Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-11-30 | SL-16386 remove references to (const true) LLGLSLShader::sNoFixedFunction | Dave Houlton | |
2021-11-20 | SL-16289 Rigged mesh rendering overhaul | Dave Parks | |
2021-11-12 | SL-15391 Crash at getUniformLocation | Andrey Kleshchev | |
2021-10-19 | SL-16197 Optimize LLEnvironment handling of shader uniforms. Instrument ↵ | Dave Parks | |
LLSD. Enable Fast Timers when Tracy is enabled to catch Fast Timer overhead. | |||
2021-10-14 | SL-16166 Apply optimizations from pushBatch to other render call sites. ↵ | Runitai Linden | |
Optimize out a map lookup in rigged face rendering. | |||
2021-10-11 | SL-16099 Multi-threaded OpenGL usage on Windows, enable Core Profile and ↵ | Dave Parks | |
VAOs by default. | |||
2021-10-06 | SL-16138 Add timing mark-up to shader fxns | Dave Houlton | |
2021-10-05 | SL-16138 Avoid re-binding a shader which is already bound | Dave Houlton | |
2021-09-27 | SL-16093 Don't force the console window to be open on developer builds ↵ | Dave Parks | |
because it causes frame stalls while logging. | |||
2021-09-20 | SL-16006 and SL-16009 Rigged mesh rendering optimization pass | Dave Parks | |
2021-04-01 | SL-14990 Turn on shader init logging after crash | Andrey Kleshchev | |
2020-04-15 | SL-13019: Add debug logging of shaders used to track down macOSX / OSX GLSL ↵ | Ptolemy | |
linker errors | |||
2020-04-15 | Cleanup to coding standard | Ptolemy | |
2019-07-22 | Remove binding and use of glIsShader for now (only useful for avoiding ↵ | Graham Linden | |
warnings about deleting shader objects re-used across programs). | |||
2019-07-22 | SL-10761 | Graham Linden | |
Make vograss objects set their face vert/index counts to 0 when setting the number of blades to 0 to disable rendering so we don't allocate space and then skip setting it up with actual index data in getGeometry. | |||
2019-05-02 | Roll back sRGB decode changes from contrib for now. | Graham Linden | |
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra. | |||
2019-04-10 | Separate out vertex program objects from fragment program objects and use it. | Geenz | |
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340 | |||
2019-03-30 | Additional gamma correction work: start moving over to EXT_texture_sRGB_decode. | Geenz | |
2019-03-13 | Mods to make merge with viewer-release have less whitespace-only change and ↵ | Graham Linden | |
fix diffs between EEP and VR. | |||
2019-03-12 | More tab restoration. | Graham Linden | |
Also fix ref to removed extra GLSL link module. 'warn-on-failure:no-tabs' | |||
2019-03-12 | Tab restoration project. | Graham Linden | |
'warn-on-failure:no-tabs' | |||
2019-03-07 | Fix tabs. | Graham Linden | |
2019-03-07 | SL-10618, SL-10698 | Graham Linden | |
Fix reflection/distortion map culling planes again. Fix broken handling of shadow disables in ALM forward shaders. | |||
2019-01-30 | SL-10415, SL-10434 | Graham Linden | |
Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly). | |||
2018-12-06 | De-duplicate deferred gbuffer access for getPosition/getNorm. | Graham Linden | |
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl | |||
2018-11-12 | SL-10044 SL-10045 | Graham Linden | |
Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders. Fix class1\environment\waterV reverting to old d1/d2 names for wave directions. | |||
2018-11-06 | Move to using a shared deferredUtil object for getting pos/norm from gbuffer. | Graham Linden | |
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code. Make pipeline use getShadowTarget/releaseShadowTarget consistently. | |||
2018-11-01 | SL-10000 fix storing of ambient value when converting legacy settings | Graham Linden | |
2018-10-29 | SL-9977 | Graham Linden | |
SL-9973 | |||
2018-09-04 | Merge and fix MAINT-9087 and MAINT-9084 | Graham Linden | |
2018-08-30 | MAINT-9064 | Graham Linden | |
Fix binding of current/next sun/moon textures. Remove redundant code in GLSLShader determination of tex uniform bindings. Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings). | |||
2018-06-11 | Fix water fog consolidation in underwater shaders. | Graham Linden | |
Add plumbing facilities to allow current and next moon textures to be passed to moon shader. Modify moon shader to blend between current and next moon textures by blend factor. | |||
2018-06-01 | Code cleanup and move to using typedefs of S64Seconds/F64Seconds for ease in ↵ | Graham Linden | |
sync w/ sim side which has not llunits types. | |||
2018-06-01 | Merge to 5.1.6 | Graham Linden | |
2018-05-31 | Merge | Rider Linden | |
2018-05-18 | Remove MSVC debug pragmas and comment out code to dump example grids.xml ↵ | Graham Linden graham@lindenlab.com | |
file w/ hard-coded grids. | |||
2018-05-01 | Le Merge | Graham Linden graham@lindenlab.com | |
2018-03-12 | De-duplicate shader code for encoding and decoding normals to/from gbuffer ↵ | Graham Linden graham@lindenlab.com | |
format. | |||
2018-03-12 | De-duplicate sRGB conversion funcs from many shaders | Graham Linden graham@lindenlab.com | |
and unify on using the version that works on OSX. Add more logging to shader loading about fallbacks and loading succcess. Add frag shaders for sharing sRGB and normal encode/decode via GL shader linkage. | |||
2018-03-03 | Remove MSVC pragmas breaking OSX build. | Graham Linden graham@lindenlab.com | |
2018-02-26 | Redo advanced atmo shader integration with SL. | Graham Linden graham@lindenlab.com | |
2018-02-18 | Atmospherics WIP | Graham Linden graham@lindenlab.com | |
libatmosphere integrated in indra/llrender/llatmosphere.cpp Still working on runtime shaders to use libatmosphere precomputed atmospherics textures | |||
2018-01-30 | Keep attributes name (useful for debug) | ruslantproductengine | |
2017-12-26 | MAINT-6437 - Tile-Based Texture Animation Scales Incorrectly for Rigged Mesh ↵ | ruslantproductengine | |
when worn (MacOS only) FIXED. | |||
2017-09-26 | Clouds still funky but better. | Rider Linden | |
2017-09-22 | Merge | Rider Linden | |
2017-09-20 | Cleanup inside GLSLShader for uniform mapping. | Rider Linden | |
2017-09-20 | DRTVWR-418: Fix C++ errors detected by Xcode 9. | Nat Goodspeed | |
You can't legitimately perform an ordered comparison between a pointer and an int, even 0. Fix a number of 'if (ptr > 0)' to plain 'if (ptr)'. Fix LLEditWearableDictionary::WearableEntry constructor to avoid varargs mechanism. It used to accept three different counts, followed by three different lists of enums, fetched in each case as 'int' -- dubious in itself. The constructor body performed three different loops to populate those enums into three different member vectors. Instead, make the constructor accept three vectors and initialize the member vectors from the passed vectors. Now that C++ has inline vector initialization, change existing constructor calls to pass temporary vectors initialized with what used to be the varargs enum values. | |||
2016-11-11 | MAINT-6913 - (Via Sovereign Engineer and Shyotl Kuhr) Pack the skinned ↵ | Brad Payne (Vir Linden) | |
matrix and translation into a single mat3x4 for optimal data transfer to reduce uniform slot usage. | |||
2016-07-18 | Backed out changeset: 5fe5ad059c05 | ruslantproductengine | |