Age | Commit message (Collapse) | Author |
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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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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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libatmosphere integrated in indra/llrender/llatmosphere.cpp
Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
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freed during its cleanup method.
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changed claimMem and disclaimMem behavior to not pass through argument
added more mem tracking stats to floater_stats
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changed unit declarations macros to make a lot more sense
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continued conversion to units system
made units perform type promotion correctly and preserve type in arithmetic
e.g. can now do LLVector3 in units
added typedefs for remaining common unit types, including implicits
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replace llinfos, lldebugs, etc with new LL_INFOS(), LL_DEBUGS(), etc.
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changed Units macros and argument order to make it more clear
optimized units for integer types
fixed merging of periodicrecordings...should eliminate duplicate entries in sceneloadmonitor history
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Most of the merge was clean, a couple conflicts.
Brought over a couple patches manually for llpolymesh.
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Finished making LLUnit implicitly convertible to/from scalar integer values
cleaned up test code
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put template parameter back in LLUnit units
added free function operators for mathematical manipulation of unit values
converted texture memory tracking to units
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control synchronizing strategy WRT occlusion queries, add experimental transform feedback driven LoD update
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