Andrey Lihatskiy
504ef7e9e3
Merge branch 'main' into DRTVWR-580-maint-T
2023-05-02 17:39:29 +03:00
Andrey Kleshchev
d2a8a3bd53
SL-18964 Smoke texture can fail to load
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Debt from SL-18221.
Keep init together, after we got the cap; texture should finish loading before it's needed.
2023-03-16 01:18:07 +02:00
Alexander Gavriliuk
da3002bd0c
SL-18964 Move creating of LLViewerFetchedTexture::sSmokeImagep to LLDrawPoolAlpha::renderDebugAlpha()
2023-02-12 16:59:38 +02:00
Mnikolenko Productengine
717b34f53f
Merge branch 'master' into DRTVWR-539
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# Conflicts:
# indra/newview/llfloaterpreference.cpp
# indra/newview/llviewercontrol.cpp
2022-10-21 14:42:53 +03:00
Mnikolenko Productengine
b66f2e7da7
SL-18202 WIP merging autotune contribution and updating UI
2022-09-21 21:19:17 +03:00
Dave Parks
3e1db1f184
SL-17532 Cleanup from hasty commit (thanks to Henri for the prodding).
2022-06-07 10:36:59 -05:00
Dave Parks
616f2b639b
SL-17532 Potential fix for some rigged mesh draw order issues.
2022-06-06 19:57:03 -05:00
Dave Parks
1a6eee4ea2
SL-17321 Fix for some particle systems with custom blend functions not rendering.
2022-05-02 11:52:45 -05:00
Dave Parks
e33f23f58a
SL-17194 Impostor quality pass 2 (and fix for fully transparent rigged attachments rendering to depth buffer)
2022-04-11 20:06:33 -05:00
Dave Parks
1d057dbba2
SL-17173 Impostor quality pass.
2022-04-11 15:51:51 -05:00
Andrey Kleshchev
e20aafa2fe
SL-16907 Crash at updateSkinInfoMatrixPalette #2
2022-04-07 14:17:30 +03:00
Dave Parks
41cf9fcb05
SL-17028 Fix for inconsistent ordering of transparent rigged meshes and removal of glow-only rigged meshes from depth buffer.
2022-03-24 14:48:06 -05:00
Dave Parks
658a30bd2e
SL-16907 Potential fix for crash in updateSkinInfoMatrixPalette
2022-02-24 13:04:40 -06:00
Dave Parks
0b850360f5
SL-16714 and SL-16750 Break rigged alpha into its own pass (restore release like behavior) and fix rigged alpha emissive not rendering.
2022-02-01 22:28:02 +00:00
Ptolemy
cfd39c3663
SL-16606: Add profiler category DRAWPOOL
2022-01-14 11:50:19 -08:00
Ptolemy
9ac89bca2c
SL-16493: Add comment about using deferred shaders even though we are in a post deferred state (forward pass rendering for transparency)
2021-12-15 14:11:02 -08:00
Ptolemy
6164d465af
SL-16493: Fix non-fullbright partial alpha objects not being lit by sun broken in 511de439a3
2021-12-15 10:39:00 -08:00
Runitai Linden
1a6ef9a1fb
SL-16468 Fix for crash when enabling highlight transparent (add rigged mesh support to highlight transparent).
2021-12-08 15:35:25 -06:00
Dave Parks
511de439a3
SL-16405 Remove “pass == <magic number>” anti-pattern from various drawpools.
2021-12-02 20:11:43 +00:00
Dave Parks
28f9fb06a9
SL-16289 Rigged mesh rendering overhaul
2021-11-20 18:49:19 +00:00
Dave Parks
8d20480c5f
SL-16148 SL-16244 SL-16270 SL-16253 Remove most BlockTimers, remove LLMemTracked, introduce alignas, hook most/all reamining allocs, disable synchronous occlusion, and convert frequently accessed LLSingletons to LLSimpleton
2021-10-28 18:06:21 +00:00
Runitai Linden
e7227afe02
SL-16166 Apply optimizations from pushBatch to other render call sites. Optimize out a map lookup in rigged face rendering.
2021-10-14 13:02:40 -05:00
Andrey Lihatskiy
ec9b989863
Merge branch 'DRTVWR-501-maint' into DRTVWR-503-maint
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# Conflicts:
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorypanel.cpp
# indra/newview/lltexturectrl.cpp
# indra/newview/skins/default/xui/de/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/es/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/fr/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/it/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/ja/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/pt/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/ru/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/tr/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/zh/floater_texture_ctrl.xml
2020-05-05 00:37:16 +03:00
Andrey Kleshchev
3a990bd2b9
SL-1706 Material alpha mask highlight color should be blue
2020-02-18 14:07:35 +02:00
Andrey Kleshchev
604dd5b227
SL-1395 Alpha-masked faces not highlighted when materials present
2020-02-17 18:56:51 +02:00
Graham Linden
7f24395889
SL-11318
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Make alpha pass start with no shader bound.
