Graham Linden
c4032528af
Roll back sRGB decode changes from contrib for now.
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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
2019-05-02 13:49:35 -07:00
Geenz
08812cbe06
Separate out vertex program objects from fragment program objects and use it.
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Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate.
This change makes sure the two are separated. Using this over a multimap largely for readibility.
Also, actually, you know, use this functionality.
--HG--
branch : OPEN-340
2019-04-10 02:11:07 -07:00
Geenz
2513aa0ed1
Additional gamma correction work: start moving over to EXT_texture_sRGB_decode.
2019-03-30 03:18:02 -07:00
Graham Linden
898c9f4421
Mods to make merge with viewer-release have less whitespace-only change and fix diffs between EEP and VR.
2019-03-13 13:21:48 -07:00
Graham Linden
868cd32e5e
More tab restoration.
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Also fix ref to removed extra GLSL link module.
'warn-on-failure:no-tabs'
2019-03-12 11:07:23 -07:00
Graham Linden
15270f697a
Tab restoration project.
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'warn-on-failure:no-tabs'
2019-03-12 10:52:00 -07:00
Graham Linden
53f3755a46
Fix tabs.
2019-03-07 15:09:34 -08:00
Graham Linden
423fa1ac29
SL-10618, SL-10698
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Fix reflection/distortion map culling planes again.
Fix broken handling of shadow disables in ALM forward shaders.
2019-03-07 10:56:26 -08:00
Graham Linden
acbc7f4cdd
SL-10415, SL-10434
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Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne.
Move stars to just this side of the sky some to reduce parallax.
Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm
(try to help the Intel HD x000 compiler learn to link correctly).
2019-01-30 08:37:07 -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
a49e2b604e
SL-10044 SL-10045
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Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders.
Fix class1\environment\waterV reverting to old d1/d2 names for wave directions.
2018-11-12 15:54:53 -08:00
Graham Linden
2929998982
Move to using a shared deferredUtil object for getting pos/norm from gbuffer.
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
2018-11-06 19:33:04 +00:00
Graham Linden
fb335cc243
SL-10000 fix storing of ambient value when converting legacy settings
2018-11-01 18:26:24 +01:00
Graham Linden
536799d07e
SL-9977
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SL-9973
2018-10-29 23:02:20 +01:00
Graham Linden
2e55eae9cc
Merge and fix MAINT-9087 and MAINT-9084
2018-09-04 23:08:20 +01:00
Graham Linden
6dd9dd3ab6
MAINT-9064
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Fix binding of current/next sun/moon textures.
Remove redundant code in GLSLShader determination of tex uniform bindings.
Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
2018-08-30 17:54:59 +01:00
Graham Linden
a0598b1265
Fix water fog consolidation in underwater shaders.
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Add plumbing facilities to allow current and next moon textures to be passed to moon shader.
Modify moon shader to blend between current and next moon textures by blend factor.
2018-06-11 17:46:16 +01:00
Graham Linden
8cfdc07e79
Code cleanup and move to using typedefs of S64Seconds/F64Seconds for ease in sync w/ sim side which has not llunits types.
2018-06-01 23:32:30 +01:00
Graham Linden
37e8fd20c3
Merge to 5.1.6
2018-06-01 15:34:21 +01:00
Rider Linden
bd84cbfa11
Merge
2018-05-31 11:49:27 -07:00
Graham Linden graham@lindenlab.com
190fa8614c
Remove MSVC debug pragmas and comment out code to dump example grids.xml file w/ hard-coded grids.
2018-05-18 23:16:56 +01:00
Graham Linden graham@lindenlab.com
3116416fcb
Le Merge
2018-05-01 00:10:11 +01:00
Graham Linden graham@lindenlab.com
98b2fed85f
De-duplicate shader code for encoding and decoding normals to/from gbuffer format.
2018-03-12 17:52:04 +01:00
Graham Linden graham@lindenlab.com
cf460b13be
De-duplicate sRGB conversion funcs from many shaders
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and unify on using the version that works on OSX.
Add more logging to shader loading about fallbacks and loading succcess.
Add frag shaders for sharing sRGB and normal encode/decode via GL shader linkage.
2018-03-12 16:24:16 +01:00
Graham Linden graham@lindenlab.com
5517eb3f6f
Remove MSVC pragmas breaking OSX build.
2018-03-03 01:08:58 +00:00
Graham Linden graham@lindenlab.com
6303ef5763
Redo advanced atmo shader integration with SL.
