 0; j < 5; ++j) - { - S32 idx = i*5+j; - kern[idx].mV[0] = (i-2)*0.5f; - kern[idx].mV[1] = (j-2)*0.5f; - kern[idx].scaleVec(scale); - } - } - - shader.uniform2fv("gi_kern", 25, (F32*) kern); - shader.uniformMatrix4fv("gi_mat", 1, FALSE, mGIMatrix.m); - shader.uniformMatrix4fv("gi_mat_proj", 1, FALSE, mGIMatrixProj.m); - shader.uniformMatrix4fv("gi_inv_proj", 1, FALSE, mGIInvProj.m); - shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m); - } - } - stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); if (channel > -1) { @@ -6875,55 +6684,26 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage()); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); if (channel > -1) { - mDeferredLight[light_index].bindTexture(0, channel); + if (light_index > 0) + { + mScreen.bindTexture(0, channel); + } + else + { + mDeferredLight.bindTexture(0, channel); + } gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE); - if (channel > -1) - { - gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); - } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); if (channel > -1) { mGlow[1].bindTexture(0, channel); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - gi_source->bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - mEdgeMap.bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - mDeferredLight[1].bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - mDeferredLight[2].bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - stop_glerror(); for (U32 i = 0; i < 4; i++) @@ -7032,20 +6812,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset")); shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias")); - shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale")); - shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale")); - shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset")); shader.uniform3fv("sun_dir", 1, mTransformedSunDir.mV); - shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail")); - shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange")); - shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness")); - shader.uniform1f("gi_luminance", gSavedSettings.getF32("RenderGILuminance")); - shader.uniform1f("gi_edge_weight", gSavedSettings.getF32("RenderGIBlurEdgeWeight")); - shader.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness")); - shader.uniform1f("gi_sample_width", mGILightRadius); - shader.uniform1f("gi_noise", gSavedSettings.getF32("RenderGINoise")); - shader.uniform1f("gi_attenuation", gSavedSettings.getF32("RenderGIAttenuation")); - shader.uniform1f("gi_ambiance", gSavedSettings.getF32("RenderGIAmbiance")); shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight()); shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight()); shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff")); @@ -7137,13 +6904,13 @@ void LLPipeline::renderDeferredLighting() if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0) { - mDeferredLight[0].bindTarget(); + mDeferredLight.bindTarget(); { //paint shadow/SSAO light map (direct lighting lightmap) LLFastTimer ftm(FTM_SUN_SHADOW); bindDeferredShader(gDeferredSunProgram, 0); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glClearColor(1,1,1,1); - mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT); + mDeferredLight.clear(GL_COLOR_BUFFER_BIT); glClearColor(0,0,0,0); glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose(); @@ -7166,7 +6933,7 @@ void LLPipeline::renderDeferredLighting() } gDeferredSunProgram.uniform3fv("offset", slice, offset); - gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight()); + gDeferredSunProgram.uniform2f("screenRes", mDeferredLight.getWidth(), mDeferredLight.getHeight()); { LLGLDisable blend(GL_BLEND); @@ -7178,125 +6945,16 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredSunProgram); } - mDeferredLight[0].flush(); + mDeferredLight.flush(); } - { //global illumination specific block (still experimental) - if (gSavedSettings.getBOOL("RenderDeferredBlurLight") && - gSavedSettings.getBOOL("RenderDeferredGI")) - { - LLFastTimer ftm(FTM_EDGE_DETECTION); - //generate edge map - LLGLDisable blend(GL_BLEND); - LLGLDisable test(GL_ALPHA_TEST); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable stencil(GL_STENCIL_TEST); - - { - gDeferredEdgeProgram.bind(); - mEdgeMap.bindTarget(); - bindDeferredShader(gDeferredEdgeProgram); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(gDeferredEdgeProgram); - mEdgeMap.flush(); - } - } - - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) - { - { //get luminance map from previous frame's light map - LLGLEnable blend(GL_BLEND); - LLGLDisable test(GL_ALPHA_TEST); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable stencil(GL_STENCIL_TEST); - - //static F32 fade = 1.f; - - { - gGL.setSceneBlendType(LLRender::BT_ALPHA); - gLuminanceGatherProgram.bind(); - gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight()); - mLuminanceMap.bindTarget(); - bindDeferredShader(gLuminanceGatherProgram); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(gLuminanceGatherProgram); - mLuminanceMap.flush(); - gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); - glGenerateMipmap(GL_TEXTURE_2D); - } - } - - { //paint noisy GI map (bounce lighting lightmap) - LLFastTimer ftm(FTM_GI_TRACE); - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable test(GL_ALPHA_TEST); - - mGIMapPost[0].bindTarget(); - - bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(gDeferredGIProgram); - mGIMapPost[0].flush(); - } - - U32 pass_count = 0; - if (gSavedSettings.getBOOL("RenderDeferredBlurLight")) - { - pass_count = llclamp(gSavedSettings.getU32("RenderGIBlurPasses"), (U32) 1, (U32) 128); - } - - for (U32 i = 0; i < pass_count; ++i) - { //gather/soften indirect lighting map - LLFastTimer ftm(FTM_GI_GATHER); - bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap); - F32 blur_size = gSavedSettings.getF32("RenderGIBlurSize")/((F32) i * gSavedSettings.getF32("RenderGIBlurIncrement")+1.f); - gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f); - gDeferredPostGIProgram.uniform1f("kern_scale", blur_size); - gDeferredPostGIProgram.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness")); - - mGIMapPost[1].bindTarget(); - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_FALSE); - stop_glerror(); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - stop_glerror(); - } - - mGIMapPost[1].flush(); - unbindDeferredShader(gDeferredPostGIProgram); - bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[1], NULL, mTrueNoiseMap); - mGIMapPost[0].bindTarget(); - - gDeferredPostGIProgram.uniform2f("delta", 0.f, 1.f); - - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_FALSE); - stop_glerror(); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - stop_glerror(); - } - mGIMapPost[0].flush(); - unbindDeferredShader(gDeferredPostGIProgram); - } - } - } - if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //soften direct lighting lightmap LLFastTimer ftm(FTM_SOFTEN_SHADOW); //blur lightmap - mDeferredLight[1].bindTarget(); + mScreen.bindTarget(); glClearColor(1,1,1,1); - mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT); + mScreen.clear(GL_COLOR_BUFFER_BIT); glClearColor(0,0,0,0); bindDeferredShader(gDeferredBlurLightProgram); @@ -7332,12 +6990,12 @@ void LLPipeline::renderDeferredLighting() stop_glerror(); } - mDeferredLight[1].flush(); + mScreen.flush(); unbindDeferredShader(gDeferredBlurLightProgram); bindDeferredShader(gDeferredBlurLightProgram, 1); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredLight[0].bindTarget(); + mDeferredLight.bindTarget(); gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f); @@ -7348,7 +7006,7 @@ void LLPipeline::renderDeferredLighting() mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } - mDeferredLight[0].flush(); + mDeferredLight.flush(); unbindDeferredShader(gDeferredBlurLightProgram); } @@ -7364,25 +7022,15 @@ void LLPipeline::renderDeferredLighting() //mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), // 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) - { - mDeferredLight[1].bindTarget(); - // clear color buffer here (GI) - zeroing alpha (glow) is important or it will accumulate against sky - glClearColor(0,0,0,0); - mScreen.clear(GL_COLOR_BUFFER_BIT); - } - else - { - mScreen.bindTarget(); - // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky - glClearColor(0,0,0,0); - mScreen.clear(GL_COLOR_BUFFER_BIT); - } - + mScreen.bindTarget(); + // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky + glClearColor(0,0,0,0); + mScreen.clear(GL_COLOR_BUFFER_BIT); + if (gSavedSettings.getBOOL("RenderDeferredAtmospheric")) { //apply sunlight contribution LLFastTimer ftm(FTM_ATMOSPHERICS); - bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]); + bindDeferredShader(gDeferredSoftenProgram); { LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); @@ -7426,13 +7074,6 @@ void LLPipeline::renderDeferredLighting() BOOL render_local = gSavedSettings.getBOOL("RenderLocalLights"); - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) - { - mDeferredLight[1].flush(); - mDeferredLight[2].bindTarget(); - mDeferredLight[2].clear(GL_COLOR_BUFFER_BIT); - } - if (render_local) { gGL.setSceneBlendType(LLRender::BT_ADD); @@ -7723,47 +7364,6 @@ void LLPipeline::renderDeferredLighting() } gGL.setColorMask(true, true); - - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) - { - mDeferredLight[2].flush(); - - mScreen.bindTarget(); - mScreen.clear(GL_COLOR_BUFFER_BIT); - - gGL.setSceneBlendType(LLRender::BT_ALPHA); - - { //mix various light maps (local, sun, gi) - LLFastTimer ftm(FTM_POST); - LLGLDisable blend(GL_BLEND); - LLGLDisable test(GL_ALPHA_TEST); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable stencil(GL_STENCIL_TEST); - - bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]); - - gDeferredPostProgram.bind(); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLVertexBuffer::unbind(); - -// glVertexPointer(2, GL_FLOAT, 0, vert); - gGL.diffuseColor3f(1,1,1); - - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - - unbindDeferredShader(gDeferredPostProgram); - } - } } { //render non-deferred geometry (alpha, fullbright, glow) @@ -7963,25 +7563,9 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP); shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS); for (U32 i = 0; i < 4; i++) { @@ -8631,184 +8215,6 @@ BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector return TRUE; } -void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector& vpc) -{ - if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) < 3) - { - return; - } - - LLVector3 up; - - //LLGLEnable depth_clamp(GL_DEPTH_CLAMP_NV); - - if (lightDir.mV[2] > 0.5f) - { - up = LLVector3(1,0,0); - } - else - { - up = LLVector3(0, 0, 1); - } - - - F32 gi_range = gSavedSettings.getF32("RenderGIRange"); - - U32 res = mGIMap.getWidth(); - - F32 atten = llmax(gSavedSettings.getF32("RenderGIAttenuation"), 0.001f); - - //set radius to range at which distance attenuation of incoming photons is near 0 - - F32 lrad = sqrtf(1.f/(atten*0.01f)); - - F32 lrange = lrad+gi_range*0.5f; - - LLVector3 pad(lrange,lrange,lrange); - - glh::matrix4f view = look(LLVector3(128.f,128.f,128.f), lightDir, up); - - LLVector3 cp = camera.getOrigin()+camera.getAtAxis()*(gi_range*0.5f); - - glh::vec3f scp(cp.mV); - view.mult_matrix_vec(scp); - cp.setVec(scp.v); - - F32 pix_width = lrange/(res*0.5f); - - //move cp to the nearest pix_width - for (U32 i = 0; i < 3; i++) - { - cp.mV[i] = llround(cp.mV[i], pix_width); - } - - LLVector3 min = cp-pad; - LLVector3 max = cp+pad; - - //set mGIRange to range in tc space[0,1] that covers texture block of intersecting lights around a point - mGIRange.mV[0] = (max.mV[0]-min.mV[0])/res; - mGIRange.mV[1] = (max.mV[1]-min.mV[1])/res; - mGILightRadius = lrad/lrange*0.5f; - - glh::matrix4f proj = gl_ortho(min.mV[0], max.mV[0], - min.mV[1], max.mV[1], - -max.mV[2], -min.mV[2]); - - LLCamera sun_cam = camera; - - glh::matrix4f eye_view = glh_get_current_modelview(); - - //get eye space to camera space matrix - mGIMatrix = view*eye_view.inverse(); - mGINormalMatrix = mGIMatrix.inverse().transpose(); - mGIInvProj = proj.inverse(); - mGIMatrixProj = proj*mGIMatrix; - - //translate and scale to [0,1] - glh::matrix4f trans(.5f, 0.f, 0.f, .5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); - - mGIMatrixProj = trans*mGIMatrixProj; - - glh_set_current_modelview(view); - glh_set_current_projection(proj); - - LLViewerCamera::updateFrustumPlanes(sun_cam, TRUE, FALSE, TRUE); - - sun_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); - static LLCullResult result; - - pushRenderTypeMask(); - - andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE, - LLPipeline::RENDER_TYPE_FULLBRIGHT, - LLPipeline::RENDER_TYPE_BUMP, - LLPipeline::RENDER_TYPE_VOLUME, - LLPipeline::RENDER_TYPE_TREE, - LLPipeline::RENDER_TYPE_TERRAIN, - LLPipeline::RENDER_TYPE_WATER, - LLPipeline::RENDER_TYPE_VOIDWATER, - LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW, - LLPipeline::RENDER_TYPE_AVATAR, - LLPipeline::RENDER_TYPE_PASS_SIMPLE, - LLPipeline::RENDER_TYPE_PASS_BUMP, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, - LLPipeline::RENDER_TYPE_PASS_SHINY, - END_RENDER_TYPES); - - - - S32 occlude = LLPipeline::sUseOcclusion; - //LLPipeline::sUseOcclusion = 0; - LLPipeline::sShadowRender = TRUE; - - //only render large objects into GI map - sMinRenderSize = gSavedSettings.getF32("RenderGIMinRenderSize"); - - LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_GI_SOURCE; - mGIMap.bindTarget(); - - F64 last_modelview[16]; - F64 last_projection[16]; - for (U32 i = 0; i < 16; i++) - { - last_modelview[i] = gGLLastModelView[i]; - last_projection[i] = gGLLastProjection[i]; - gGLLastModelView[i] = mGIModelview.m[i]; - gGLLastProjection[i] = mGIProjection.m[i]; - } - - sun_cam.setOrigin(0.f, 0.f, 