Age | Commit message (Collapse) | Author |
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Added QA workflow file
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Mitigate some of the frame stuttering we're seeing by setting the VRAM divisor to 1
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divisor to 1.
tl;dr - this helps avoid frequent texture reuploads to VRAM in some texture heavy areas. This speaks to some bigger problems we're seeing in our texture streaming system however. You will see similar problems by manually setting the texture VRAM manually.
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Previously in the develop archive.
Recent change is to only run the workflow for tagged builds. The code to running other builds has been commented out.
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On Mac spaces aren't permitted.
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We need those to know about problems.
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Resubmit PR#2908+2951 Bot self identification and bug fix.
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Fix conflicts
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* Readd max probe count. Disable dynamic probe allocation by default (for now).
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Coroutine doesn't own req pointer, don't use it
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* prevent erroneous edit of wrong parcel
Fixes jira-archive-internal/issues/70771
[SL-20409] Erroneous Local Parcel Twins -
Parcel Updates Across Region Borders -
unrequested updateDatabaseParcel changes
* remove unused argument in sendParcelPropertiesUpdate()
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* #3788 Support dynamic probe allocation.
* #3738 Mitigate probe flashing
* #3735 Mitigate realtime probes flashing
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* Switch to smaller runners
* Make the runner conditional based upon a specific tag.
Co-authored-by: Andrey Lihatskiy <alihatskiy@productengine.com>
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when bias fluctuates a bit.
Make bias' effect a bit more gradual.
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moved by the script
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Main thread has priority, it shouldn't be relocking on each loadMeshLOD
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Maint B leftover commits
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if destination was changed
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Follow-up to previous commit 4a07fd3. This will resolve the warning
showing up when loading the viewer for the first time.
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message_template.msg to agree with master-message-template
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#3685 Add two new slapps to support wearing contents of folders - Add and Remove
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#3739 Friends list login race condition
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dimensions after shader changes; **Replaces forced shader refresh with lightweight guard**
This commit introduces a guard in `LLPipeline::resizeShadowTexture()` to prevent shadow texture resizing when the shadow render target (mRT) has invalid (zero) dimensions. **This replaces a previous, less efficient approach of forcing a full shader recompile whenever `RenderShadowResolutionScale` was changed in-session.**
**Background and Problem:**
Previously, the code forced a full shader recompile whenever `RenderShadowResolutionScale` changed in-session (after toggling advanced graphics settings like SSAO or HDR). While this “sledgehammer” approach did fix broken shadow rendering, it unnecessarily thrashed the shader cache and reset many pipeline states.
**Solution:**
This commit removes the forced shader recompile in favor of a guard check in `LLPipeline::resizeShadowTexture()`. The guard ensures mRT (the shadow render target) has non-zero dimensions before resizing. If mRT is zero for that frame, the resize operation is skipped, and a warning is logged. Once mRT becomes valid (usually in the next frame), the shadow texture is resized successfully without requiring a full shader refresh.
**Detailed changes:**
- Reverted the binding of `RenderShadowResolutionScale` to `handleSetShaderChanged`.
- Restored the original `handleShadowsResized` listener for `RenderShadowResolutionScale` in `llviewercontrol.cpp`.
- Added guard checks in `LLPipeline::resizeShadowTexture()` to skip resizing when `mRT->width` or `mRT->height` is zero.
- Added logging statements to track how many frames are skipped.
**Benefits:**
- Prevents shader thrashing while still avoiding shadow corruption.
- Shadows now update correctly as soon as mRT dimensions are valid.
- Maintains a detailed record of frames skipped.
- **Lightweight and targeted interim solution, much less disruptive than a full shader recompile.**
Testing:
1. Reproduce the bug as described in the bug report (toggle SSAO, then change RenderShadowResolutionScale).
2. Verify that shadows are no longer broken after these steps.
3. Check the logs for the warning message indicating skipped frames when the bug is triggered.
4. Confirm that under normal operation (without shader changes causing mRT issues), shadow resizing works as expected without excessive warnings.
Documentation:
No user-facing documentation changes are needed for this interim fix. However, internal developer documentation should note this guard and the ongoing investigation into the root cause.
Further Development:
This guard is a temporary fix. The root cause of why mRT becomes invalid after shader changes needs to be investigated and resolved. See the bug report for detailed next steps for investigation.
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reduce build time
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