Make diffuse mode alpha-blended fullbrights get into alpha pass properly.
2019-06-19 08:31:43 -07:00
Graham Linden
58f7b981bd
SL-11337
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Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally).
Modify shaders to balance ambient across render modes again.
2019-05-31 13:47:44 -07:00
Graham Linden
2d514e4b10
SL-10763
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Fix broken logic for alpha drawpool when rendering with basic shaders off.
Force unbind of 2nd tex unit that we use during water rendering.
2019-03-19 17:24:16 -07:00
Graham Linden
69f5ab9004
Make alpha drawpool optimizations an opt-in render debug setting for the adventurous.
2019-03-15 14:31:32 -07:00
Graham Linden
d5f3e7f28e
Disable optimizations to batch fullbright and emissive draws together to minimize GL blend state changes.
2019-03-15 14:09:23 -07:00
Graham Linden
83941a5ec6
Restore optimizations for fullbright/emissives with changes to fix lighting breakage when they're in play.
2019-03-15 13:05:56 -07:00
Graham Linden
a10ec81e82
SL-10743, SL-10744
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Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set.
Put drawpool alpha render loop lighting setup changes as they were
(this will give back some performance and possibly require reopening 10566).
2019-03-15 08:13:04 -07:00
Graham Linden
3396b728d2
Don't rebuild reflection when only edge water patches are in play.
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Use (Restore)TexSetup for tex binding (should be equivalent now).
Simplify uniform management in alpha drawpool loop.
Fix wrong modelview mat being used for distortion map gen.
2019-03-05 09:35:04 -08:00
Graham Linden
f3303654a5
Roll back even more alpha draw pool optimizations that break particles.
2019-03-04 16:20:31 -08:00
Graham Linden
659eaf045e
Fix line-endings.
2019-03-04 15:40:07 -08:00
Graham Linden
cc43bee5b1
Factor emissives and fullbrights out of alpha draw pool loop of death.
2019-03-04 14:13:27 -08:00
Graham Linden
f1fe689e18
SL-10566
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Put back old alpha pool draw loop with option to render emissives out of order to save state changes.
2019-03-04 13:19:39 -08:00
Graham Linden
0b4982ac89
Roll back optimizations to lldrawpoolalpha causing emissive strangeness and alpha materials lighting errors.
2019-03-04 10:31:55 -08:00
Graham Linden
552267f1c9
Fix unused local var 'partition' and avoid assert in rendering highlights.
2019-03-04 09:50:11 -08:00
Graham Linden
45a541d2d5
SL-10566
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Disable pre-cull of water causing refraction/reflection map generation more than is necessary.
Re-org alpha draws to limit state changes based on render type.
2019-03-04 08:04:18 -08:00
Graham Linden
4c3050a395
SL-10664, SL-10666
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
2019-03-03 10:42:19 -08:00
Graham Linden
c1d2416826
EEP performance WIP
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Mods to improve alpha obj render performance.
Removes hacky fix for HUD elements getting atmospherics.
Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
Fix up default classes and basic shader loading (remove unused shared modules).
2019-02-28 14:06:19 -08:00
Graham Linden
d7ad30a2d4
SL-10566 part the fourth
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Fix water rendering causing distortion map update very frame.
Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness).
Add ability to retrieve current user clip plane so it can be saved/restored around water map gen.
Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again.
Re-enable occlusion in distortion map rendering.
2019-02-27 17:07:31 -08:00
Graham Linden
7e9033821a
De-duplicate deferred gbuffer access for getPosition/getNorm.
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De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
2018-12-06 10:59:11 -08:00
Graham Linden
1df7760d31
SL-9632 add uniform and code to supress atmospherics in all shaders that could be used by HUDs
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Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
2018-09-14 21:52:52 +01:00
maxim_productengine
984ea33f7b
MAINT-8750 Add transparency indicator for invisiprims.
2018-06-14 18:51:18 +03:00
andreykproductengine
9437d1511e
merge from viewer-release
2018-06-01 01:18:47 +03:00
maxim_productengine
c9fed71e60
MAINT-8649 FIXED CTRL+ALT+T does not make alpha masking textures visible
2018-05-17 18:12:04 +03:00
ruslantproductengine
325c076d09
MAINT-7213 Shared media (media as a texture) unusable with transparent mesh
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New outline selection around mesh objects.
2017-10-26 18:33:08 +03:00
andreykproductengine
791b0de262
MAINT-6790 Fixing log spam
2016-10-11 18:16:11 +03:00