0.f); - updateCull(sun_cam, result); - stateSort(sun_cam, result); - - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = last_modelview[i]; - gGLLastProjection[i] = last_projection[i]; - } - - mGIProjection = proj; - mGIModelview = view; - - LLGLEnable cull(GL_CULL_FACE); - - //generate GI map - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadMatrix(proj.m); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadMatrix(view.m); - - stop_glerror(); - gGLLastMatrix = NULL; - - mGIMap.clear(); - - { - //LLGLEnable enable(GL_DEPTH_CLAMP_NV); - renderGeomDeferred(camera); - } - - mGIMap.flush(); - - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - gGLLastMatrix = NULL; - - LLPipeline::sUseOcclusion = occlude; - LLPipeline::sShadowRender = FALSE; - sMinRenderSize = 0.f; - - popRenderTypeMask(); - -} - void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade) { if (obj && obj->getVolume()) @@ -9010,8 +8416,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera) return; } - generateGI(camera, lightDir, fp); - //get good split distances for frustum for (U32 i = 0; i < fp.size(); ++i) { diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 02898aff1f..d24bab747b 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -248,7 +248,7 @@ public: void renderGeomDeferred(LLCamera& camera); void renderGeomPostDeferred(LLCamera& camera); void renderGeomShadow(LLCamera& camera); - void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, LLRenderTarget* gi_source = NULL, LLRenderTarget* last_gi_post = NULL, U32 noise_map = 0xFFFFFFFF); + void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF); void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); void unbindDeferredShader(LLGLSLShader& shader); @@ -262,7 +262,6 @@ public: void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader = TRUE, BOOL use_occlusion = TRUE); - void generateGI(LLCamera& camera, LLVector3& lightDir, std::vector& vpc); void renderHighlights(); void renderDebug(); void renderPhysicsDisplay(); @@ -534,10 +533,7 @@ public: LLRenderTarget mFXAABuffer; LLRenderTarget mEdgeMap; LLRenderTarget mDeferredDepth; - LLRenderTarget mDeferredLight[3]; - LLRenderTarget mGIMap; - LLRenderTarget mGIMapPost[2]; - LLRenderTarget mLuminanceMap; + LLRenderTarget mDeferredLight; LLRenderTarget mHighlight; LLRenderTarget mPhysicsDisplay; diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index 16f48f3a4e..45d6d85937 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -2549,19 +2549,6 @@ - - - - - - Date: Wed, 5 Oct 2011 15:12:02 -0500 Subject: SH-2031 Fix for stall in image update -- don't use the CPU to convert a height map into a normal map -- use the GPU instead via a shader. Also, WTF glFinish? --- indra/llwindow/llwindowwin32.cpp | 1 - .../shaders/class1/deferred/normgenF.glsl | 56 +++++++ .../shaders/class1/deferred/normgenV.glsl | 36 +++++ indra/newview/lldrawpoolbump.cpp | 176 +++++++++++++++------ indra/newview/llviewerdisplay.cpp | 35 ++-- indra/newview/llviewershadermgr.cpp | 14 ++ indra/newview/llviewershadermgr.h | 2 +- indra/newview/llviewertexturelist.cpp | 66 +++++--- 8 files changed, 305 insertions(+), 81 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp index e4e5256ae7..bac23279cc 100644 --- a/indra/llwindow/llwindowwin32.cpp +++ b/indra/llwindow/llwindowwin32.cpp @@ -2925,7 +2925,6 @@ BOOL LLWindowWin32::resetDisplayResolution() void LLWindowWin32::swapBuffers() { - glFinish(); SwapBuffers(mhDC); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl new file mode 100644 index 0000000000..879942d8fa --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -0,0 +1,56 @@ +/** + * @file normgenF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +uniform sampler2D alphaMap; + +VARYING vec2 vary_texcoord0; + +uniform float stepX; +uniform float stepY; +uniform float norm_scale; + +void main() +{ + float alpha = texture2D(alphaMap, vary_texcoord0).a; + + vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).a-alpha)*255); + vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).a-alpha)*255); + vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).a-alpha)*255); + vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).a-alpha)*255); + + vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); + + norm = normalize(norm); + norm *= 0.5; + norm += 0.5; + + gl_FragColor = vec4(norm, alpha); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl new file mode 100644 index 0000000000..9bceae05b7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl @@ -0,0 +1,36 @@ +/** + * @file normgenV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_texcoord0; + +void main() +{ + gl_Position = vec4(position.x*2.0-1.0, position.y*2.0-1.0, -1.0, 1.0); + vary_texcoord0 = texcoord0; +} diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 501bd88970..be12eb800f 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -1088,6 +1088,8 @@ LLViewerTexture* LLBumpImageList::getBrightnessDarknessImage(LLViewerFetchedText } +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_STANDARD_LOADED("Bump Standard Callback"); + // static void LLBumpImageList::onSourceBrightnessLoaded( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata ) { @@ -1110,14 +1112,24 @@ void LLBumpImageList::onSourceDarknessLoaded( BOOL success, LLViewerFetchedTextu } } +static LLFastTimer::DeclareTimer FTM_BUMP_GEN_NORMAL("Generate Normal Map"); +static LLFastTimer::DeclareTimer FTM_BUMP_CREATE_TEXTURE("Create GL Normal Map"); + void LLBumpImageList::onSourceStandardLoaded( BOOL success, LLViewerFetchedTexture* src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata) { if (success && LLPipeline::sRenderDeferred) { + LLFastTimer t(FTM_BUMP_SOURCE_STANDARD_LOADED); LLPointer nrm_image = new LLImageRaw(src->getWidth(), src->getHeight(), 4); - generateNormalMapFromAlpha(src, nrm_image); + { + LLFastTimer t(FTM_BUMP_GEN_NORMAL); + generateNormalMapFromAlpha(src, nrm_image); + } src_vi->setExplicitFormat(GL_RGBA, GL_RGBA); - src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image); + { + LLFastTimer t(FTM_BUMP_CREATE_TEXTURE); + src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image); + } } } @@ -1176,24 +1188,39 @@ void LLBumpImageList::generateNormalMapFromAlpha(LLImageRaw* src, LLImageRaw* nr } } + +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_LOADED("Bump Source Loaded"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_ENTRIES_UPDATE("Entries Update"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_MIN_MAX("Min/Max"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_RGB2LUM("RGB to Luminance"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_RESCALE("Rescale"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_GEN_NORMAL("Generate Normal"); +static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_CREATE("Create"); + // static void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLImageRaw* src, LLUUID& source_asset_id, EBumpEffect bump_code ) { if( success ) { + LLFastTimer t(FTM_BUMP_SOURCE_LOADED); + + bump_image_map_t& entries_list(bump_code == BE_BRIGHTNESS ? gBumpImageList.mBrightnessEntries : gBumpImageList.mDarknessEntries ); bump_image_map_t::iterator iter = entries_list.find(source_asset_id); - if (iter == entries_list.end() || - iter->second.isNull() || - iter->second->getWidth() != src->getWidth() || - iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution - { //make sure an entry exists for this image - LLPointer raw = new LLImageRaw(1,1,1); - raw->clear(0x77, 0x77, 0xFF, 0xFF); - - entries_list[src_vi->getID()] = LLViewerTextureManager::getLocalTexture( raw.get(), TRUE); - iter = entries_list.find(src_vi->getID()); + { + LLFastTimer t(FTM_BUMP_SOURCE_ENTRIES_UPDATE); + if (iter == entries_list.end() || + iter->second.isNull() || + iter->second->getWidth() != src->getWidth() || + iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution + { //make sure an entry exists for this image + LLPointer raw = new LLImageRaw(1,1,1); + raw->clear(0x77, 0x77, 0xFF, 0xFF); + + entries_list[src_vi->getID()] = LLViewerTextureManager::getLocalTexture( raw.get(), TRUE); + iter = entries_list.find(src_vi->getID()); + } } //if (iter->second->getWidth() != src->getWidth() || @@ -1224,50 +1251,56 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI { case 1: case 2: - if( src_data_size == dst_data_size * src_components ) { - for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components ) + LLFastTimer t(FTM_BUMP_SOURCE_MIN_MAX); + if( src_data_size == dst_data_size * src_components ) { - dst_data[i] = src_data[j]; - if( dst_data[i] < minimum ) + for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components ) { - minimum = dst_data[i]; - } - if( dst_data[i] > maximum ) - { - maximum = dst_data[i]; + dst_data[i] = src_data[j]; + if( dst_data[i] < minimum ) + { + minimum = dst_data[i]; + } + if( dst_data[i] > maximum ) + { + maximum = dst_data[i]; + } } } - } - else - { - llassert(0); - dst_image->clear(); + else + { + llassert(0); + dst_image->clear(); + } } break; case 3: case 4: - if( src_data_size == dst_data_size * src_components ) { - for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components ) + LLFastTimer t(FTM_BUMP_SOURCE_RGB2LUM); + if( src_data_size == dst_data_size * src_components ) { - // RGB to luminance - dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT; - //llassert( dst_data[i] <= 255 );true because it's 8bit - if( dst_data[i] < minimum ) - { - minimum = dst_data[i]; - } - if( dst_data[i] > maximum ) + for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components ) { - maximum = dst_data[i]; + // RGB to luminance + dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT; + //llassert( dst_data[i] <= 255 );true because it's 8bit + if( dst_data[i] < minimum ) + { + minimum = dst_data[i]; + } + if( dst_data[i] > maximum ) + { + maximum = dst_data[i]; + } } } - } - else - { - llassert(0); - dst_image->clear(); + else + { + llassert(0); + dst_image->clear(); + } } break; default: @@ -1278,6 +1311,7 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI if( maximum > minimum ) { + LLFastTimer t(FTM_BUMP_SOURCE_RESCALE); U8 bias_and_scale_lut[256]; F32 twice_one_over_range = 2.f / (maximum - minimum); S32 i; @@ -1311,17 +1345,63 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI // accidentally releases it. LLPointer bump = LLViewerTextureManager::getLocalTexture( TRUE ); + if (!LLPipeline::sRenderDeferred) { + LLFastTimer t(FTM_BUMP_SOURCE_CREATE); bump->setExplicitFormat(GL_ALPHA8, GL_ALPHA); bump->createGLTexture(0, dst_image); } - else - { - LLPointer nrm_image = new LLImageRaw(dst_image->getWidth(), dst_image->getHeight(), 4); - generateNormalMapFromAlpha(dst_image, nrm_image); - bump->setExplicitFormat(GL_RGBA, GL_RGBA); - bump->createGLTexture(0, nrm_image); + else + { //convert to normal map + { + LLFastTimer t(FTM_BUMP_SOURCE_CREATE); + bump->setExplicitFormat(GL_RGBA8, GL_ALPHA); + bump->createGLTexture(0, dst_image); + } + + { + LLFastTimer t(FTM_BUMP_SOURCE_GEN_NORMAL); + gPipeline.mScreen.bindTarget(); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable cull(GL_CULL_FACE); + LLGLDisable blend(GL_BLEND); + gGL.setColorMask(TRUE, TRUE); + gNormalMapGenProgram.bind(); + gNormalMapGenProgram.uniform1f("norm_scale", gSavedSettings.getF32("RenderNormalMapScale")); + gNormalMapGenProgram.uniform1f("stepX", 1.f/bump->getWidth()); + gNormalMapGenProgram.uniform1f("stepY", 1.f/bump->getHeight()); + + LLVector2 v((F32) bump->getWidth()/gPipeline.mScreen.getWidth(), + (F32) bump->getHeight()/gPipeline.mScreen.getHeight()); + + gGL.getTexUnit(0)->bind(bump); + + gGL.begin(LLRender::TRIANGLE_STRIP); + + gGL.texCoord2f(0, 0); + gGL.vertex2f(0, 0); + gGL.texCoord2f(0, 1); + gGL.vertex2f(0, v.mV[1]); + gGL.texCoord2f(1, 0); + gGL.vertex2f(v.mV[0], 0); + gGL.texCoord2f(1, 1); + gGL.vertex2f(v.mV[0], v.mV[1]); + + gGL.end(); + + gGL.flush(); + + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bump->getWidth(), bump->getHeight()); + + glGenerateMipmap(GL_TEXTURE_2D); + + gPipeline.mScreen.flush(); + + gNormalMapGenProgram.unbind(); + + //generateNormalMapFromAlpha(dst_image, nrm_image); + } } iter->second = bump; // derefs (and deletes) old image diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 20c9071052..85ef12b32b 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -213,6 +213,10 @@ static LLFastTimer::DeclareTimer FTM_RENDER("Render", true); static LLFastTimer::DeclareTimer FTM_UPDATE_SKY("Update Sky"); static LLFastTimer::DeclareTimer FTM_UPDATE_TEXTURES("Update Textures"); static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE("Update Images"); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_CLASS("Class"); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_BUMP("Bump"); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_LIST("List"); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_DELETE("Delete"); // Paint the display! void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) @@ -743,18 +747,31 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLMemType mt_iu(LLMemType::MTYPE_DISPLAY_IMAGE_UPDATE); LLFastTimer t(FTM_IMAGE_UPDATE); - LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(), - LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean()); + { + LLFastTimer t(FTM_IMAGE_UPDATE_CLASS); + LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(), + LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean()); + } - gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first. + + { + LLFastTimer t(FTM_IMAGE_UPDATE_BUMP); + gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first. + } - F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time - max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame) - gTextureList.updateImages(max_image_decode_time); + { + LLFastTimer t(FTM_IMAGE_UPDATE_LIST); + F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time + max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame) + gTextureList.updateImages(max_image_decode_time); + } - //remove dead textures from