From 167fc262734dfb72e33e57a0b309d0ce6a17ce47 Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Tue, 9 Jul 2013 06:38:12 -0700
Subject: [PATCH] NORSPEC-291 WIP drop the no deferred underwater logic only

---
 indra/newview/lldrawpoolalpha.cpp |  11 +-
 indra/newview/llviewerdisplay.cpp |   8 +-
 indra/newview/pipeline.cpp        | 523 +++++++++++++++++++++++++++++-
 indra/newview/pipeline.h          |   3 +-
 4 files changed, 522 insertions(+), 23 deletions(-)

diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index c832e1401da..737da2e2098 100755
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -113,6 +113,15 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
 		gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
 	}
 
+	if (LLPipeline::sUnderWaterRender)
+	{
+		emissive_shader = &gObjectEmissiveWaterProgram;
+	}
+	else
+	{
+		emissive_shader = &gObjectEmissiveProgram;
+	}
+
 	deferred_render = TRUE;
 	if (mVertexShaderLevel > 0)
 	{
@@ -352,7 +361,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
 				
 				LLMaterial* mat = NULL;
 
-				if (deferred_render && !LLPipeline::sUnderWaterRender)
+				if (deferred_render)
 				{
 					mat = params.mMaterial;
 				}
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index f90b35a7bdd..e6718ca6185 100755
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -890,7 +890,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
 		{
 			gGL.setColorMask(true, true);
 					
-			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+			if (LLPipeline::sRenderDeferred)
 			{
 				gPipeline.mDeferredScreen.bindTarget();
 				glClearColor(1,0,1,1);
@@ -939,7 +939,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
 
 
 			gGL.setColorMask(true, false);
-			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+			if (LLPipeline::sRenderDeferred)
 			{
 				gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance());
 			}
@@ -976,7 +976,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
 		
 		if (to_texture)
 		{
-			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+			if (LLPipeline::sRenderDeferred)
 			{
 				gPipeline.mDeferredScreen.flush();
 				if(LLRenderTarget::sUseFBO)
@@ -1002,7 +1002,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
 			}
 		}
 
-		if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+		if (LLPipeline::sRenderDeferred)
 		{
 			gPipeline.renderDeferredLighting();
 		}
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index c9f8a4d9ee3..aed73be3c19 100755
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -2448,7 +2448,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
 
 	if (to_texture)
 	{
-		if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+		if (LLPipeline::sRenderDeferred)
 		{
 			mOcclusionDepth.bindTarget();
 		}
@@ -2593,7 +2593,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
 
 	if (to_texture)
 	{
-		if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+		if (LLPipeline::sRenderDeferred)
 		{
 			mOcclusionDepth.flush();
 		}
@@ -8891,6 +8891,495 @@ void LLPipeline::renderDeferredLighting()
 						
