Dave Parks
44f2286e42
SL-18190 Use bindDeferredShader in alpha pool. Don't redundantly apply ao to irradiance.
2022-09-26 18:08:42 -05:00
Dave Parks
725d042640
SL-18190 WIP - Windlight to linear space proof of concept, better parity between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance.
2022-09-26 17:17:34 -05:00
Dave Parks
47e039ce1f
SL-17701 Fix for legacy material parameters/textures overriding GLTF materials in alpha pool.
2022-09-14 12:37:23 -05:00
Dave Parks
2a5219b23f
SL-17701 WIP -- Correct color space management for base color and emissive color factors and textures. Support for double sided alpha blended PBR materials.
2022-09-13 18:41:24 -05:00
Dave Parks
402ab8c8f6
SL-17701 WIP -- Cleanup/refactor PBR lighting implementation and get parity between deferred and alpha passes for sunlight and IBL.
2022-09-13 15:25:15 -05:00
Ptolemy
03df954509
SL-17701: PBR: Tweak lighting in alpha blending
2022-09-12 01:22:47 -07:00
Ptolemy
9cb8ed9210
SL-17701 PBR: Cleanup alpha setting EEP shader uniforms
2022-09-09 03:57:39 -07:00
Ptolemy
049fc419d1
SL-17701: PBR: WIP Alpha Blending
2022-09-09 03:28:12 -07:00
Dave Parks
6eaf8521ab
SL-17287 Instrument and optimize cubemap render. Fix for cubemap snapshots doing a full resolution render instead of a 512x512 render.
2022-05-20 19:05:28 -05:00
Dave Parks
b2141e9446
Merge remote-tracking branch 'remotes/origin/DRTVWR-546' into DRTVWR-559
2022-05-16 12:26:17 -05:00
Dave Parks
3400e5fd30
SL-17284 Reflection probe tuning and optimization take 1
2022-05-16 17:21:08 +00:00
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
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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.
...
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