GL - LLImageGL::deleteDeadTextures(); - stop_glerror(); + { + LLFastTimer t(FTM_IMAGE_UPDATE_DELETE); + //remove dead textures from GL + LLImageGL::deleteDeadTextures(); + stop_glerror(); + } } LLGLState::checkStates(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 764c247f01..ac489e0caf 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -188,6 +188,7 @@ LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gDeferredWLCloudProgram; LLGLSLShader gDeferredStarProgram; +LLGLSLShader gNormalMapGenProgram; LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0), @@ -275,6 +276,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); mShaderList.push_back(&gDeferredStarProgram); + mShaderList.push_back(&gNormalMapGenProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() @@ -1082,6 +1084,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); gDeferredStarProgram.unload(); + gNormalMapGenProgram.unload(); return TRUE; } @@ -1532,6 +1535,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredStarProgram.createShader(NULL, &mWLUniforms); } + if (success) + { + gNormalMapGenProgram.mName = "Normal Map Generation Program"; + gNormalMapGenProgram.mShaderFiles.clear(); + gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB)); + gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB)); + gNormalMapGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY; + success = gNormalMapGenProgram.createShader(NULL, NULL); + } + return success; } diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 74708c94a7..5bcdf11be5 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -384,6 +384,6 @@ extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gDeferredWLSkyProgram; extern LLGLSLShader gDeferredWLCloudProgram; extern LLGLSLShader gDeferredStarProgram; - +extern LLGLSLShader gNormalMapGenProgram; #endif diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp index 30ef8b8a29..487cdafd8f 100644 --- a/indra/newview/llviewertexturelist.cpp +++ b/indra/newview/llviewertexturelist.cpp @@ -586,6 +586,11 @@ void LLViewerTextureList::dirtyImage(LLViewerFetchedTexture *image) //////////////////////////////////////////////////////////////////////////// static LLFastTimer::DeclareTimer FTM_IMAGE_MARK_DIRTY("Dirty Images"); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_PRIORITIES("Prioritize"); +static LLFastTimer::DeclareTimer FTM_IMAGE_CALLBACKS("Callbacks"); +static LLFastTimer::DeclareTimer FTM_IMAGE_FETCH("Fetch"); +static LLFastTimer::DeclareTimer FTM_IMAGE_CREATE("Create"); +static LLFastTimer::DeclareTimer FTM_IMAGE_STATS("Stats"); void LLViewerTextureList::updateImages(F32 max_time) { @@ -597,14 +602,25 @@ void LLViewerTextureList::updateImages(F32 max_time) LLViewerStats::getInstance()->mGLBoundMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageGL::sBoundTextureMemoryInBytes)); LLViewerStats::getInstance()->mRawMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageRaw::sGlobalRawMemory)); LLViewerStats::getInstance()->mFormattedMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageFormatted::sGlobalFormattedMemory)); - - updateImagesDecodePriorities(); + + + { + LLFastTimer t(FTM_IMAGE_UPDATE_PRIORITIES); + updateImagesDecodePriorities(); + } F32 total_max_time = max_time; - max_time -= updateImagesFetchTextures(max_time); + + { + LLFastTimer t(FTM_IMAGE_FETCH); + max_time -= updateImagesFetchTextures(max_time); + } - max_time = llmax(max_time, total_max_time*.50f); // at least 50% of max_time - max_time -= updateImagesCreateTextures(max_time); + { + LLFastTimer t(FTM_IMAGE_CREATE); + max_time = llmax(max_time, total_max_time*.50f); // at least 50% of max_time + max_time -= updateImagesCreateTextures(max_time); + } if (!mDirtyTextureList.empty()) { @@ -612,24 +628,32 @@ void LLViewerTextureList::updateImages(F32 max_time) gPipeline.dirtyPoolObjectTextures(mDirtyTextureList); mDirtyTextureList.clear(); } - bool didone = false; - for (image_list_t::iterator iter = mCallbackList.begin(); - iter != mCallbackList.end(); ) + { - //trigger loaded callbacks on local textures immediately - LLViewerFetchedTexture* image = *iter++; - if (!image->getUrl().empty()) + LLFastTimer t(FTM_IMAGE_CALLBACKS); + bool didone = false; + for (image_list_t::iterator iter = mCallbackList.begin(); + iter != mCallbackList.end(); ) { - // Do stuff to handle callbacks, update priorities, etc. - didone = image->doLoadedCallbacks(); - } - else if (!didone) - { - // Do stuff to handle callbacks, update priorities, etc. - didone = image->doLoadedCallbacks(); + //trigger loaded callbacks on local textures immediately + LLViewerFetchedTexture* image = *iter++; + if (!image->getUrl().empty()) + { + // Do stuff to handle callbacks, update priorities, etc. + didone = image->doLoadedCallbacks(); + } + else if (!didone) + { + // Do stuff to handle callbacks, update priorities, etc. + didone = image->doLoadedCallbacks(); + } } } - updateImagesUpdateStats(); + + { + LLFastTimer t(FTM_IMAGE_STATS); + updateImagesUpdateStats(); + } } void LLViewerTextureList::updateImagesDecodePriorities() @@ -747,7 +771,6 @@ void LLViewerTextureList::updateImagesDecodePriorities() return type_from_host; } */ -static LLFastTimer::DeclareTimer FTM_IMAGE_CREATE("Create Images"); F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) { @@ -757,8 +780,7 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) // Create GL textures for all textures that need them (images which have been // decoded, but haven't been pushed into GL). // - LLFastTimer t(FTM_IMAGE_CREATE); - + LLTimer create_timer; image_list_t::iterator enditer = mCreateTextureList.begin(); for (image_list_t::iterator iter = mCreateTextureList.begin(); -- cgit v1.3 From 3211c6e3089b03d73f2e260be4037304660f834d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 11 Oct 2011 00:26:03 -0500 Subject: SH-2240 WIP on removing lots of string comparisons that were added to deal with exploding amounts of non-built-in GL state --- indra/llrender/llglslshader.cpp | 26 +- indra/llrender/llglslshader.h | 2 + indra/llrender/llrender.cpp | 49 ++-- indra/llrender/llshadermgr.cpp | 174 ++++++++++++ indra/llrender/llshadermgr.h | 125 +++++++++ indra/newview/llviewercontrol.cpp | 1 + indra/newview/llviewerdisplay.cpp | 1 + indra/newview/llviewershadermgr.cpp | 77 +----- indra/newview/llviewershadermgr.h | 45 --- indra/newview/llwlparamset.cpp | 4 + indra/newview/pipeline.cpp | 538 +++++++++++++++++++++++------------- indra/newview/pipeline.h | 74 +++++ 12 files changed, 772 insertions(+), 344 deletions(-) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index ddadf07d73..bbb62ea3c1 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -320,7 +320,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector * uniforms) for (S32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedUniforms.size(); i++) { if ( (mUniform[i] == -1) - && (LLShaderMgr::instance()->mReservedUniforms[i].compare(0, length, name, LLShaderMgr::instance()->mReservedUniforms[i].length()) == 0)) + && (LLShaderMgr::instance()->mReservedUniforms[i] == name)) { //found it mUniform[i] = location; @@ -334,7 +334,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector * uniforms) for (U32 i = 0; i < uniforms->size(); i++) { if ( (mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] == -1) - && ((*uniforms)[i].compare(0, length, name, (*uniforms)[i].length()) == 0)) + && ((*uniforms)[i] == name)) { //found it mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location; @@ -762,8 +762,12 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c } } +static LLFastTimer::DeclareTimer FTM_UNIFORM_LOCATION("Get Uniform Location"); + GLint LLGLSLShader::getUniformLocation(const string& uniform) { + LLFastTimer t(FTM_UNIFORM_LOCATION); + GLint ret = -1; if (mProgramObject > 0) { @@ -783,13 +787,19 @@ GLint LLGLSLShader::getUniformLocation(const string& uniform) } } - /*if (gDebugGL) + return ret; +} + +GLint LLGLSLShader::getUniformLocation(U32 index) +{ + LLFastTimer t(FTM_UNIFORM_LOCATION); + + GLint ret = -1; + if (mProgramObject > 0) { - if (ret == -1 && ret != glGetUniformLocationARB(mProgramObject, uniform.c_str())) - { - llerrs << "Uniform map invalid." << llendl; - } - }*/ + llassert(index < mUniform.size()); + return mUniform[index]; + } return ret; } diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index beef57796d..eb19599eca 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -114,6 +114,8 @@ public: void vertexAttrib4fv(U32 index, GLfloat* v); GLint getUniformLocation(const std::string& uniform); + GLint getUniformLocation(U32 index); + GLint getAttribLocation(U32 attrib); GLint mapUniformTextureChannel(GLint location, GLenum type); diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index c73701bbcc..afb19fce55 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -34,6 +34,7 @@ #include "llimagegl.h" #include "llrendertarget.h" #include "lltexture.h" +#include "llshadermgr.h" LLRender gGL; @@ -1127,13 +1128,13 @@ void LLRender::syncLightState() diffuse[i].set(light->mDiffuse.mV); } - shader->uniform4fv("light_position", 8, position[0].mV); - shader->uniform3fv("light_direction", 8, direction[0].mV); - shader->uniform3fv("light_attenuation", 8, attenuation[0].mV); - shader->uniform3fv("light_diffuse", 8, diffuse[0].mV); - shader->uniform4fv("light_ambient", 1, mAmbientLightColor.mV); + shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV); + shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform - shader->uniform4fv("sunlight_color", 1, diffuse[0].mV); + shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); } } @@ -1151,14 +1152,14 @@ void LLRender::syncMatrices() GL_TEXTURE, }; - std::string name[] = + U32 name[] = { - "modelview_matrix", - "projection_matrix", - "texture_matrix0", - "texture_matrix1", - "texture_matrix2", - "texture_matrix3", + LLShaderMgr::MODELVIEW_MATRIX, + LLShaderMgr::PROJECTION_MATRIX, + LLShaderMgr::TEXTURE_MATRIX0, + LLShaderMgr::TEXTURE_MATRIX1, + LLShaderMgr::TEXTURE_MATRIX2, + LLShaderMgr::TEXTURE_MATRIX3, }; LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; @@ -1185,7 +1186,7 @@ void LLRender::syncMatrices() shader->mMatHash[i] = mMatHash[i]; //update normal matrix - S32 loc = shader->getUniformLocation("normal_matrix"); + S32 loc = shader->getUniformLocation(LLShaderMgr::NORMAL_MATRIX); if (loc > -1) { if (cached_normal_hash != mMatHash[i]) @@ -1203,12 +1204,12 @@ void LLRender::syncMatrices() norm.m[8], norm.m[9], norm.m[10] }; - shader->uniformMatrix3fv("normal_matrix", 1, GL_FALSE, norm_mat); + shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat); } //update MVP matrix mvp_done = true; - loc = shader->getUniformLocation("modelview_projection_matrix"); + loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX); if (loc > -1) { U32 proj = MM_PROJECTION; @@ -1221,7 +1222,7 @@ void LLRender::syncMatrices() cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; } - shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, cached_mvp.m); + shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m); } } @@ -1237,7 +1238,7 @@ void LLRender::syncMatrices() if (!mvp_done) { //update MVP matrix - S32 loc = shader->getUniformLocation("modelview_projection_matrix"); + S32 loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX); if (loc > -1) { if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION]) @@ -1249,7 +1250,7 @@ void LLRender::syncMatrices() cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; } - shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, cached_mvp.m); + shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m); } } } @@ -2176,7 +2177,7 @@ void LLRender::diffuseColor3f(F32 r, F32 g, F32 b) if (shader) { - shader->uniform4f("color", r,g,b,1.f); + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,1.f); } else { @@ -2191,7 +2192,7 @@ void LLRender::diffuseColor3fv(const F32* c) if (shader) { - shader->uniform4f("color", c[0], c[1], c[2], 1.f); + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0], c[1], c[2], 1.f); } else { @@ -2206,7 +2207,7 @@ void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a) if (shader) { - shader->uniform4f("color", r,g,b,a); + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,a); } else { @@ -2221,7 +2222,7 @@ void LLRender::diffuseColor4fv(const F32* c) if (shader) { - shader->uniform4fv("color", 1, c); + shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, c); } else { @@ -2236,7 +2237,7 @@ void LLRender::diffuseColor4ubv(const U8* c) if (shader) { - shader->uniform4f("color", c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f); + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f); } else { diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 16180c6831..0a99c66d09 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -897,3 +897,177 @@ BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj) return success; } +//virtual +void LLShaderMgr::initAttribsAndUniforms() +{ + //MUST match order of enum in LLVertexBuffer.h + mReservedAttribs.push_back("position"); + mReservedAttribs.push_back("normal"); + mReservedAttribs.push_back("texcoord0"); + mReservedAttribs.push_back("texcoord1"); + mReservedAttribs.push_back("texcoord2"); + mReservedAttribs.push_back("texcoord3"); + mReservedAttribs.push_back("diffuse_color"); + mReservedAttribs.push_back("emissive"); + mReservedAttribs.push_back("binormal"); + mReservedAttribs.push_back("weight"); + mReservedAttribs.push_back("weight4"); + mReservedAttribs.push_back("clothing"); + mReservedAttribs.push_back("texture_index"); + + //matrix state + mReservedUniforms.push_back("modelview_matrix"); + mReservedUniforms.push_back("projection_matrix"); + mReservedUniforms.push_back("inv_proj"); + mReservedUniforms.push_back("modelview_projection_matrix"); + mReservedUniforms.push_back("normal_matrix"); + mReservedUniforms.push_back("texture_matrix0"); + mReservedUniforms.push_back("texture_matrix1"); + mReservedUniforms.push_back("texture_matrix2"); + mReservedUniforms.push_back("texture_matrix3"); + llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_MATRIX3+1); + + mReservedUniforms.push_back("viewport"); + + mReservedUniforms.push_back("light_position"); + mReservedUniforms.push_back("light_direction"); + mReservedUniforms.push_back("light_attenuation"); + mReservedUniforms.push_back("light_diffuse"); + mReservedUniforms.push_back("light_ambient"); + mReservedUniforms.push_back("light_count"); + mReservedUniforms.push_back("light"); + mReservedUniforms.push_back("light_col"); + mReservedUniforms.push_back("far_z"); + + llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1); + + + mReservedUniforms.push_back("proj_mat"); + mReservedUniforms.push_back("proj_near"); + mReservedUniforms.push_back("proj_p"); + mReservedUniforms.push_back("proj_n"); + mReservedUniforms.push_back("proj_origin"); + mReservedUniforms.push_back("proj_range"); + mReservedUniforms.push_back("proj_ambiance"); + mReservedUniforms.push_back("proj_shadow_idx"); + mReservedUniforms.push_back("shadow_fade"); + mReservedUniforms.push_back("proj_focus"); + mReservedUniforms.push_back("proj_lod"); + mReservedUniforms.push_back("proj_ambient_lod"); + + llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1); + + mReservedUniforms.push_back("color"); + mReservedUniforms.push_back("highlight_color"); + + mReservedUniforms.push_back("diffuseMap"); + mReservedUniforms.push_back("specularMap"); + mReservedUniforms.push_back("bumpMap"); + mReservedUniforms.push_back("environmentMap"); + mReservedUniforms.push_back("cloude_noise_texture"); + mReservedUniforms.push_back("fullbright"); + mReservedUniforms.push_back("lightnorm"); + mReservedUniforms.push_back("sunlight_color"); + mReservedUniforms.push_back("ambient"); + mReservedUniforms.push_back("blue_horizon"); + mReservedUniforms.push_back("blue_density"); + mReservedUniforms.push_back("haze_horizon"); + mReservedUniforms.push_back("haze_density"); + mReservedUniforms.push_back("cloud_shadow"); + mReservedUniforms.push_back("density_multiplier"); + mReservedUniforms.push_back("distance_multiplier"); + mReservedUniforms.push_back("max_y"); + mReservedUniforms.push_back("glow"); + mReservedUniforms.push_back("cloud_color"); + mReservedUniforms.push_back("cloud_pos_density1"); + mReservedUniforms.push_back("cloud_pos_density2"); + mReservedUniforms.push_back("cloud_scale"); + mReservedUniforms.push_back("gamma"); + mReservedUniforms.push_back("scene_light_strength"); + + llassert(mReservedUniforms.size() == LLShaderMgr::SCENE_LIGHT_STRENGTH+1); + + mReservedUniforms.push_back("center"); + mReservedUniforms.push_back("size"); + mReservedUniforms.push_back("falloff"); + + + mReservedUniforms.push_back("minLuminance"); + mReservedUniforms.push_back("maxExtractAlpha"); + mReservedUniforms.push_back("lumWeights"); + mReservedUniforms.push_back("warmthWeights"); + mReservedUniforms.push_back("warmthAmount"); + mReservedUniforms.push_back("glowStrength"); + mReservedUniforms.push_back("glowDelta"); + + llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_DELTA+1); + + mReservedUniforms.push_back("shadow_matrix"); + mReservedUniforms.push_back("env_mat"); + mReservedUniforms.push_back("shadow_clip"); + mReservedUniforms.push_back("sun_wash"); + mReservedUniforms.push_back("shadow_noise"); + mReservedUniforms.push_back("blur_size"); + mReservedUniforms.push_back("ssao_radius"); + mReservedUniforms.push_back("ssao_max_radius"); + mReservedUniforms.push_back("ssao_factor"); + mReservedUniforms.push_back("ssao_factor_inv"); + mReservedUniforms.push_back("ssao_effect_mat"); + mReservedUniforms.push_back("screen_res"); + mReservedUniforms.push_back("near_clip"); + mReservedUniforms.push_back("shadow_offset"); + mReservedUniforms.push_back("shadow_bias"); + mReservedUniforms.push_back("spot_shadow_bias"); + mReservedUniforms.push_back("spot_shadow_offset"); + mReservedUniforms.push_back("sun_dir"); + mReservedUniforms.push_back("shadow_res"); + mReservedUniforms.push_back("proj_shadow_res"); + mReservedUniforms.push_back("depth_cutoff"); + mReservedUniforms.push_back("norm_cutoff"); + + llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_NORM_CUTOFF+1); + + mReservedUniforms.push_back("tc_scale"); + mReservedUniforms.push_back("rcp_screen_res"); + mReservedUniforms.push_back("rcp_frame_opt"); + mReservedUniforms.push_back("rcp_frame_opt2"); + + mReservedUniforms.push_back("focal_distance"); + mReservedUniforms.push_back("blur_constant"); + mReservedUniforms.push_back("tan_pixel_angle"); + mReservedUniforms.push_back("magnification"); + + mReservedUniforms.push_back("depthMap"); + mReservedUniforms.push_back("shadowMap0"); + mReservedUniforms.push_back("shadowMap1"); + mReservedUniforms.push_back("shadowMap2"); + mReservedUniforms.push_back("shadowMap3"); + mReservedUniforms.push_back("shadowMap4"); + mReservedUniforms.push_back("shadowMap5"); + + llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW5+1); + + mReservedUniforms.push_back("normalMap"); + mReservedUniforms.push_back("positionMap"); + mReservedUniforms.push_back("diffuseRect"); + mReservedUniforms.push_back("specularRect"); + mReservedUniforms.push_back("noiseMap"); + mReservedUniforms.push_back("lightFunc"); + mReservedUniforms.push_back("lightMap"); + mReservedUniforms.push_back("bloomMap"); + mReservedUniforms.push_back("projectionMap"); + + llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); + + std::set dupe_check; + + for (U32 i = 0; i < mReservedUniforms.size(); ++i) + { + if (dupe_check.find(mReservedUniforms[i]) != dupe_check.end()) + { + llerrs << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << llendl; + } + dupe_check.insert(mReservedUniforms[i]); + } +} + diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index 2f30103811..9cc2f1bd7f 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -36,9 +36,134 @@ public: LLShaderMgr(); virtual ~LLShaderMgr(); + typedef enum + { + MODELVIEW_MATRIX = 0, + PROJECTION_MATRIX, + INVERSE_PROJECTION_MATRIX, + MODELVIEW_PROJECTION_MATRIX, + NORMAL_MATRIX, + TEXTURE_MATRIX0, + TEXTURE_MATRIX1, + TEXTURE_MATRIX2, + TEXTURE_MATRIX3, + VIEWPORT, + LIGHT_POSITION, + LIGHT_DIRECTION, + LIGHT_ATTENUATION, + LIGHT_DIFFUSE, + LIGHT_AMBIENT, + MULTI_LIGHT_COUNT, + MULTI_LIGHT, + MULTI_LIGHT_COL, + MULTI_LIGHT_FAR_Z, + PROJECTOR_MATRIX, + PROJECTOR_NEAR, + PROJECTOR_P, + PROJECTOR_N, + PROJECTOR_ORIGIN, + PROJECTOR_RANGE, + PROJECTOR_AMBIANCE, + PROJECTOR_SHADOW_INDEX, + PROJECTOR_SHADOW_FADE, + PROJECTOR_FOCUS, + PROJECTOR_LOD, + PROJECTOR_AMBIENT_LOD, + DIFFUSE_COLOR, + HIGHLIGHT_COLOR, + DIFFUSE_MAP, + SPECULAR_MAP, + BUMP_MAP, + ENVIRONMENT_MAP, + CLOUD_NOISE_MAP, + FULLBRIGHT, + LIGHTNORM, + SUNLIGHT_COLOR, + AMBIENT, + BLUE_HORIZON, + BLUE_DENSITY, + HAZE_HORIZON, + HAZE_DENSITY, + CLOUD_SHADOW, + DENSITY_MULTIPLIER, + DISTANCE_MULTIPLIER, + MAX_Y, + GLOW, + CLOUD_COLOR, + CLOUD_POS_DENSITY1, + CLOUD_POS_DENSITY2, + CLOUD_SCALE, + GAMMA, + SCENE_LIGHT_STRENGTH, + LIGHT_CENTER, + LIGHT_SIZE, + LIGHT_FALLOFF, + + GLOW_MIN_LUMINANCE, + GLOW_MAX_EXTRACT_ALPHA, + GLOW_LUM_WEIGHTS, + GLOW_WARMTH_WEIGHTS, + GLOW_WARMTH_AMOUNT, + GLOW_STRENGTH, + GLOW_DELTA, + + DEFERRED_SHADOW_MATRIX, + DEFERRED_ENV_MAT, + DEFERRED_SHADOW_CLIP, + DEFERRED_SUN_WASH, + DEFERRED_SHADOW_NOISE, + DEFERRED_BLUR_SIZE, + DEFERRED_SSAO_RADIUS, + DEFERRED_SSAO_MAX_RADIUS, + DEFERRED_SSAO_FACTOR, + DEFERRED_SSAO_FACTOR_INV, + DEFERRED_SSAO_EFFECT_MAT, + DEFERRED_SCREEN_RES, + DEFERRED_NEAR_CLIP, + DEFERRED_SHADOW_OFFSET, + DEFERRED_SHADOW_BIAS, + DEFERRED_SPOT_SHADOW_BIAS, + DEFERRED_SPOT_SHADOW_OFFSET, + DEFERRED_SUN_DIR, + DEFERRED_SHADOW_RES, + DEFERRED_PROJ_SHADOW_RES, + DEFERRED_DEPTH_CUTOFF, + DEFERRED_NORM_CUTOFF, + + FXAA_TC_SCALE, + FXAA_RCP_SCREEN_RES, + FXAA_RCP_FRAME_OPT, + FXAA_RCP_FRAME_OPT2, + + DOF_FOCAL_DISTANCE, + DOF_BLUR_CONSTANT, + DOF_TAN_PIXEL_ANGLE, + DOF_MAGNIFICATION, + + DEFERRED_DEPTH, + DEFERRED_SHADOW0, + DEFERRED_SHADOW1, + DEFERRED_SHADOW2, + DEFERRED_SHADOW3, + DEFERRED_SHADOW4, + DEFERRED_SHADOW5, + DEFERRED_NORMAL, + DEFERRED_POSITION, + DEFERRED_DIFFUSE, + DEFERRED_SPECULAR, + DEFERRED_NOISE, + DEFERRED_LIGHTFUNC, + DEFERRED_LIGHT, + DEFERRED_BLOOM, + DEFERRED_PROJECTION, + END_RESERVED_UNIFORMS + } eGLSLReservedUniforms; + // singleton pattern implementation static LLShaderMgr * instance(); + virtual void initAttribsAndUniforms(void); + BOOL attachShaderFeatures(LLGLSLShader * shader); void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE); BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE); diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 5b178f82d8..3692da64fc 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -388,6 +388,7 @@ static bool handleRenderDeferredChanged(const LLSD& newvalue) LLRenderTarget::sUseFBO = newvalue.asBoolean(); if (gPipeline.isInit()) { + LLPipeline::refreshCachedSettings(); gPipeline.updateRenderDeferred(); gPipeline.releaseGLBuffers(); gPipeline.createGLBuffers(); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 7220f2a20f..1832416a4b 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -862,6 +862,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) // gGL.popMatrix(); //} + LLPipeline::refreshCachedSettings(); LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; LLPipeline::refreshRenderDeferred(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index ac489e0caf..8bc573135c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -195,6 +195,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mMaxAvatarShaderLevel(0) { /// Make sure WL Sky is the first program + //ONLY shaders that need WL Param management should be added here mShaderList.push_back(&gWLSkyProgram); mShaderList.push_back(&gWLCloudProgram); mShaderList.push_back(&gAvatarProgram); @@ -209,16 +210,6 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram); mShaderList.push_back(&gObjectSimpleAlphaMaskProgram); mShaderList.push_back(&gObjectBumpProgram); - mShaderList.push_back(&gUIProgram); - mShaderList.push_back(&gCustomAlphaProgram); - mShaderList.push_back(&gGlowCombineProgram); - mShaderList.push_back(&gGlowCombineFXAAProgram); - mShaderList.push_back(&gTwoTextureAddProgram); - mShaderList.push_back(&gOneTextureNoColorProgram); - mShaderList.push_back(&gSolidColorProgram); - mShaderList.push_back(&gOcclusionProgram); - mShaderList.push_back(&gDebugProgram); - mShaderList.push_back(&gAlphaMaskProgram); mShaderList.push_back(&gObjectEmissiveProgram); mShaderList.push_back(&gObjectEmissiveWaterProgram); mShaderList.push_back(&gObjectFullbrightProgram); @@ -260,23 +251,16 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectShinyNonIndexedWaterProgram); mShaderList.push_back(&gUnderWaterProgram); mShaderList.push_back(&gDeferredSunProgram); - mShaderList.push_back(&gDeferredBlurLightProgram); mShaderList.push_back(&gDeferredSoftenProgram); - mShaderList.push_back(&gDeferredLightProgram); - mShaderList.push_back(&gDeferredMultiLightProgram); mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); - mShaderList.push_back(&gDeferredPostProgram); - mShaderList.push_back(&gFXAAProgram); mShaderList.push_back(&gDeferredWaterProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); - mShaderList.push_back(&gDeferredStarProgram); - mShaderList.push_back(&gNormalMapGenProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() @@ -300,70 +284,13 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) { if (mReservedAttribs.empty()) { - //MUST match order of enum in LLVertexBuffer.h - mReservedAttribs.push_back("position"); - mReservedAttribs.push_back("normal"); - mReservedAttribs.push_back("texcoord0"); - mReservedAttribs.push_back("texcoord1"); - mReservedAttribs.push_back("texcoord2"); - mReservedAttribs.push_back("texcoord3"); - mReservedAttribs.push_back("diffuse_color"); - mReservedAttribs.push_back("emissive"); - mReservedAttribs.push_back("binormal"); - mReservedAttribs.push_back("weight"); - mReservedAttribs.push_back("weight4"); - mReservedAttribs.push_back("clothing"); - mReservedAttribs.push_back("texture_index"); + LLShaderMgr::initAttribsAndUniforms(); mAvatarUniforms.push_back("matrixPalette"); mAvatarUniforms.push_back("gWindDir"); mAvatarUniforms.push_back("gSinWaveParams"); mAvatarUniforms.push_back("gGravity"); - mReservedUniforms.reserve(24); - mReservedUniforms.push_back("diffuseMap"); - mReservedUniforms.push_back("specularMap"); - mReservedUniforms.push_back("bumpMap"); - mReservedUniforms.push_back("environmentMap"); - mReservedUniforms.push_back("cloude_noise_texture"); - mReservedUniforms.push_back("fullbright"); - mReservedUniforms.push_back("lightnorm"); - mReservedUniforms.push_back("sunlight_color"); - mReservedUniforms.push_back("ambient"); - mReservedUniforms.push_back("blue_horizon"); - mReservedUniforms.push_back("blue_density"); - mReservedUniforms.push_back("haze_horizon"); - mReservedUniforms.push_back("haze_density"); - mReservedUniforms.push_back("cloud_shadow"); - mReservedUniforms.push_back("density_multiplier"); - mReservedUniforms.push_back("distance_multiplier"); - mReservedUniforms.push_back("max_y"); - mReservedUniforms.push_back("glow"); - mReservedUniforms.push_back("cloud_color"); - mReservedUniforms.push_back("cloud_pos_density1"); - mReservedUniforms.push_back("cloud_pos_density2"); - mReservedUniforms.push_back("cloud_scale"); - mReservedUniforms.push_back("gamma"); - mReservedUniforms.push_back("scene_light_strength"); - - mReservedUniforms.push_back("depthMap"); - mReservedUniforms.push_back("shadowMap0"); - mReservedUniforms.push_back("shadowMap1"); - mReservedUniforms.push_back("shadowMap2"); - mReservedUniforms.push_back("shadowMap3"); - mReservedUniforms.push_back("shadowMap4"); - mReservedUniforms.push_back("shadowMap5"); - - mReservedUniforms.push_back("normalMap"); - mReservedUniforms.push_back("positionMap"); - mReservedUniforms.push_back("diffuseRect"); - mReservedUniforms.push_back("specularRect"); - mReservedUniforms.push_back("noiseMap"); - mReservedUniforms.push_back("lightFunc"); - mReservedUniforms.push_back("lightMap"); - mReservedUniforms.push_back("bloomMap"); - mReservedUniforms.push_back("projectionMap"); - mWLUniforms.push_back("camPosLocal"); mTerrainUniforms.reserve(5); diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 