 }
 
+void LLPipeline::renderDeferredLightingToRenderTarget(LLRenderTarget* render_target)
+{
+	if (!sCull)
+	{
+		return;
+	}
+
+	{
+		LLFastTimer ftm(FTM_RENDER_DEFERRED);
+
+		LLViewerCamera* camera = LLViewerCamera::getInstance();
+		{
+			LLGLDepthTest depth(GL_TRUE);
+			mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
+							0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);	
+		}
+
+		LLGLEnable multisample(0);
+
+		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+		{
+			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+		}
+
+		//ati doesn't seem to love actually using the stencil buffer on FBO's
+		LLGLDisable stencil(GL_STENCIL_TEST);
+		//glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+		//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+		gGL.setColorMask(true, true);
+		
+		//draw a cube around every light
+		LLVertexBuffer::unbind();
+
+		LLGLEnable cull(GL_CULL_FACE);
+		LLGLEnable blend(GL_BLEND);
+
+		glh::matrix4f mat = glh_copy_matrix(gGLModelView);
+
+		LLStrider<LLVector3> vert; 
+		mDeferredVB->getVertexStrider(vert);
+		
+		vert[0].set(-1,1,0);
+		vert[1].set(-1,-3,0);
+		vert[2].set(3,1,0);
+		
+		{
+			setupHWLights(NULL); //to set mSunDir;
+			LLVector4 dir(mSunDir, 0.f);
+			glh::vec4f tc(dir.mV);
+			mat.mult_matrix_vec(tc);
+			mTransformedSunDir.set(tc.v);
+		}
+
+		gGL.pushMatrix();
+		gGL.loadIdentity();
+		gGL.matrixMode(LLRender::MM_PROJECTION);
+		gGL.pushMatrix();
+		gGL.loadIdentity();
+
+		stop_glerror();
+		gGL.popMatrix();
+		stop_glerror();
+		gGL.matrixMode(LLRender::MM_MODELVIEW);
+		stop_glerror();
+		gGL.popMatrix();
+		stop_glerror();
+
+		render_target = render_target ? render_target : &mScreen;
+
+		llassert(render_target);
+
+		render_target->bindTarget();
+
+		// clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
+		glClearColor(0,0,0,0);
+		render_target->clear(GL_COLOR_BUFFER_BIT);
+		
+		if (RenderDeferredAtmospheric)
+		{ //apply sunlight contribution 
+			LLFastTimer ftm(FTM_ATMOSPHERICS);
+			bindDeferredShader(gDeferredSoftenProgram);	
+			{
+				LLGLDepthTest depth(GL_FALSE);
+				LLGLDisable blend(GL_BLEND);
+				LLGLDisable test(GL_ALPHA_TEST);
+
+				//full screen blit
+				gGL.pushMatrix();
+				gGL.loadIdentity();
+				gGL.matrixMode(LLRender::MM_PROJECTION);
+				gGL.pushMatrix();
+				gGL.loadIdentity();
+
+				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+				
+				mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+				gGL.popMatrix();
+				gGL.matrixMode(LLRender::MM_MODELVIEW);
+				gGL.popMatrix();
+			}
+
+			unbindDeferredShader(gDeferredSoftenProgram);
+		}
+
+		{ //render non-deferred geometry (fullbright, alpha, etc)
+			LLGLDisable blend(GL_BLEND);
+			LLGLDisable stencil(GL_STENCIL_TEST);
+			gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+			gPipeline.pushRenderTypeMask();
+			
+			gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+										LLPipeline::RENDER_TYPE_CLOUDS,
+										LLPipeline::RENDER_TYPE_WL_SKY,
+										LLPipeline::END_RENDER_TYPES);
+								
+			
+			renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
+			gPipeline.popRenderTypeMask();
+		}
+
+		BOOL render_local = RenderLocalLights;
+				
+		if (render_local)
+		{
+			gGL.setSceneBlendType(LLRender::BT_ADD);
+			std::list<LLVector4> fullscreen_lights;
+			LLDrawable::drawable_list_t spot_lights;
+			LLDrawable::drawable_list_t fullscreen_spot_lights;
+
+			for (U32 i = 0; i < 2; i++)
+			{
+				mTargetShadowSpotLight[i] = NULL;
+			}
+
+			std::list<LLVector4> light_colors;
+
+			LLVertexBuffer::unbind();
+
+			{
+				bindDeferredShader(gDeferredLightProgram);
+				
+				if (mCubeVB.isNull())
+				{
+					mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
+				}
+
+				mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+				
+				LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+				for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
+				{
+					LLDrawable* drawablep = *iter;
+					
+					LLVOVolume* volume = drawablep->getVOVolume();
+					if (!volume)
+					{
+						continue;
+					}
+
+					if (volume->isAttachment())
+					{
+						if (!sRenderAttachedLights)
+						{
+							continue;
+						}
+					}
+
+
+					LLVector4a center;
+					center.load3(drawablep->getPositionAgent().mV);
+					const F32* c = center.getF32ptr();
+					F32 s = volume->getLightRadius()*1.5f;
+
+					LLColor3 col = volume->getLightColor();
+					
+					if (col.magVecSquared() < 0.001f)
+					{
+						continue;
+					}
+
+					if (s <= 0.001f)
+					{
+						continue;
+					}
+
+					LLVector4a sa;
+					sa.splat(s);
+					if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
+					{
+						continue;
+					}
+
+					sVisibleLightCount++;
+										
+					if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
+						camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
+						camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
+						camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
+						camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
+						camera->getOrigin().mV[2] < c[2] - s - 0.2f)
+					{ //draw box if camera is outside box
+						if (render_local)
+						{
+							if (volume->isLightSpotlight())
+							{
+								drawablep->getVOVolume()->updateSpotLightPriority();
+								spot_lights.push_back(drawablep);
+								continue;
+							}
+							
+							/*col.mV[0] = powf(col.mV[0], 2.2f);
+							col.mV[1] = powf(col.mV[1], 2.2f);
+							col.mV[2] = powf(col.mV[2], 2.2f);*/
+							
+							LLFastTimer ftm(FTM_LOCAL_LIGHTS);
+							gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+							gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+							gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+							gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+							gGL.syncMatrices();
+							
+							mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+							stop_glerror();
+						}
+					}
+					else
+					{	
+						if (volume->isLightSpotlight())
+						{
+							drawablep->getVOVolume()->updateSpotLightPriority();
+							fullscreen_spot_lights.push_back(drawablep);
+							continue;
+						}
+
+						glh::vec3f tc(c);
+						mat.mult_matrix_vec(tc);
+					
+						fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
+						light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
+					}
+				}
+				unbindDeferredShader(gDeferredLightProgram);
+			}
+
+			if (!spot_lights.empty())
+			{
+				LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+				bindDeferredShader(gDeferredSpotLightProgram);
+
+				mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+				gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+				for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
