Age | Commit message (Collapse) | Author |
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doing a full resolution render instead of a 512x512 render.
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Mac/Intel
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assertions around ref counting and (hack) fix crash on shutdown from dangling texture reference (reduced to 1 dangling texture from several hundred, can't find the remaining reference).
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down loading issues, fix sync issue in single threaded mode in media textures, restore LL_IMAGEGL_THREAD_CHECK functionality
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querying for available video memory.
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LLImageGL thread to update, fix AMD sync issue on ImageGL thread and install debug callbacks on LLImageGL thread when debug gl enabled.
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This reverts commit 40fe5277e1390c975d9a3184ff8fc46d69dfb450, reversing
changes made to af830e5fc5840194be95140f644a27011b9b7e06.
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(decruftify settings, compatibility pass).
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textures
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Reverting a merge is sticky: it tells git you never want to see that branch
again. Merging the DRTVWR-546 branch, which contained the revert, into the
glthread branch undid much of the development work on that branch. To restore
it we must revert the revert.
This reverts commit 029b41c0419e975bbb28454538b46dc69ce5d2ba.
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It's sometimes important to finish other initialization before launching the
threads in the ThreadPool, so make that an explicit step. In particular, we
were launching the LLImageGL texture thread before initializing the GL
context, resulting in all gray textures.
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wglCreateContextAttribs call
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This reverts commit 5188a26a8521251dda07ac0140bb129f28417e49, reversing
changes made to 819088563e13f1d75e048311fbaf0df4a79b7e19.
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That is, when LLViewerFetchedTexture::scheduleCreateTexture() wants to call
createTexture() on the LLImageGLThread, but postCreateTexture() on the main
thread, use the "mainloop" WorkQueue to set up the handshake.
Give ThreadPool a public virtual run() method so a subclass can override with
desired behavior. This necessitates a virtual destructor. Add accessors for
embedded WorkQueue (for post calls), ThreadPool name and width (in threads).
Allow LLSimpleton::createInstance() to forward arguments to the subject
constructor.
Make LLImageGLThread an LLSimpleton - that abstraction didn't yet exist at the
time LLImageGLThread was coded. Also derive from ThreadPool rather than
LLThread. Make it a single-thread "pool" with a very large queue capacity.
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Use the new WorkQueue::postIfOpen() method in LLImageGLThread::post(). That
makes the LLImageGLThread method a trivial wrapper, which can accept templated
work items and pass them through to the WorkQueue method, eliminating double
indirection due to multiple layers of std::function.
Eliminate LLImageGLThread's WorkQueue intended for work on the main queue.
Since the main loop already has a WorkQueue of its own, post work directly to
that WorkQueue instead of using a separate WorkQueue misleadingly embedded in
LLImageGLThread.
Instead of looking up the main thread's WorkQueue every time, capture a
pointer in LLImageGL's constructor.
We no longer need a fallback queue for when the main thread's WorkQueue is
full. We no longer need the main loop to poll LLImageGL to service the local
main-thread-targeted WorkQueue, or to copy work from the fallback queue to the
main queue. That eliminates LLImageGLThread::postCallback(), mCallbackQueue,
mPendingCallbackQ, executeCallbacks() -- and even LLImageGL::updateClass() and
LLAppViewer's call to it.
Change LLViewerFetchedTexture::scheduleCreateTexture() to post work to the
main thread's WorkQueue instead of calling LLImageGLThread::postCallback().
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LLMemTracked, introduce alignas, hook most/all reamining allocs, disable synchronous occlusion, and convert frequently accessed LLSingletons to LLSimpleton
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optimization bugs.
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VAOs by default.
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because it causes frame stalls while logging.
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Convince Geenzo code to get a little DeMorgan in it.
Trophy Unlocked: make all alpha textures partcipate in picking.
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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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sRGB decode support.
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Will wait for a response from @graham_linden regarding moving the sRGB conversion functions in llmath.h to llrender.
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Thou shall always read the sky cubemap as sRGB using hardware sampling.
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fix diffs between EEP and VR.
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libatmosphere integrated in indra/llrender/llatmosphere.cpp
Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
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