5bcdf11be5..01f8c3987c 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -71,51 +71,6 @@ public: SHADER_COUNT }; - typedef enum - { - DIFFUSE_MAP = 0, - SPECULAR_MAP, - BUMP_MAP, - ENVIRONMENT_MAP, - CLOUD_NOISE_MAP, - FULLBRIGHT, - LIGHTNORM, - SUNLIGHT_COLOR, - AMBIENT, - BLUE_HORIZON, - BLUE_DENSITY, - HAZE_HORIZON, - HAZE_DENSITY, - CLOUD_SHADOW, - DENSITY_MULTIPLIER, - DISTANCE_MULTIPLIER, - MAX_Y, - GLOW, - CLOUD_COLOR, - CLOUD_POS_DENSITY1, - CLOUD_POS_DENSITY2, - CLOUD_SCALE, - GAMMA, - SCENE_LIGHT_STRENGTH, - DEFERRED_DEPTH, - DEFERRED_SHADOW0, - DEFERRED_SHADOW1, - DEFERRED_SHADOW2, - DEFERRED_SHADOW3, - DEFERRED_SHADOW4, - DEFERRED_SHADOW5, - DEFERRED_NORMAL, - DEFERRED_POSITION, - DEFERRED_DIFFUSE, - DEFERRED_SPECULAR, - DEFERRED_NOISE, - DEFERRED_LIGHTFUNC, - DEFERRED_LIGHT, - DEFERRED_BLOOM, - DEFERRED_PROJECTION, - END_RESERVED_UNIFORMS - } eGLSLReservedUniforms; - typedef enum { SHINY_ORIGIN = END_RESERVED_UNIFORMS diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 22fba90f65..4a1db3d26c 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -69,12 +69,16 @@ LLWLParamSet::LLWLParamSet(void) : */ } +static LLFastTimer::DeclareTimer FTM_WL_PARAM_UPDATE("WL Param Update"); + void LLWLParamSet::update(LLGLSLShader * shader) const { for(LLSD::map_const_iterator i = mParamValues.beginMap(); i != mParamValues.endMap(); ++i) { + LLFastTimer t(FTM_WL_PARAM_UPDATE); + const std::string& param = i->first; if( param == "star_brightness" || param == "preset_num" || param == "sun_angle" || diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 42873dbca8..e4125c8dc8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -113,6 +113,79 @@ //#define DEBUG_INDICES #endif +//cached settings +BOOL LLPipeline::RenderAvatarVP; +BOOL LLPipeline::VertexShaderEnable; +BOOL LLPipeline::WindLightUseAtmosShaders; +BOOL LLPipeline::RenderDeferred; +F32 LLPipeline::RenderDeferredSunWash; +U32 LLPipeline::RenderFSAASamples; +U32 LLPipeline::RenderResolutionDivisor; +BOOL LLPipeline::RenderUIBuffer; +S32 LLPipeline::RenderShadowDetail; +BOOL LLPipeline::RenderDeferredSSAO; +F32 LLPipeline::RenderShadowResolutionScale; +BOOL LLPipeline::RenderLocalLights; +BOOL LLPipeline::RenderDelayCreation; +BOOL LLPipeline::RenderAnimateRes; +BOOL LLPipeline::FreezeTime; +S32 LLPipeline::DebugBeaconLineWidth; +F32 LLPipeline::RenderHighlightBrightness; +LLColor4 LLPipeline::RenderHighlightColor; +F32 LLPipeline::RenderHighlightThickness; +BOOL LLPipeline::RenderSpotLightsInNondeferred; +LLColor4 LLPipeline::PreviewAmbientColor; +LLColor4 LLPipeline::PreviewDiffuse0; +LLColor4 LLPipeline::PreviewSpecular0; +LLColor4 LLPipeline::PreviewDiffuse1; +LLColor4 LLPipeline::PreviewSpecular1; +LLColor4 LLPipeline::PreviewDiffuse2; +LLColor4 LLPipeline::PreviewSpecular2; +LLVector3 LLPipeline::PreviewDirection0; +LLVector3 LLPipeline::PreviewDirection1; +LLVector3 LLPipeline::PreviewDirection2; +F32 LLPipeline::RenderGlowMinLuminance; +F32 LLPipeline::RenderGlowMaxExtractAlpha; +F32 LLPipeline::RenderGlowWarmthAmount; +LLVector3 LLPipeline::RenderGlowLumWeights; +LLVector3 LLPipeline::RenderGlowWarmthWeights; +S32 LLPipeline::RenderGlowResolutionPow; +S32 LLPipeline::RenderGlowIterations; +F32 LLPipeline::RenderGlowWidth; +F32 LLPipeline::RenderGlowStrength; +BOOL LLPipeline::RenderDepthOfField; +F32 LLPipeline::CameraFocusTransitionTime; +F32 LLPipeline::CameraFNumber; +F32 LLPipeline::CameraFocalLength; +F32 LLPipeline::CameraFieldOfView; +F32 LLPipeline::RenderShadowNoise; +F32 LLPipeline::RenderShadowBlurSize; +F32 LLPipeline::RenderSSAOScale; +U32 LLPipeline::RenderSSAOMaxScale; +F32 LLPipeline::RenderSSAOFactor; +LLVector3 LLPipeline::RenderSSAOEffect; +F32 LLPipeline::RenderShadowOffsetError; +F32 LLPipeline::RenderShadowBiasError; +F32 LLPipeline::RenderShadowOffset; +F32 LLPipeline::RenderShadowBias; +F32 LLPipeline::RenderSpotShadowOffset; +F32 LLPipeline::RenderSpotShadowBias; +F32 LLPipeline::RenderEdgeDepthCutoff; +F32 LLPipeline::RenderEdgeNormCutoff; +LLVector3 LLPipeline::RenderShadowGaussian; +F32 LLPipeline::RenderShadowBlurDistFactor; +BOOL LLPipeline::RenderDeferredAtmospheric; +S32 LLPipeline::RenderReflectionDetail; +F32 LLPipeline::RenderHighlightFadeTime; +LLVector3 LLPipeline::RenderShadowClipPlanes; +LLVector3 LLPipeline::RenderShadowOrthoClipPlanes; +LLVector3 LLPipeline::RenderShadowNearDist; +F32 LLPipeline::RenderFarClip; +LLVector3 LLPipeline::RenderShadowSplitExponent; +F32 LLPipeline::RenderShadowErrorCutoff; +F32 LLPipeline::RenderShadowFOVCutoff; +BOOL LLPipeline::CameraOffset; + const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f; const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; @@ -371,6 +444,8 @@ void LLPipeline::init() { LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT); + refreshCachedSettings(); + gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity"); sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); @@ -588,7 +663,7 @@ void LLPipeline::allocatePhysicsBuffer() void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { - U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); + U32 samples = gGLManager.getNumFBOFSAASamples(RenderFSAASamples); //try to allocate screen buffers at requested resolution and samples // - on failure, shrink number of samples and try again @@ -638,7 +713,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mScreenWidth = resX; mScreenHeight = resY; - U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); + U32 res_mod = RenderResolutionDivisor; if (res_mod > 1 && res_mod < resX && res_mod < resY) { @@ -646,7 +721,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) resY /= res_mod; } - if (gSavedSettings.getBOOL("RenderUIBuffer")) + if (RenderUIBuffer) { if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) { @@ -656,8 +731,8 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (LLPipeline::sRenderDeferred) { - S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); - BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO"); + S32 shadow_detail = RenderShadowDetail; + BOOL ssao = RenderDeferredSSAO; //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; @@ -683,7 +758,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mDeferredLight.release(); } - F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale"); + F32 scale = RenderShadowResolutionScale; if (shadow_detail > 0) { //allocate 4 sun shadow maps @@ -749,12 +824,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) //static void LLPipeline::updateRenderDeferred() { - BOOL deferred = ((gSavedSettings.getBOOL("RenderDeferred") && + BOOL deferred = ((RenderDeferred && LLRenderTarget::sUseFBO && - LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && - gSavedSettings.getBOOL("VertexShaderEnable") && - gSavedSettings.getBOOL("RenderAvatarVP") && - gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE) && + LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && + VertexShaderEnable && + RenderAvatarVP && + WindLightUseAtmosShaders) ? TRUE : FALSE) && !gUseWireframe; sRenderDeferred = deferred; @@ -770,6 +845,82 @@ void LLPipeline::refreshRenderDeferred() updateRenderDeferred(); } +//static +void LLPipeline::refreshCachedSettings() +{ + VertexShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable"); + RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP"); + WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + RenderDeferred = gSavedSettings.getBOOL("RenderDeferred"); + RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); + RenderFSAASamples = gSavedSettings.getU32("RenderFSAASamples"); + RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); + RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); + RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); + RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); + RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); + RenderLocalLights = gSavedSettings.getBOOL("RenderLocalLights"); + RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation"); + RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes"); + FreezeTime = gSavedSettings.getBOOL("FreezeTime"); + DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth"); + RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness"); + RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor"); + RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness"); + RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"); + PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor"); + PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); + PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0"); + PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1"); + PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1"); + PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2"); + PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2"); + PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0"); + PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1"); + PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2"); + RenderGlowMinLuminance = gSavedSettings.getF32("RenderGlowMinLuminance"); + RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); + RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); + RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); + RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights"); + RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow"); + RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations"); + RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth"); + RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength"); + RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField"); + CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime"); + CameraFNumber = gSavedSettings.getF32("CameraFNumber"); + CameraFocalLength = gSavedSettings.getF32("CameraFocalLength"); + CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView"); + RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise"); + RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize"); + RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale"); + RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale"); + RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor"); + RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect"); + RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError"); + RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError"); + RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset"); + RenderShadowBias = gSavedSettings.getF32("RenderShadowBias"); + RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset"); + RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias"); + RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff"); + RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff"); + RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian"); + RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); + RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric"); + RenderReflectionDetail = gSavedSettings.getS32("RenderReflectionDetail"); + RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime"); + RenderShadowClipPlanes = gSavedSettings.getVector3("RenderShadowClipPlanes"); + RenderShadowOrthoClipPlanes = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes"); + RenderShadowNearDist = gSavedSettings.getVector3("RenderShadowNearDist"); + RenderFarClip = gSavedSettings.getF32("RenderFarClip"); + RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent"); + RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff"); + RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff"); + CameraOffset = gSavedSettings.getBOOL("CameraOffset"); +} + void LLPipeline::releaseGLBuffers() { assertInitialized(); @@ -1041,7 +1192,7 @@ S32 LLPipeline::setLightingDetail(S32 level) if (level < 0) { - if (gSavedSettings.getBOOL("RenderLocalLights")) + if (RenderLocalLights) { level = 1; } @@ -1362,7 +1513,7 @@ U32 LLPipeline::addObject(LLViewerObject *vobj) { LLMemType mt_ao(LLMemType::MTYPE_PIPELINE_ADD_OBJECT); - if (gSavedSettings.getBOOL("RenderDelayCreation")) + if (RenderDelayCreation) { mCreateQ.push_back(vobj); } @@ -1425,7 +1576,7 @@ void LLPipeline::createObject(LLViewerObject* vobj) markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE); - if (drawablep->getVOVolume() && gSavedSettings.getBOOL("RenderAnimateRes")) + if (drawablep->getVOVolume() && RenderAnimateRes) { // fun animated res drawablep->updateXform(TRUE); @@ -1464,7 +1615,7 @@ void LLPipeline::resetFrameStats() //external functions for asynchronous updating void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) { - if (gSavedSettings.getBOOL("FreezeTime")) + if (FreezeTime) { return; } @@ -1494,7 +1645,7 @@ void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep) { - if (gSavedSettings.getBOOL("FreezeTime")) + if (FreezeTime) { return; } @@ -1551,7 +1702,7 @@ void LLPipeline::updateMove() LLFastTimer t(FTM_UPDATE_MOVE); LLMemType mt_um(LLMemType::MTYPE_PIPELINE_UPDATE_MOVE); - if (gSavedSettings.getBOOL("FreezeTime")) + if (FreezeTime) { return; } @@ -2911,7 +3062,7 @@ void renderScriptedBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -2937,7 +3088,7 @@ void renderScriptedTouchBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -2962,7 +3113,7 @@ void renderPhysicalBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -2998,7 +3149,7 @@ void renderMOAPBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -3023,7 +3174,7 @@ void renderParticleBeacons(LLDrawable* drawablep) if (gPipeline.sRenderBeacons) { LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f); - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -3216,7 +3367,7 @@ void LLPipeline::postSort(LLCamera& camera) if (gPipeline.sRenderBeacons) { //pos += LLVector3(0.f, 0.f, 0.2f); - gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth); } } // now deal with highlights for all those seeable sound sources @@ -3281,7 +3432,7 @@ void render_hud_elements() if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(LLPipeline::RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d() // Draw the tracking overlays @@ -3368,9 +3519,9 @@ void LLPipeline::renderHighlights() gGL.begin(LLRender::TRIANGLES); - F32 scale = gSavedSettings.getF32("RenderHighlightBrightness"); - LLColor4 color = gSavedSettings.getColor4("RenderHighlightColor"); - F32 thickness = gSavedSettings.getF32("RenderHighlightThickness"); + F32 scale = RenderHighlightBrightness; + LLColor4 color = RenderHighlightColor; + F32 thickness = RenderHighlightThickness; for (S32 pass = 0; pass < 2; ++pass) { @@ -3425,7 +3576,7 @@ void LLPipeline::renderHighlights() if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightProgram.bind(); - gHighlightProgram.uniform4f("highlight_color",1,1,1,0.5f); + gHighlightProgram.uniform4f(LLShaderMgr::HIGHLIGHT_COLOR,1,1,1,0.5f); } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) @@ -3457,7 +3608,7 @@ void LLPipeline::renderHighlights() color.setVec(1.f, 0.f, 0.f, 0.5f); if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { - gHighlightProgram.uniform4f("highlight_color",1,0,0,0.5f); + gHighlightProgram.uniform4f(LLShaderMgr::HIGHLIGHT_COLOR,1,0,0,0.5f); } int count = mHighlightFaces.size(); for (S32 i = 0; i < count; i++) @@ -3530,7 +3681,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) gGL.matrixMode(LLRender::MM_MODELVIEW); LLGLSPipeline gls_pipeline; - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2); @@ -3755,7 +3906,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) } } - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); LLVertexBuffer::unbind(); @@ -3836,7 +3987,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) LLGLEnable cull(GL_CULL_FACE); - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); calcNearbyLights(camera); setupHWLights(NULL); @@ -5051,8 +5202,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light_state->setQuadraticAttenuation(0.f); } + if (light->isLightSpotlight() // directional (spot-)light - && (LLPipeline::sRenderDeferred || gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"))) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on + && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on { LLVector3 spotparams = light->getSpotLightParams(); LLQuaternion quat = light->getRenderRotation(); @@ -5233,19 +5385,19 @@ void LLPipeline::enableLightsPreview() glEnable(GL_LIGHTING); } - LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor"); + LLColor4 ambient = PreviewAmbientColor; gGL.setAmbientLightColor(ambient); - LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); - LLColor4 specular0 = gSavedSettings.getColor4("PreviewSpecular0"); - LLColor4 diffuse1 = gSavedSettings.getColor4("PreviewDiffuse1"); - LLColor4 specular1 = gSavedSettings.getColor4("PreviewSpecular1"); - LLColor4 diffuse2 = gSavedSettings.getColor4("PreviewDiffuse2"); - LLColor4 specular2 = gSavedSettings.getColor4("PreviewSpecular2"); + LLColor4 diffuse0 = PreviewDiffuse0; + LLColor4 specular0 = PreviewSpecular0; + LLColor4 diffuse1 = PreviewDiffuse1; + LLColor4 specular1 = PreviewSpecular1; + LLColor4 diffuse2 = PreviewDiffuse2; + LLColor4 specular2 = PreviewSpecular2; - LLVector3 dir0 = gSavedSettings.getVector3("PreviewDirection0"); - LLVector3 dir1 = gSavedSettings.getVector3("PreviewDirection1"); - LLVector3 dir2 = gSavedSettings.getVector3("PreviewDirection2"); + LLVector3 dir0 = PreviewDirection0; + LLVector3 dir1 = PreviewDirection1; + LLVector3 dir2 = PreviewDirection2; dir0.normVec(); dir1.normVec(); @@ -6085,7 +6237,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } - U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); + U32 res_mod = RenderResolutionDivisor; LLVector2 tc1(0,0); LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2, @@ -6124,16 +6276,18 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } gGlowExtractProgram.bind(); - F32 minLum = llmax(gSavedSettings.getF32("RenderGlowMinLuminance"), 0.0f); - F32 maxAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); - F32 warmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); - LLVector3 lumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); - LLVector3 warmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights"); - gGlowExtractProgram.uniform1f("minLuminance", minLum); - gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha); - gGlowExtractProgram.uniform3f("lumWeights", lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); - gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); - gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount); + F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f); + F32 maxAlpha = RenderGlowMaxExtractAlpha; + F32 warmthAmount = RenderGlowWarmthAmount; + LLVector3 lumWeights = RenderGlowLumWeights; + LLVector3 warmthWeights = RenderGlowWarmthWeights; + + + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); LLGLEnable blend_on(GL_BLEND); LLGLEnable test(GL_ALPHA_TEST); @@ -6164,22 +6318,22 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) tc2.setVec(2,2); // power of two between 1 and 1024 - U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow"); + U32 glowResPow = RenderGlowResolutionPow; const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); - S32 kernel = gSavedSettings.getS32("RenderGlowIterations")*2; - F32 delta = gSavedSettings.getF32("RenderGlowWidth") / glow_res; + S32 kernel = RenderGlowIterations*2; + F32 delta = RenderGlowWidth / glow_res; // Use half the glow width if we have the res set to less than 9 so that it looks // almost the same in either case. if (glowResPow < 9) { delta *= 0.5f; } - F32 strength = gSavedSettings.getF32("RenderGlowStrength"); + F32 strength = RenderGlowStrength; gGlowProgram.bind(); - gGlowProgram.uniform1f("glowStrength", strength); + gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); for (S32 i = 0; i < kernel; i++) { @@ -6200,11 +6354,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (i%2 == 0) { - gGlowProgram.uniform2f("glowDelta", delta, 0); + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); } else { - gGlowProgram.uniform2f("glowDelta", 0, delta); + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); } gGL.begin(LLRender::TRIANGLE_STRIP); @@ -6245,11 +6399,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLPipeline::sRenderDeferred) { + bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && !LLToolMgr::getInstance()->inBuildMode() && - gSavedSettings.getBOOL("RenderDepthOfField"); + RenderDepthOfField; + - bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 1; + bool multisample = RenderFSAASamples > 1; if (multisample) { @@ -6261,7 +6417,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) glViewport(0, 0, width, height); gGlowCombineFXAAProgram.bind(); - gGlowCombineFXAAProgram.uniform2f("screen_res", width, height); + gGlowCombineFXAAProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); gGL.getTexUnit(0)->bind(&mGlow[1]); gGL.getTexUnit(1)->bind(&mScreen); @@ -6284,7 +6440,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) LLGLSLShader* shader = &gFXAAProgram; shader->bind(); - S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + S32 channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); if (channel > -1) { mFXAABuffer.bindTexture(0, channel); @@ -6294,10 +6450,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) F32 scale_x = (F32) width/mFXAABuffer.getWidth(); F32 scale_y = (F32) height/mFXAABuffer.getHeight(); - shader->uniform2f("tc_scale", scale_x, scale_y); - shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y); - shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); - shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); + shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex2f(-1,-1); @@ -6391,7 +6547,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } else if (transition_time < 1.f) { //currently in a transition, continue interpolating - transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds; + transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds; transition_time = llmin(transition_time, 1.f); F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; @@ -6404,12 +6560,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) //convert to mm F32 subject_distance = current_distance*1000.f; - F32 fnumber = gSavedSettings.getF32("CameraFNumber"); - F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength"); + F32 fnumber = CameraFNumber; + F32 default_focal_length = CameraFocalLength; F32 fov = LLViewerCamera::getInstance()->getView(); - const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f; + const F32 default_fov = CameraFieldOfView * F_PI/180.f; //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio"); //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); @@ -6432,13 +6588,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) blur_constant /= 1000.f; //convert to meters for shader F32 magnification = focal_length/(subject_distance-focal_length); - shader->uniform1f("focal_distance", -subject_distance/1000.f); - shader->uniform1f("blur_constant", blur_constant); - shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle)); - shader->uniform1f("magnification", magnification); + shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); + shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); + shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); } - S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { mScreen.bindTexture(0, channel); @@ -6446,7 +6602,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (multisample) { //bloom has already been added, bind black - channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); if (channel > -1) { gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); @@ -6519,7 +6675,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.getTexUnit(0)->bind(&mGlow[1]); gGL.getTexUnit(1)->bind(&mScreen); - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); buff->setBuffer(mask); buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); @@ -6611,28 +6767,28 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n shader.bind(); S32 channel = 0; - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(0,channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(1, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(2, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); if (channel > -1) { gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE); @@ -6646,21 +6802,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n glh::matrix4f projection = glh_get_current_projection(); glh::matrix4f inv_proj = projection.inverse(); - shader.uniformMatrix4fv("inv_proj", 1, FALSE, inv_proj.m); - shader.uniform4f("viewport", (F32) gGLViewport[0], + shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); + shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], (F32) gGLViewport[1], (F32) gGLViewport[2], (F32) gGLViewport[3]); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); @@ -6668,7 +6824,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); if (channel > -1) { if (light_index > 0) @@ -6682,7 +6838,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM); if (channel > -1) { mGlow[1].bindTexture(0, channel); @@ -6692,7 +6848,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n for (U32 i = 0; i < 4; i++) { - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE); stop_glerror(); if (channel > -1) { @@ -6710,7 +6866,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n for (U32 i = 4; i < 6; i++) { - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i); stop_glerror(); if (channel > -1) { @@ -6739,12 +6895,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n mat[i+80] = mSunShadowMatrix[5].m[i]; } - shader.uniformMatrix4fv("shadow_matrix[0]", 6, FALSE, mat); - shader.uniformMatrix4fv("shadow_matrix", 6, FALSE, mat); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat); stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); + channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (channel > -1) { LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; @@ -6759,24 +6914,23 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n m[4], m[5], m[6], m[8], m[9], m[10] }; - shader.uniform3fv("env_mat[0]", 3, mat); - shader.uniform3fv("env_mat", 3, mat); + shader.uniform3fv(LLShaderMgr::DEFERRED_ENV_MAT, 3, mat); } } - shader.uniform4fv("shadow_clip", 1, mSunClipPlanes.mV); - shader.uniform1f("sun_wash", gSavedSettings.getF32("RenderDeferredSunWash")); - shader.uniform1f("shadow_noise", gSavedSettings.getF32("RenderShadowNoise")); - shader.uniform1f("blur_size", gSavedSettings.getF32("RenderShadowBlurSize")); + shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV); + shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash); + shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise); + shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize); - shader.uniform1f("ssao_radius", gSavedSettings.getF32("RenderSSAOScale")); - shader.uniform1f("ssao_max_radius", gSavedSettings.getU32("RenderSSAOMaxScale")); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale); - F32 ssao_factor = gSavedSettings.getF32("RenderSSAOFactor"); - shader.uniform1f("ssao_factor", ssao_factor); - shader.uniform1f("ssao_factor_inv", 1.0/ssao_factor); + F32 ssao_factor = RenderSSAOFactor; + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor); - LLVector3 ssao_effect = gSavedSettings.getVector3("RenderSSAOEffect"); + LLVector3 ssao_effect = RenderSSAOEffect; F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0; F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0; // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by @@ -6784,23 +6938,23 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag, matrix_nondiag, matrix_diag, matrix_nondiag, matrix_nondiag, matrix_nondiag, matrix_diag}; - shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat); - - F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); - F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); - - shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); - shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f); - shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error); - shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error); - shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset")); - shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias")); - - shader.uniform3fv("sun_dir", 1, mTransformedSunDir.mV); - shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight()); - shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight()); - shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff")); - shader.uniform1f("norm_cutoff", gSavedSettings.getF32("RenderEdgeNormCutoff")); + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat); + + F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + F32 shadow_bias_error = 1.f + RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f); + shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset*shadow_offset_error); + shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, RenderShadowBias*shadow_bias_error); + shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset); + shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias); + + shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV); + shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight()); + shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); + shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); if (shader.getUniformLocation("norm_mat") >= 0) @@ -6839,7 +6993,7 @@ void LLPipeline::renderDeferredLighting() 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); } - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { @@ -6886,7 +7040,7 @@ void LLPipeline::renderDeferredLighting() gGL.pushMatrix(); gGL.loadIdentity(); - if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0) + if (RenderDeferredSSAO || RenderShadowDetail > 0) { mDeferredLight.bindTarget(); { //paint shadow/SSAO light map (direct lighting lightmap) @@ -6932,7 +7086,7 @@ void LLPipeline::renderDeferredLighting() mDeferredLight.flush(); } - if (gSavedSettings.getBOOL("RenderDeferredSSAO")) + if (RenderDeferredSSAO) { //soften direct lighting lightmap LLFastTimer ftm(FTM_SOFTEN_SHADOW); //blur lightmap @@ -6943,10 +7097,10 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredBlurLightProgram); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian"); + LLVector3 go = RenderShadowGaussian; const U32 kern_length = 4; - F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize"); - F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); + F32 blur_size = RenderShadowBlurSize; + F32 dist_factor = RenderShadowBlurDistFactor; // sample symmetrically with the middle sample falling exactly on 0.0 F32 x = 0.f; @@ -7011,7 +7165,7 @@ void LLPipeline::renderDeferredLighting() glClearColor(0,0,0,0); mScreen.clear(GL_COLOR_BUFFER_BIT); - if (gSavedSettings.getBOOL("RenderDeferredAtmospheric")) + if (RenderDeferredAtmospheric) { //apply sunlight contribution LLFastTimer ftm(FTM_ATMOSPHERICS); bindDeferredShader(gDeferredSoftenProgram); @@ -7056,7 +7210,7 @@ void LLPipeline::renderDeferredLighting() gPipeline.popRenderTypeMask(); } - BOOL render_local = gSavedSettings.getBOOL("RenderLocalLights"); + BOOL render_local = RenderLocalLights; if (render_local) { @@ -7162,10 +7316,10 @@ void LLPipeline::renderDeferredLighting() LLFastTimer ftm(FTM_LOCAL_LIGHTS); //glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - gDeferredLightProgram.uniform3fv("center", 1, tc.v); - gDeferredLightProgram.uniform1f("size", s*s); - gDeferredLightProgram.uniform3fv("color", 1, col.mV); - gDeferredLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); gGL.syncMatrices(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); @@ -7197,7 +7351,7 @@ void LLPipeline::renderDeferredLighting() mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) { @@ -7236,16 +7390,16 @@ void LLPipeline::renderDeferredLighting() v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110 v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111 - gDeferredSpotLightProgram.uniform3fv("center", 1, tc.v); - gDeferredSpotLightProgram.uniform1f("size", s*s); - gDeferredSpotLightProgram.uniform3fv("color", 1, col.mV); - gDeferredSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center)); } - gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredSpotLightProgram); } @@ -7292,12 +7446,12 @@ void LLPipeline::renderDeferredLighting() count++; if (count == max_count || fullscreen_lights.empty()) { - gDeferredMultiLightProgram.uniform1i("light_count", count); - gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light); - gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col); - gDeferredMultiLightProgram.uniform1f("far_z", far_z); + gDeferredMultiLightProgram.uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); + gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light); + gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col); + gDeferredMultiLightProgram.uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); far_z = 0.f; - count = 0; + count = 0; mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } } @@ -7306,7 +7460,7 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredMultiSpotLightProgram); - gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); @@ -7331,14 +7485,14 @@ void LLPipeline::renderDeferredLighting() LLColor3 col = volume->getLightColor(); col *= volume->getLightIntensity(); - gDeferredMultiSpotLightProgram.uniform3fv("center", 1, tc.v); - gDeferredMultiSpotLightProgram.uniform1f("size", s*s); - gDeferredMultiSpotLightProgram.uniform3fv("color", 1, col.mV); - gDeferredMultiSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } - gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredMultiSpotLightProgram); gGL.popMatrix(); @@ -7463,13 +7617,13 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 proj_range = far_clip - near_clip; glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); screen_to_light = trans * light_proj * screen_to_light; - shader.uniformMatrix4fv("proj_mat", 1, FALSE, screen_to_light.m); - shader.uniform1f("proj_near", near_clip); - shader.uniform3fv("proj_p", 1, p1.v); - shader.uniform3fv("proj_n", 1, n.v); - shader.uniform3fv("proj_origin", 1, screen_origin.v); - shader.uniform1f("proj_range", proj_range); - shader.uniform1f("proj_ambiance", params.mV[2]); + shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m); + shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); + shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v); + shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range); + shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]); S32 s_idx = -1; for (U32 i = 0; i < 2; i++) @@ -7480,15 +7634,15 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) } } - shader.uniform1i("proj_shadow_idx", s_idx); + shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx); if (s_idx >= 0) { - shader.uniform1f("shadow_fade", 1.f-mSpotLightFade[s_idx]); + shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]); } else { - shader.uniform1f("shadow_fade", 1.f); + shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f); } { @@ -7522,7 +7676,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) img = LLViewerFetchedTexture::sWhiteImagep; } - S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); if (channel > -1) { @@ -7532,9 +7686,9 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 lod_range = logf(img->getWidth())/logf(2.f); - shader.uniform1f("proj_focus", focus); - shader.uniform1f("proj_lod", lod_range); - shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); + shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus); + shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range); + shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); } } @@ -7543,17 +7697,17 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) { stop_glerror(); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); + shader.disableTexture(LLShaderMgr::DIFFUSE_MAP); + shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); for (U32 i = 0; i < 4; i++) { - if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1) + if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1) { glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); } @@ -7561,16 +7715,16 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) for (U32 i = 4; i < 6; i++) { - if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i) > -1) + if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); } } - shader.disableTexture(LLViewerShaderMgr::DEFERRED_NOISE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC); + shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); - S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); + S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (channel > -1) { LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; @@ -7718,7 +7872,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLPipeline::RENDER_TYPE_CLOUDS, LLPipeline::END_RENDER_TYPES); - S32 detail = gSavedSettings.getS32("RenderReflectionDetail"); + S32 detail = RenderReflectionDetail; if (detail > 0) { //mask out selected geometry based on reflection detail if (detail < 4) @@ -7742,7 +7896,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) if (LLDrawPoolWater::sNeedsDistortionUpdate) { - if (gSavedSettings.getS32("RenderReflectionDetail") > 0) + if (RenderReflectionDetail > 0) { gPipeline.grabReferences(ref_result); LLGLUserClipPlane clip_plane(plane, mat, projection); @@ -8233,7 +8387,7 @@ void LLPipeline::generateHighlight(LLCamera& camera) if (!mHighlightSet.empty()) { - F32 transition = gFrameIntervalSeconds/gSavedSettings.getF32("RenderHighlightFadeTime"); + F32 transition = gFrameIntervalSeconds/RenderHighlightFadeTime; LLGLDisable test(GL_ALPHA_TEST); LLGLDepthTest depth(GL_FALSE); @@ -8279,7 +8433,7 @@ void LLPipeline::generateHighlight(LLCamera& camera) void LLPipeline::generateSunShadow(LLCamera& camera) { - if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0) + if (!sRenderDeferred || RenderShadowDetail <= 0) { return; } @@ -8337,25 +8491,25 @@ void LLPipeline::generateSunShadow(LLCamera& camera) glh::matrix4f proj[6]; //clip contains parallel split distances for 3 splits - LLVector3 clip = gSavedSettings.getVector3("RenderShadowClipPlanes"); + LLVector3 clip = RenderShadowClipPlanes; //F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold"); //far clip on last split is minimum of camera view distance and 128 mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]); - clip = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes"); + clip = RenderShadowOrthoClipPlanes; mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]); //currently used for amount to extrude frusta corners for constructing shadow frusta - LLVector3 n = gSavedSettings.getVector3("RenderShadowNearDist"); + LLVector3 n = RenderShadowNearDist; //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] }; //put together a universal "near clip" plane for shadow frusta LLPlane shadow_near_clip; { LLVector3 p = gAgent.getPositionAgent(); - p += mSunDir * gSavedSettings.getF32("RenderFarClip")*2.f; + p += mSunDir * RenderFarClip*2.f; shadow_near_clip.setVec(p, mSunDir); } @@ -8442,7 +8596,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) F32 range = far_clip-near_clip; - LLVector3 split_exp = gSavedSettings.getVector3("RenderShadowSplitExponent"); + LLVector3 split_exp = RenderShadowSplitExponent; F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); @@ -8653,7 +8807,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadowError.mV[j] /= wpf.size(); mShadowError.mV[j] /= size.mV[0]; - if (mShadowError.mV[j] > gSavedSettings.getF32("RenderShadowErrorCutoff")) + if (mShadowError.mV[j] > RenderShadowErrorCutoff) { //just use ortho projection mShadowFOV.mV[j] = -1.f; origin.clearVec(); @@ -8696,7 +8850,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) fovx = acos(fovx); fovz = acos(fovz); - F32 cutoff = llmin(gSavedSettings.getF32("RenderShadowFOVCutoff"), 1.4f); + F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f); mShadowFOV.mV[j] = fovx; @@ -8840,7 +8994,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //hack to disable projector shadows - bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1; + bool gen_shadow = RenderShadowDetail > 1; if (gen_shadow) { @@ -8979,7 +9133,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) } - if (!gSavedSettings.getBOOL("CameraOffset")) + if (!CameraOffset) { glh_set_current_modelview(saved_view); glh_set_current_projection(saved_proj); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 86579261ca..584e6e4c23 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -360,6 +360,7 @@ public: static void updateRenderDeferred(); static void refreshRenderDeferred(); + static void refreshCachedSettings(); static void throttleNewMemoryAllocation(BOOL disable); @@ -771,6 +772,79 @@ public: //debug use static U32 sCurRenderPoolType ; + + //cached settings + static BOOL WindLightUseAtmosShaders; + static BOOL VertexShaderEnable; + static BOOL RenderAvatarVP; + static BOOL RenderDeferred; + static F32 RenderDeferredSunWash; + static U32 RenderFSAASamples; + static U32 RenderResolutionDivisor; + static BOOL RenderUIBuffer; + static S32 RenderShadowDetail; + static BOOL RenderDeferredSSAO; + static F32 RenderShadowResolutionScale; + static BOOL RenderLocalLights; + static BOOL RenderDelayCreation; + static BOOL