+				{
+					LLFastTimer ftm(FTM_PROJECTORS);
+					LLDrawable* drawablep = *iter;
+
+					LLVOVolume* volume = drawablep->getVOVolume();
+
+					LLVector4a center;
+					center.load3(drawablep->getPositionAgent().mV);
+					const F32* c = center.getF32ptr();
+					F32 s = volume->getLightRadius()*1.5f;
+
+					sVisibleLightCount++;
+
+					setupSpotLight(gDeferredSpotLightProgram, drawablep);
+					
+					LLColor3 col = volume->getLightColor();
+					/*col.mV[0] = powf(col.mV[0], 2.2f);
+					col.mV[1] = powf(col.mV[1], 2.2f);
+					col.mV[2] = powf(col.mV[2], 2.2f);*/
+					
+					gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+					gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+					gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+					gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+					gGL.syncMatrices();
+										
+					mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+				}
+				gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+				unbindDeferredShader(gDeferredSpotLightProgram);
+			}
+
+			//reset mDeferredVB to fullscreen triangle
+			mDeferredVB->getVertexStrider(vert);
+			vert[0].set(-1,1,0);
+			vert[1].set(-1,-3,0);
+			vert[2].set(3,1,0);
+
+			{
+				bindDeferredShader(gDeferredMultiLightProgram);
+			
+				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+				LLGLDepthTest depth(GL_FALSE);
+
+				//full screen blit
+				gGL.pushMatrix();
+				gGL.loadIdentity();
+				gGL.matrixMode(LLRender::MM_PROJECTION);
+				gGL.pushMatrix();
+				gGL.loadIdentity();
+
+				U32 count = 0;
+
+				const U32 max_count = 8;
+				LLVector4 light[max_count];
+				LLVector4 col[max_count];
+
+				F32 far_z = 0.f;
+
+				while (!fullscreen_lights.empty())
+				{
+					LLFastTimer ftm(FTM_FULLSCREEN_LIGHTS);
+					light[count] = fullscreen_lights.front();
+					fullscreen_lights.pop_front();
+					col[count] = light_colors.front();
+					light_colors.pop_front();
+					
+					/*col[count].mV[0] = powf(col[count].mV[0], 2.2f);
+					col[count].mV[1] = powf(col[count].mV[1], 2.2f);
+					col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/
+					
+					far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
+					//col[count] = pow4fsrgb(col[count], 2.2f);
+					count++;
+					if (count == max_count || fullscreen_lights.empty())
+					{
+						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; 
+						mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+					}
+				}
+				
+				unbindDeferredShader(gDeferredMultiLightProgram);
+
+				bindDeferredShader(gDeferredMultiSpotLightProgram);
+
+				gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::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);
+					LLDrawable* drawablep = *iter;
+					
+					LLVOVolume* volume = drawablep->getVOVolume();
+
+					LLVector3 center = drawablep->getPositionAgent();
+					F32* c = center.mV;
+					F32 s = volume->getLightRadius()*1.5f;
+
+					sVisibleLightCount++;
+
+					glh::vec3f tc(c);
+					mat.mult_matrix_vec(tc);
+					
+					setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
+
+					LLColor3 col = volume->getLightColor();
+					
+					/*col.mV[0] = powf(col.mV[0], 2.2f);
+					col.mV[1] = powf(col.mV[1], 2.2f);
+					col.mV[2] = powf(col.mV[2], 2.2f);*/
+					
+					gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+					gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, 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(LLShaderMgr::DEFERRED_PROJECTION);
+				unbindDeferredShader(gDeferredMultiSpotLightProgram);
+
+				gGL.popMatrix();
+				gGL.matrixMode(LLRender::MM_MODELVIEW);
+				gGL.popMatrix();
+			}
+		}
+
+		gGL.setColorMask(true, true);
+	}
+
+	render_target->flush();
+
+	//gamma correct lighting
+	gGL.matrixMode(LLRender::MM_PROJECTION);
+	gGL.pushMatrix();
+	gGL.loadIdentity();
+	gGL.matrixMode(LLRender::MM_MODELVIEW);
+	gGL.pushMatrix();
+	gGL.loadIdentity();
+
+	{
+		LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+
+		LLVector2 tc1(0,0);
+		LLVector2 tc2((F32) render_target->getWidth()*2,(F32) render_target->getHeight()*2);
+
+		render_target->bindTarget();
+		// Apply gamma correction to the frame here.
+		gDeferredPostGammaCorrectProgram.bind();
+		//mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+		S32 channel = 0;
+		channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, render_target->getUsage());
+		if (channel > -1)
+		{
+			render_target->bindTexture(0,channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+		}
+		
+		gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mScreen.getWidth(), mScreen.getHeight());
+		
+		F32 gamma = 1.0f/1.8f;
+
+		gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, gamma);
+		
+		gGL.begin(LLRender::TRIANGLE_STRIP);
+		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+		gGL.vertex2f(-1,-1);
+		
+		gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+		gGL.vertex2f(-1,3);
+		
+		gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+		gGL.vertex2f(3,-1);
+		
+		gGL.end();
+		
+		gGL.getTexUnit(channel)->unbind(render_target->getUsage());
+		gDeferredPostGammaCorrectProgram.unbind();
+		render_target->flush();
+	}
+
+	gGL.matrixMode(LLRender::MM_PROJECTION);
+	gGL.popMatrix();
+	gGL.matrixMode(LLRender::MM_MODELVIEW);
+	gGL.popMatrix();	
+
+	render_target->bindTarget();
+
+	{ //render non-deferred geometry (alpha, fullbright, glow)
+		LLGLDisable blend(GL_BLEND);
+		LLGLDisable stencil(GL_STENCIL_TEST);
+
+		pushRenderTypeMask();
+		andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
+						 LLPipeline::RENDER_TYPE_FULLBRIGHT,
+						 LLPipeline::RENDER_TYPE_VOLUME,
+						 LLPipeline::RENDER_TYPE_GLOW,
+						 LLPipeline::RENDER_TYPE_BUMP,
+						 LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+						 LLPipeline::RENDER_TYPE_PASS_ALPHA,
+						 LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+						 LLPipeline::RENDER_TYPE_PASS_BUMP,
+						 LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
+						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+						 LLPipeline::RENDER_TYPE_PASS_GLOW,
+						 LLPipeline::RENDER_TYPE_PASS_GRASS,
+						 LLPipeline::RENDER_TYPE_PASS_SHINY,
+						 LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+						 LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+						 LLPipeline::RENDER_TYPE_AVATAR,
+						 LLPipeline::RENDER_TYPE_ALPHA_MASK,
+						 LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
+						 END_RENDER_TYPES);
+		
+		renderGeomPostDeferred(*LLViewerCamera::getInstance());
+		popRenderTypeMask();
+	}
+
+	render_target->flush();
+						
+}
+
 void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
 {
 	//construct frustum
@@ -9182,22 +9671,22 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
 
