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-rw-r--r--indra/newview/app_settings/commands.xml10
-rw-r--r--indra/newview/app_settings/settings.xml189
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl75
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/srgbF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl41
-rw-r--r--indra/newview/app_settings/toolbars.xml1
10 files changed, 373 insertions, 37 deletions
diff --git a/indra/newview/app_settings/commands.xml b/indra/newview/app_settings/commands.xml
index 2644f5f449..4a3dfffde1 100644
--- a/indra/newview/app_settings/commands.xml
+++ b/indra/newview/app_settings/commands.xml
@@ -285,4 +285,14 @@
is_running_function="Floater.IsOpen"
is_running_parameters="360capture"
/>
+ <command name="performance"
+ available_in_toybox="true"
+ icon="Command_Performance_Icon"
+ label_ref="Command_Performance_Label"
+ tooltip_ref="Command_Performance_Tooltip"
+ execute_function="Floater.ToggleOrBringToFront"
+ execute_parameters="performance"
+ is_running_function="Floater.IsOpen"
+ is_running_parameters="performance"
+ />
</commands>
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 998d139bf1..df36c51f55 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -1426,7 +1426,7 @@
<key>Type</key>
<string>U32</string>
<key>Value</key>
- <integer>1024</integer>
+ <integer>4096</integer>
</map>
<key>CacheValidateCounter</key>
<map>
@@ -8828,6 +8828,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderClass1MemoryBandwidth</key>
+ <map>
+ <key>Comment</key>
+ <string>Memory bandwidth at which to default to Class 1 in gigabytes per second. Used as basis for higher classes.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>32.0</real>
+ </map>
<key>RenderCloudShadowAmbianceFactor</key>
<map>
<key>Comment</key>
@@ -8839,6 +8850,17 @@
<key>Value</key>
<real>0.1</real>
</map>
+ <key>RenderCPUBasis</key>
+ <map>
+ <key>Comment</key>
+ <string>Reference CPU clockspeed to use to bias GPU class (in MHz).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>3000.0</real>
+ </map>
<key>RenderComplexityColorMin</key>
<map>
<key>Comment</key>
@@ -9061,6 +9083,17 @@
<key>Value</key>
<real>0.5</real>
</map>
+ <key>RenderShadowSplits</key>
+ <map>
+ <key>Comment</key>
+ <string>Amount of shadow map splits to render (0 - 3).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>3</integer>
+ </map>
<key>RenderSSAOScale</key>
<map>
<key>Comment</key>
@@ -9252,6 +9285,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderDisablePostProcessing</key>
+ <map>
+ <key>Comment</key>
+ <string>Disable tone mapping and exposure correction when build floater is open (for artists developing materials)</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderMaxOpenGLVersion</key>
<map>
<key>Comment</key>
@@ -16887,6 +16931,149 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>TargetFPS</key>
+ <map>
+ <key>Comment</key>
+ <string>Desired minimum FPS</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>15</integer>
+ </map>
+ <key>AutoTuneFPS</key>
+ <map>
+ <key>Comment</key>
+ <string>Allow the viewer to adjust your settings to achieve target FPS</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>AutoTuneLock</key>
+ <map>
+ <key>Comment</key>
+ <string>When enabled the viewer will dynamically change settings until auto tune is explicitly turned off.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>KeepAutoTuneLock</key>
+ <map>
+ <key>Comment</key>
+ <string>When enabled the AutoTuneLock will be maintainted all following sessions.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>AllowSelfImpostor</key>
+ <map>
+ <key>Comment</key>
+ <string>Allow own render time to impostor your avatar.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>ShowTunedART</key>
+ <map>
+ <key>Comment</key>
+ <string>Show the current render time not the pre-tuning render time in the avatar display.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>RenderAvatarMaxART</key>
+ <map>
+ <key>Comment</key>
+ <string>Render Time Limit in microseconds (0.0 = no limit)</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>4.699</real>