RenderAnimateRes; + static BOOL FreezeTime; + static S32 DebugBeaconLineWidth; + static F32 RenderHighlightBrightness; + static LLColor4 RenderHighlightColor; + static F32 RenderHighlightThickness; + static BOOL RenderSpotLightsInNondeferred; + static LLColor4 PreviewAmbientColor; + static LLColor4 PreviewDiffuse0; + static LLColor4 PreviewSpecular0; + static LLColor4 PreviewDiffuse1; + static LLColor4 PreviewSpecular1; + static LLColor4 PreviewDiffuse2; + static LLColor4 PreviewSpecular2; + static LLVector3 PreviewDirection0; + static LLVector3 PreviewDirection1; + static LLVector3 PreviewDirection2; + static F32 RenderGlowMinLuminance; + static F32 RenderGlowMaxExtractAlpha; + static F32 RenderGlowWarmthAmount; + static LLVector3 RenderGlowLumWeights; + static LLVector3 RenderGlowWarmthWeights; + static S32 RenderGlowResolutionPow; + static S32 RenderGlowIterations; + static F32 RenderGlowWidth; + static F32 RenderGlowStrength; + static BOOL RenderDepthOfField; + static F32 CameraFocusTransitionTime; + static F32 CameraFNumber; + static F32 CameraFocalLength; + static F32 CameraFieldOfView; + static F32 RenderShadowNoise; + static F32 RenderShadowBlurSize; + static F32 RenderSSAOScale; + static U32 RenderSSAOMaxScale; + static F32 RenderSSAOFactor; + static LLVector3 RenderSSAOEffect; + static F32 RenderShadowOffsetError; + static F32 RenderShadowBiasError; + static F32 RenderShadowOffset; + static F32 RenderShadowBias; + static F32 RenderSpotShadowOffset; + static F32 RenderSpotShadowBias; + static F32 RenderEdgeDepthCutoff; + static F32 RenderEdgeNormCutoff; + static LLVector3 RenderShadowGaussian; + static F32 RenderShadowBlurDistFactor; + static BOOL RenderDeferredAtmospheric; + static S32 RenderReflectionDetail; + static F32 RenderHighlightFadeTime; + static LLVector3 RenderShadowClipPlanes; + static LLVector3 RenderShadowOrthoClipPlanes; + static LLVector3 RenderShadowNearDist; + static F32 RenderFarClip; + static LLVector3 RenderShadowSplitExponent; + static F32 RenderShadowErrorCutoff; + static F32 RenderShadowFOVCutoff; + static BOOL CameraOffset; }; void render_bbox(const LLVector3 &min, const LLVector3 &max); -- cgit v1.3 From 2322c57b4dd2b4338eec2ca9db2425eff4bfd6d5 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 11 Oct 2011 14:55:33 -0500 Subject: SH-2545 Fix for transparent water option doing nothing when shaders are enabled. --- indra/llrender/llglslshader.cpp | 6 -- .../shaders/class1/objects/simpleTexGenV.glsl | 77 ++++++++++++++++++++++ indra/newview/lldrawpoolwater.cpp | 46 +++++++++---- indra/newview/llviewershadermgr.cpp | 43 +++++++++++- indra/newview/llviewershadermgr.h | 2 + indra/newview/llwlparamset.cpp | 4 +- 6 files changed, 159 insertions(+), 19 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index bbb62ea3c1..deb022fd75 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -762,12 +762,8 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c } } -static LLFastTimer::DeclareTimer FTM_UNIFORM_LOCATION("Get Uniform Location"); - GLint LLGLSLShader::getUniformLocation(const string& uniform) { - LLFastTimer t(FTM_UNIFORM_LOCATION); - GLint ret = -1; if (mProgramObject > 0) { @@ -792,8 +788,6 @@ GLint LLGLSLShader::getUniformLocation(const string& uniform) GLint LLGLSLShader::getUniformLocation(U32 index) { - LLFastTimer t(FTM_UNIFORM_LOCATION); - GLint ret = -1; if (mProgramObject > 0) { diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl new file mode 100644 index 0000000000..d4dee78793 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl @@ -0,0 +1,77 @@ +/** + * @file simpleV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +void passTextureIndex(); +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; + +uniform vec4 color; +uniform vec4 object_plane_t; +uniform vec4 object_plane_s; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) +{ + vec4 tcoord; + + tcoord.x = dot(vpos, tp0); + tcoord.y = dot(vpos, tp1); + tcoord.z = tc.z; + tcoord.w = tc.w; + + tcoord = mat * tcoord; + + return tcoord; +} + +void main() +{ + //transform vertex + vec4 vert = vec4(position.xyz,1.0); + passTextureIndex(); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; + + vec3 norm = normalize(normal_matrix * normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, color, vec4(0.)); + vertex_color = color; + + +} diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index f6fe96877d..4f6eaa5a5b 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -169,7 +169,7 @@ void LLDrawPoolWater::render(S32 pass) std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater()); // See if we are rendering water as opaque or not - if (!gSavedSettings.getBOOL("RenderTransparentWater") && !LLGLSLShader::sNoFixedFunction) + if (!gSavedSettings.getBOOL("RenderTransparentWater")) { // render water for low end hardware renderOpaqueLegacyWater(); @@ -334,9 +334,19 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() { LLVOSky *voskyp = gSky.mVOSkyp; + LLGLSLShader* shader = NULL; if (LLGLSLShader::sNoFixedFunction) { - gObjectSimpleProgram.bind(); + if (LLPipeline::sUnderWaterRender) + { + shader = &gObjectSimpleNonIndexedTexGenWaterProgram; + } + else + { + shader = &gObjectSimpleNonIndexedTexGenProgram; + } + + shader->bind(); } stop_glerror(); @@ -361,10 +371,13 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() gGL.getTexUnit(0)->bind(mOpaqueWaterImagep); // Automatically generate texture coords for water texture - glEnable(GL_TEXTURE_GEN_S); //texture unit 0 - glEnable(GL_TEXTURE_GEN_T); //texture unit 0 - glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); + if (!shader) + { + glEnable(GL_TEXTURE_GEN_S); //texture unit 0 + glEnable(GL_TEXTURE_GEN_T); //texture unit 0 + glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); + glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); + } // Use the fact that we know all water faces are the same size // to save some computation @@ -387,8 +400,16 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset }; F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset }; - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); + if (!shader) + { + glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); + glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); + } + else + { + shader->uniform4fv("object_plane_s", 1, tp0); + shader->uniform4fv("object_plane_t", 1, tp1); + } gGL.diffuseColor3f(1.f, 1.f, 1.f); @@ -406,9 +427,12 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() stop_glerror(); - // Reset the settings back to expected values - glDisable(GL_TEXTURE_GEN_S); //texture unit 0 - glDisable(GL_TEXTURE_GEN_T); //texture unit 0 + if (!shader) + { + // Reset the settings back to expected values + glDisable(GL_TEXTURE_GEN_S); //texture unit 0 + glDisable(GL_TEXTURE_GEN_T); //texture unit 0 + } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 8bc573135c..80727764c1 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -96,6 +96,8 @@ LLGLSLShader gObjectFullbrightNoColorProgram; LLGLSLShader gObjectFullbrightNoColorWaterProgram; LLGLSLShader gObjectSimpleNonIndexedProgram; +LLGLSLShader gObjectSimpleNonIndexedTexGenProgram; +LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram; LLGLSLShader gObjectSimpleNonIndexedWaterProgram; LLGLSLShader gObjectAlphaMaskNonIndexedProgram; LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram; @@ -217,6 +219,8 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectFullbrightShinyProgram); mShaderList.push_back(&gObjectFullbrightShinyWaterProgram); mShaderList.push_back(&gObjectSimpleNonIndexedProgram); + mShaderList.push_back(&gObjectSimpleNonIndexedTexGenProgram); + mShaderList.push_back(&gObjectSimpleNonIndexedTexGenWaterProgram); mShaderList.push_back(&gObjectSimpleNonIndexedWaterProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram); @@ -625,6 +629,8 @@ void LLViewerShaderMgr::unloadShaders() gObjectShinyWaterProgram.unload(); gObjectSimpleNonIndexedProgram.unload(); + gObjectSimpleNonIndexedTexGenProgram.unload(); + gObjectSimpleNonIndexedTexGenWaterProgram.unload(); gObjectSimpleNonIndexedWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); @@ -1505,7 +1511,8 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyNonIndexedProgram.unload(); gObjectFullbrightShinyNonIndexedWaterProgram.unload(); gObjectShinyNonIndexedWaterProgram.unload(); - gObjectSimpleNonIndexedProgram.unload(); + gObjectSimpleNonIndexedTexGenProgram.unload(); + gObjectSimpleNonIndexedTexGenWaterProgram.unload(); gObjectSimpleNonIndexedWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); @@ -1547,6 +1554,23 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectSimpleNonIndexedProgram.createShader(NULL, NULL); } + if (success) + { + gObjectSimpleNonIndexedTexGenProgram.mName = "Non indexed tex-gen Shader"; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesLighting = true; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasGamma = true; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasLighting = true; + gObjectSimpleNonIndexedTexGenProgram.mFeatures.disableTextureIndex = true; + gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.clear(); + gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL); + } + + if (success) { gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader"; @@ -1564,6 +1588,23 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectSimpleNonIndexedTexGenWaterProgram.mName = "Non indexed tex-gen Water Shader"; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesLighting = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasWaterFog = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasLighting = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.disableTextureIndex = true; + gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.clear(); + gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectSimpleNonIndexedTexGenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectSimpleNonIndexedTexGenWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectAlphaMaskNonIndexedProgram.mName = "Non indexed alpha mask Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 01f8c3987c..26cef8cb3e 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -229,6 +229,8 @@ extern LLGLSLShader gObjectSimpleAlphaMaskProgram; extern LLGLSLShader gObjectSimpleWaterProgram; extern LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; extern LLGLSLShader gObjectSimpleNonIndexedProgram; +extern LLGLSLShader gObjectSimpleNonIndexedTexGenProgram; +extern LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram; extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram; extern LLGLSLShader gObjectAlphaMaskNonIndexedProgram; extern LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram; diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 4a1db3d26c..5bb7025031 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -73,11 +73,13 @@ static LLFastTimer::DeclareTimer FTM_WL_PARAM_UPDATE("WL Param Update"); void LLWLParamSet::update(LLGLSLShader * shader) const { + LLFastTimer t(FTM_WL_PARAM_UPDATE); + for(LLSD::map_const_iterator i = mParamValues.beginMap(); i != mParamValues.endMap(); ++i) { - LLFastTimer t(FTM_WL_PARAM_UPDATE); + const std::string& param = i->first; -- cgit v1.3 From 9a0bb3d871d476d43edc6c7a29f6bedff1c45247 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 11 Oct 2011 15:11:52 -0500 Subject: SH-2510 Never use shaders if gl version < 2.0 --- indra/newview/llviewershadermgr.cpp | 17 +++++++---------- 1 file changed, 7 insertions(+), 10 deletions(-) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 80727764c1..31ed210ae3 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -357,6 +357,7 @@ void LLViewerShaderMgr::setShaders() LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1); + reentrance = true; if (LLRender::sGLCoreProfile || gGLManager.mGLVersion >= 2.f) { //ALWAYS use shaders where available @@ -364,19 +365,15 @@ void LLViewerShaderMgr::setShaders() { //vertex shaders MUST be enabled to use core profile gSavedSettings.setBOOL("VertexShaderEnable", TRUE); } - - if (!gSavedSettings.getBOOL("RenderTransparentWater")) - { //non-transparent water uses fixed function - gSavedSettings.setBOOL("RenderTransparentWater", TRUE); - } } - - + else if (gGLManager.mGLVersion < 2.f) + { //NEVER use shaders on a pre 2.0 context + gSavedSettings.setBOOL("VertexShaderEnable", FALSE); + } + //setup preprocessor definitions LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); - - reentrance = true; - + // Make sure the compiled shader map is cleared before we recompile shaders. mShaderObjects.clear(); -- cgit v1.3 From fe51889b2914a9f117d5f19d91072716b5913579 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 19 Oct 2011 13:21:17 -0500 Subject: SH-2276 Force RenderMaxTextureIndex to be <= 16 regardless of settings --- indra/newview/llviewershadermgr.cpp | 3 +++ indra/newview/llvovolume.cpp | 2 ++ 2 files changed, 5 insertions(+) (limited to 'indra/newview/llviewershadermgr.cpp') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 31ed210ae3..50910e26e5 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -357,6 +357,9 @@ void LLViewerShaderMgr::setShaders() LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1); + //NEVER use more than 16 texture channels (work around for prevalent driver bug) + LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16); + reentrance = true; if (LLRender::sGLCoreProfile || gGLManager.mGLVersion >= 2.f) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 2fadc795fd..b75a0a799a 100755 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4666,6 +4666,8 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: texture_index_channels = llmin(texture_index_channels, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")); + //NEVER use more than 16 texture index channels (workaround for prevalent driver bug) + texture_index_channels = llmin(texture_index_channels, 16); while (face_iter != faces.end()) { -- cgit v1.3