2018-02-26 16:38:50 +00:00
Graham Linden graham@lindenlab.com
99b82d9449
Atmospherics WIP
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libatmosphere integrated in indra/llrender/llatmosphere.cpp
Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
2018-02-18 15:52:23 +00:00
ruslantproductengine
55990724a3
Keep attributes name (useful for debug)
2018-01-30 17:07:00 +02:00
ruslantproductengine
df376c0299
MAINT-6437 - Tile-Based Texture Animation Scales Incorrectly for Rigged Mesh when worn (MacOS only)
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FIXED.
2017-12-26 18:20:06 +02:00
Rider Linden
0d414c1fb5
Clouds still funky but better.
2017-09-26 09:19:20 -07:00
Rider Linden
5d3599f5d1
Merge
2017-09-22 09:18:34 -07:00
Rider Linden
d4d0520f38
Cleanup inside GLSLShader for uniform mapping.
2017-09-20 14:29:36 -07:00
Nat Goodspeed
d1ab470542
DRTVWR-418: Fix C++ errors detected by Xcode 9.
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You can't legitimately perform an ordered comparison between a pointer and an
int, even 0. Fix a number of 'if (ptr > 0)' to plain 'if (ptr)'.
Fix LLEditWearableDictionary::WearableEntry constructor to avoid varargs
mechanism. It used to accept three different counts, followed by three
different lists of enums, fetched in each case as 'int' -- dubious in itself.
The constructor body performed three different loops to populate those enums
into three different member vectors.
Instead, make the constructor accept three vectors and initialize the member
vectors from the passed vectors. Now that C++ has inline vector
initialization, change existing constructor calls to pass temporary vectors
initialized with what used to be the varargs enum values.
2017-09-20 16:58:58 -04:00
Brad Payne (Vir Linden)
5fb30e5ad3
MAINT-6913 - (Via Sovereign Engineer and Shyotl Kuhr) Pack the skinned matrix and translation into a single mat3x4 for optimal data transfer to reduce uniform slot usage.
2016-11-11 09:37:45 -05:00
ruslantproductengine
eebbda288d
Backed out changeset: 5fe5ad059c05
2016-07-18 20:09:18 +03:00
callum_linden
05fcb7c812
Automated merge with tip of viewer-release
2016-05-23 16:50:56 -07:00
ruslantproductengine
1b5af4be29
Add invert texture coordinates for media textures.
2016-05-13 18:47:23 +03:00
Oz Linden
950c41d184
merge 4.0.4-release and MAINT-5974
2016-05-06 10:28:42 -04:00
ruslantproductengine
48016ff54b
MAINT-6286 Viewer 4.0.3.312680 ignores settings for Shaders in Graphics Preferences for ATI Radeon HD 3800 Series graphics card
2016-04-12 19:29:35 +03:00
Oz Linden
31f3db0291
merge changes for DRTVWR-417
2016-03-16 13:08:06 -04:00
ruslantproductengine
173886fec3
MAINT-1109 FIXED Toggling graphics options causes viewer memory to increase, eventually causing the rendering pipeline to fall over and crashing the viewer
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Patchset #2
2016-03-10 19:50:12 +02:00
Oz Linden
bc22e58743
merge changes for 4.0.1-release
2016-01-15 16:55:04 -05:00
ruslantproductengine
cbdf791fb1
MAINT-1109 Toggling graphics options causes viewer memory to increase, eventually causing the rendering pipeline to fall over and crashing the viewer
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Te reason of memory leak - unloaded shaders.
Fixed.
2015-12-01 19:57:38 +02:00
Oz Linden
c8726aba30
remove execute permission from many files that should not have it
2015-11-10 09:48:56 -05:00
ruslantproductengine
4f8f739a98
MAINT-3568 Mac OS X, ALM, Full Bright, Shininess
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The reason of this bug the same as was in MAINT-4165, MAINT-4839.
I.e. in short: SL engine is sensitive to the uniform variable location.
2015-10-02 19:25:05 +03:00
ruslantproductengine
29bdf1a234
MAINT-4839 FIXED Animation of Mesh Dress doesn't work.
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MAINT-4165 FIXED Crash on skinned, texture animated geometry with deferred rendering enabled.
2015-03-01 14:10:54 +02:00
Graham Linden
a882d7a02b
Fix for gpu_bench crash without parallels knock-on
2014-11-18 12:54:13 -08:00
Graham Linden
9eeb8344a6
Avoid using GL_ARB_timer_query functionality when not supported and protect against probably-not-NULL current bound shader pointer
2014-11-17 11:40:28 -08:00
Dave Parks
d0428575fb
Automated merge with http://bitbucket.org/lindenlab/viewer-release
2014-06-19 13:14:42 -05:00
Dave Parks
24f8745914
MAINT-3131 Use benchmark to determine GPU class instead of GPU table.
2014-03-19 17:57:00 -05:00