 			if (LLDrawPoolWater::sNeedsReflectionUpdate)
 			{
-				//initial sky pass (no user clip plane)
-				{ //mask out everything but the sky
-					gPipeline.pushRenderTypeMask();
-					gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
-						LLPipeline::RENDER_TYPE_WL_SKY,
-						LLPipeline::RENDER_TYPE_CLOUDS,
-						LLPipeline::END_RENDER_TYPES);
+			//initial sky pass (no user clip plane)
+			{ //mask out everything but the sky
+				gPipeline.pushRenderTypeMask();
+				gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+					LLPipeline::RENDER_TYPE_WL_SKY,
+					LLPipeline::RENDER_TYPE_CLOUDS,
+					LLPipeline::END_RENDER_TYPES);
 
-					static LLCullResult result;
-					updateCull(camera, result);
-					stateSort(camera, result);
+				static LLCullResult result;
+				updateCull(camera, result);
+				stateSort(camera, result);
 
 					renderGeom(camera, TRUE);
-
+						
 					gPipeline.popRenderTypeMask();
-				}
+				}					
 
 				gPipeline.pushRenderTypeMask();
 
@@ -9279,7 +9768,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
 			mWaterDis.bindTarget();
 			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
 			mWaterDis.getViewport(gGLViewport);
-			
+
 			if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
 			{
 				//clip out geometry on the same side of water as the camera
@@ -9290,12 +9779,12 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
 				static LLCullResult result;
 				updateCull(camera, result, water_clip, &plane);
 				stateSort(camera, result);
-
+			
 				gGL.setColorMask(true, true);
 				mWaterDis.clear();
 				gGL.setColorMask(true, false);
 
-				renderGeom(camera);
+					renderGeom(camera);
 
 			}
 
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 70dcf804070..a8ad16b8fb7 100755
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -288,7 +288,8 @@ class LLPipeline
 
 	void unbindDeferredShader(LLGLSLShader& shader);
 	void renderDeferredLighting();
-	
+	void renderDeferredLightingToRenderTarget(LLRenderTarget* render_target);
+
 	void generateWaterReflection(LLCamera& camera);
 	void generateSunShadow(LLCamera& camera);
 	void generateHighlight(LLCamera& camera);
-- 
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