Commit Graph

178 Commits (cc8af5f37df1e200bc0b55740887a99157066e35)

Author SHA1 Message Date
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
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
# 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
# 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
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
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
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
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.
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
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
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
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
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
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.
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
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
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