+ </map>
+ <key>AutoTuneRenderFarClipMin</key>
+ <map>
+ <key>Comment</key>
+ <string>The lowest draw distance that auto tune is allowed to use</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>32.0</real>
+ </map>
+ <key>AutoTuneRenderFarClipTarget</key>
+ <map>
+ <key>Comment</key>
+ <string>The draw distance that auto tune will try to achieve</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>256.0</real>
+ </map>
+ <key>PerfStatsCaptureEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable/disable render time data to support autotune.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>AutoTuneImpostorByDistEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable/disable using MaxNonImpostor to limit avatar rendering by distance.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>AutoTuneImpostorFarAwayDistance</key>
+ <map>
+ <key>Comment</key>
+ <string>Avatars beyond this range will automatically be optimized</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>64.0</real>
+ </map>
+ <key>TuningFPSStrategy</key>
+ <map>
+ <key>Comment</key>
+ <string>Strategy to use when tuning FPS. 0=Tune avatar rendering only, 1=Tune both avatar and global scene settings, 2=Tune only global scene.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>CameraOpacity</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
new file mode 100644
index 0000000000..5ef9bb6805
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
@@ -0,0 +1,50 @@
+/**
+ * @file pbrShadowAlphaMaskF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+in vec4 post_pos;
+in float target_pos_x;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
+uniform float minimum_alpha;
+
+void main()
+{
+ float alpha = diffuseLookup(vary_texcoord0.xy).a;
+
+ if (alpha < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_color = vec4(1,1,1,1);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl
new file mode 100644
index 0000000000..4fb5fbcf06
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl
@@ -0,0 +1,75 @@
+/**
+ * @file pbrShadowAlphaMaskV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 texture_matrix0;
+#if defined(HAS_SKIN)
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat4 modelview_projection_matrix;
+#endif
+
+uniform vec4[2] texture_base_color_transform;
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
+uniform float shadow_target_width;
+
+in vec3 position;
+in vec4 diffuse_color;
+in vec2 texcoord0;
+
+out vec4 post_pos;
+out float target_pos_x;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+#if defined(HAS_SKIN)
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec4 pos = mat * pre_pos;
+ pos = projection_matrix * pos;
+#else
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix * pre_pos;
+#endif
+
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+ post_pos = pos;
+
+ gl_Position = pos;
+
+ passTextureIndex();
+
+ vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 82d7bb9835..80816912da 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -104,20 +104,20 @@ vec3 toneMapACES_Hill(vec3 color)
uniform float exposure;
uniform float gamma;
-vec3 legacy_adjust_post(vec3 c);
-
-vec3 toneMap(vec3 color, float gs)
+vec3 toneMap(vec3 color)
{
+#ifndef NO_POST
float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
- color *= exposure * exp_scale * gs;
+ color *= exposure * exp_scale;
color = toneMapACES_Hill(color);
+#else
+ color *= 0.6;
+#endif
color = linear_to_srgb(color);
- color = legacy_adjust_post(color);
-
return color;
}
@@ -170,22 +170,19 @@ vec3 legacyGamma(vec3 color)
return color;
}
-float legacyGammaApprox()
-{
- //TODO -- figure out how to plumb this in as a uniform
- float c = 0.5;
- float gc = 1.0-pow(c, gamma);
-
- return gc/c * gamma;
-}
-
void main()
{
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
vec4 diff = texture2D(diffuseRect, vary_fragcoord);
- diff.rgb = toneMap(diff.rgb, legacyGammaApprox());
-
+ diff.rgb = toneMap(diff.rgb);
+
+#ifdef LEGACY_GAMMA
+#ifndef NO_POST
+ diff.rgb = legacyGamma(diff.rgb);
+#endif
+#endif
+
vec2 tc = vary_fragcoord.xy*screen_res*4.0;
vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index eb2ba68415..8c9b6f8190 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -48,8 +48,6 @@ void main()
discard;
}
-#if !defined(GLTF)
-
#if !defined(IS_FULLBRIGHT)
alpha *= vertex_color.a;
#endif
@@ -66,7 +64,6 @@ void main()
discard;
}
}
-#endif
frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 72a07fa3d0..26db1a5d4d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -32,9 +32,6 @@ mat4 getObjectSkinnedTransform();
uniform mat4 modelview_projection_matrix;
#endif
-uniform vec4[2] texture_base_color_transform;
-vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
-
uniform float shadow_target_width;
in vec3 position;
@@ -70,6 +67,6 @@ void main()
passTextureIndex();
- vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
index 35f2395ef1..3817633df0 100644
--- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
@@ -128,8 +128,3 @@ vec3 legacy_adjust_fullbright(vec3 c)
return c / exp_scale * 1.34;
}
-
-vec3 legacy_adjust_post(vec3 c)
-{
- return c;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index 35563713f5..53e15bd1a1 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -47,7 +47,11 @@ layout (std140) uniform ReflectionProbes
mat4 refBox[MAX_REFMAP_COUNT];
// list of bounding spheres for reflection probes sorted by distance to camera (closest first)
vec4 refSphere[MAX_REFMAP_COUNT];
- // extra parameters (currently only .x used for probe ambiance)
+ // extra parameters
+ // x - irradiance scale
+ // y - radiance scale
+ // z - fade in
+ // w - znear
vec4 refParams[MAX_REFMAP_COUNT];
// index of cube map in reflectionProbes for a corresponding reflection probe
// e.g. cube map channel of refSphere[2] is stored in refIndex[2]
@@ -60,6 +64,8 @@ layout (std140) uniform ReflectionProbes
// neighbor list data (refSphere indices, not cubemap array layer)
ivec4 refNeighbor[1024];
+ ivec4 refBucket[256];
+
// number of reflection probes present in refSphere
int refmapCount;
};
@@ -118,13 +124,26 @@ bool shouldSampleProbe(int i, vec3 pos)
return true;
}
+int getStartIndex(vec3 pos)
+{
+#if 1
+ int idx = clamp(int(floor(-pos.z)), 0, 255);
+ return clamp(refBucket[idx].x, 1, refmapCount+1);
+#else
+ return 1;
+#endif
+}
+
// call before sampleRef
// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT
void preProbeSample(vec3 pos)
{
#if REFMAP_LEVEL > 0
+
+ int start = getStartIndex(pos);
+
// TODO: make some sort of structure that reduces the number of distance checks
- for (int i = 1; i < refmapCount; ++i)
+ for (int i = start; i < refmapCount; ++i)
{
// found an influencing probe
if (shouldSampleProbe(i, pos))
@@ -142,6 +161,7 @@ void preProbeSample(vec3 pos)
{
// check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index)
+ // sample refNeighbor[neighborIdx].x
int idx = refNeighbor[neighborIdx].x;
if (shouldSampleProbe(idx, pos))
{
@@ -157,6 +177,7 @@ void preProbeSample(vec3 pos)
break;
}
+ // sample refNeighbor[neighborIdx].y
idx = refNeighbor[neighborIdx].y;
if (shouldSampleProbe(idx, pos))
{
@@ -172,6 +193,7 @@ void preProbeSample(vec3 pos)
break;
}
+ // sample refNeighbor[neighborIdx].z
idx = refNeighbor[neighborIdx].z;
if (shouldSampleProbe(idx, pos))
{
@@ -187,6 +209,7 @@ void preProbeSample(vec3 pos)
break;
}
+ // sample refNeighbor[neighborIdx].w
idx = refNeighbor[neighborIdx].w;
if (shouldSampleProbe(idx, pos))
{
@@ -197,11 +220,7 @@ void preProbeSample(vec3 pos)
}
}
count++;
- if (count == neighborCount)
- {
- break;
- }
-
+
++neighborIdx;
}
@@ -735,6 +754,14 @@ vec4 sampleReflectionProbesDebug(vec3 pos)
debugTapRefMap(pos, dir, d, i, col);
}
+#if 0 //debug getStartIndex
+ col.g = float(getStartIndex(pos));
+
+ col.g /= 255.0;
+ col.rb = vec2(0);
+ col.a = 1.0;
+#endif
+
return col;
}
diff --git a/indra/newview/app_settings/toolbars.xml b/indra/newview/app_settings/toolbars.xml
index f3a23edc58..a1c9d6d9ee 100644
--- a/indra/newview/app_settings/toolbars.xml
+++ b/indra/newview/app_settings/toolbars.xml
@@ -22,6 +22,7 @@
<command name="voice"/>
<command name="minimap"/>
<command name="snapshot"/>
+ <command name="performance"/>
</left_toolbar>
<right_toolbar
button_display_mode="icons_only">