diff options
Diffstat (limited to 'indra/newview/app_settings')
11 files changed, 109 insertions, 53 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 287dd5d29e..4a106c08e4 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -6182,7 +6182,7 @@          <key>Type</key>              <string>F32</string>          <key>Value</key> -    <real>30.0</real> +            <real>600.0</real>          </map>      <key>MemoryPrivatePoolEnabled</key>      <map> @@ -13565,6 +13565,28 @@        <key>Value</key>        <string>0</string>      </map> +    <key>VivoxLogDirectory</key> +    <map> +        <key>Comment</key> +        <string>Default log path is Application Support/SecondLife/logs specify alternate absolute path here.</string> +        <key>Persist</key> +        <integer>1</integer> +        <key>Type</key> +        <string>String</string> +        <key>Value</key> +        <string></string> +    </map> +    <key>VivoxShutdownTimeout</key> +    <map> +      <key>Comment</key> +      <string>shutdown timeout in miliseconds.  The amount of time to wait for the service to shutdown gracefully after the last disconnect</string> +      <key>Persist</key> +      <integer>1</integer> +      <key>Type</key> +      <string>String</string> +      <key>Value</key> +      <string>5</string> +    </map>      <key>VivoxDebugSIPURIHostName</key>      <map>        <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index bc63d07d72..767fad016c 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -40,4 +40,10 @@ mat4 getSkinnedTransform()  	ret[3] = vec4(0,0,0,1);  	return ret; + +#ifdef IS_AMD_CARD +	// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +	vec4 dummy1 = matrixPalette[0]; +	vec4 dummy2 = matrixPalette[44]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 57129c3bd1..6cd38d8ef5 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -63,5 +63,14 @@ mat4 getObjectSkinnedTransform()  	ret[3] = vec4(trans, 1.0);  	return ret; + +#ifdef IS_AMD_CARD +   // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +   mat3 dummy1 = matrixPalette[0]; +   vec3 dummy2 = translationPalette[0]; +   mat3 dummy3 = matrixPalette[51]; +   vec3 dummy4 = translationPalette[51]; +#endif +  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index b40785bbd7..506118d381 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -111,10 +111,9 @@ void main()  #ifdef USE_INDEXED_TEX  	passTextureIndex(); -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#else -	vary_texcoord0 = texcoord0;  #endif + +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vary_norm = norm;  	vary_position = pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index a4f54dff70..5264d6e1b4 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -132,5 +132,11 @@ void main()  	col.y *= col.y;  	frag_color = col; + +#ifdef IS_AMD_CARD +	// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +	vec3 dummy1 = kern[0]; +	vec3 dummy2 = kern[3]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 236567219b..1a464fec5d 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -161,4 +161,12 @@ void main()  	frag_color.rgb = out_col;  	frag_color.a = 0.0; + +#ifdef IS_AMD_CARD +	// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +	vec4 dummy1 = light[0]; +	vec4 dummy2 = light_col[0]; +	vec4 dummy3 = light[LIGHT_COUNT-1]; +	vec4 dummy4 = light_col[LIGHT_COUNT-1]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 0e6ab80d4d..c08e9d361a 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -127,13 +127,17 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  	vec4 ret = texture2DLod(projectionMap, tc, lod);  	ret.rgb = srgb_to_linear(ret.rgb); -	vec2 dist = tc-vec2(0.5); +	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); -	float det = max(1.0-lod/(proj_lod*0.5), 0.0); +	float det = min(lod/(proj_lod*0.5), 1.0); -	float d = dot(dist,dist); -		 -	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); +	float d = min(dist.x, dist.y); +     +    d *= min(1, d * (proj_lod - lod)); +	 +	float edge = 0.25*det; +     +	ret *= clamp(d/edge, 0.0, 1.0);  	return ret;  } @@ -311,19 +315,17 @@ void main()  			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;  			vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); -			stc /= stc.w; +              			if (stc.z > 0.0)  			{ -				float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0); -				 -				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); +                stc /= stc.w;  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod).rgb*spec.rgb;										 +					col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 96f9628424..018ced4cad 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -99,4 +99,10 @@ void main()  	col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;  	frag_color.rgb = col; + +#ifdef IS_AMD_CARD +	// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +	vec2 dummy1 = kern[0]; +	vec2 dummy2 = kern[31]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 8d8a6c9dde..f50635a139 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -130,15 +130,19 @@ vec4 correctWithGamma(vec4 col)  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret); +	ret.rgb = srgb_to_linear(ret.rgb); -	vec2 dist = tc-vec2(0.5); +	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); -	float det = max(1.0-lod/(proj_lod*0.5), 0.0); +	float det = min(lod/(proj_lod*0.5), 1.0); -	float d = dot(dist,dist); -		 -	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); +	float d = min(dist.x, dist.y); +     +    d *= min(1, d * (proj_lod - lod)); +	 +	float edge = 0.25*det; +     +	ret *= clamp(d/edge, 0.0, 1.0);  	return ret;  } @@ -322,19 +326,14 @@ void main()  			if (stc.z > 0.0)  			{ -				stc.xy /= stc.w; - -				float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0); -				 -				//stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); -				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); +				stc /= stc.w;  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*spec.rgb;										 +					col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index c20e00163c..94bd07bec6 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -131,15 +131,19 @@ vec4 correctWithGamma(vec4 col)  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret); - -	vec2 dist = tc-vec2(0.5); +	ret.rgb = srgb_to_linear(ret.rgb); -	float det = max(1.0-lod/(proj_lod*0.5), 0.0); +	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); -	float d = dot(dist,dist); -		 -	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); +	float det = min(lod/(proj_lod*0.5), 1.0); +	 +	float d = min(dist.x, dist.y); +     +    d *= min(1, d * (proj_lod - lod)); +	 +	float edge = 0.25*det; +     +	ret *= clamp(d/edge, 0.0, 1.0);  	return ret;  } @@ -334,25 +338,21 @@ void main()  			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;  			vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); -			stc /= stc.w;  			if (stc.z > 0.0)  			{ -				float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0); - -				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); +                stc /= stc.w;  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod).rgb*shadow*spec.rgb;										 +					col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;  				}  			}  		}  	} -	  	//not sure why, but this line prevents MATBUG-194  	col = max(col, vec3(0.0)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 7689b72d20..92e1ac95a6 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -131,15 +131,19 @@ vec4 correctWithGamma(vec4 col)  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret); +	ret.rgb = srgb_to_linear(ret.rgb); -	vec2 dist = tc-vec2(0.5); +	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); -	float det = max(1.0-lod/(proj_lod*0.5), 0.0); +	float det = min(lod/(proj_lod*0.5), 1.0); -	float d = dot(dist,dist); -		 -	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); +	float d = min(dist.x, dist.y); +     +    d *= min(1, d * (proj_lod - lod)); +	 +	float edge = 0.25*det; +     +	ret *= clamp(d/edge, 0.0, 1.0);  	return ret;  } @@ -336,19 +340,14 @@ void main()  			if (stc.z > 0.0)  			{ -				stc.xy /= stc.w; - -				float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0); -				 -				//stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); -				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); +				stc /= stc.w;  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb;										 +					col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;  				}  			}  		}  | 
