| Age | Commit message (Collapse) | Author |
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Slightly increase tab height.
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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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Looks like it was added by a mistake and does not match real value
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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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SLD2-devel no longer exists in tumbleweed repositories, replace with libSDL2_gfx-1_0-0, libSDL2_gfx-devel, & sdl2-compat-devel
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since they upgraded to 1.4.1 from stable 1.2.7 and there seem to be API
changes and we're not ready for them yet.
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Disabling glGetError() calls in release build
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Disabled Smoothie in llvertexbuffer, using LL method
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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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