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this commit includes some optimisations related to the llvertextbuffer and is closer to LL code in that regard. It also removes the alternative vertexbuffer mode.
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In LLRender::syncMatrices(), treat uniform location 0 as valid when uploading the inverse model-view, inverse projection, and identity matrices. Only location -1 indicates that a uniform is absent. (This is a zero-based index.)
Fix Parallels GLSL compilation by:
- renaming the local waterClip() wrapper to avoid an overload conflict
- returning float literals (not ints) from a few functions declared to return float
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This reverts commit 6b4e3f3288ec1e9917cecd862a7a52945e5b4db2, reversing
changes made to 99ab6316b4ae9058f22d9f57d21e795ca45797fd.
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This reverts commit 3d465f6c966f0a2fcfd5d3c9effb6ce20c2754c8, reversing
changes made to f2c356fc7130ce5e38b994dcfa1e210609b458b9.
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Also make sure that probes don't stamp - that creates thrashing when distant probes render. We're at a low enough resolution on those things that higher mips are likely to go unnoticed, and we bake them frequently enough that we can pick up lower mips when we actually need them.
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Texture streaming rework
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This is a big one:
- Reworks the discard signal almost entirely. Now has a normalized 0..1 discard signal: distance x size x channel exponent, floored by staleness and background app state. Shaped by VRAM pressure.
- Textures can now scale down to the smallest GPU mip (1×1), independent of the codec's encoded mip
count.
- Terrain texture LOD now works. Useful for 2K textures and PBR on terrain. Based upon camera distance to nearest terrain patch.
- New texture quality setting. Low/Medium/High/Ultra
- Caps texture resolution on Low to 1024, and otherwise shifts the discard signal around. Makes distance based texture LOD work a lot more predictably.
- We now track last bind state for textures, and discard accordingly. We progressively discard based upon last bind time.
- Avatar textures get a residency boost to stay loaded in VRAM longer under pressure.
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QA found no difference performance wise, I see a decrease in performance.
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vertexBatchPreTransformed()
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We default to and only use aliased lines.
Signed-off-by: Rye <rye@alchemyviewer.org>
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performance tuning of low end gpu
Signed-off-by: Rye <rye@alchemyviewer.org>
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Signed-off-by: Rye <rye@alchemyviewer.org>
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Signed-off-by: Rye <rye@alchemyviewer.org>
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Signed-off-by: Rye <rye@alchemyviewer.org>
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Signed-off-by: Rye <rye@alchemyviewer.org>
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Signed-off-by: Rye <rye@alchemyviewer.org>
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* Fix calling setTextureAddressModeFast and setTextureFilteringOptionFast with invalid tex type during fast binds
* Restore mRT->screen to GL_RGBA16F to fix lighting banding
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This commit contains performance optimisations in the the pipeline,
framebuffer, vertexbuffer, reflection probes, shadows. It also fixes
many opengl errors, modifies the opengl debugging, and adds
a visuals effects panel.
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This commit completes the previous ones for performance optimisations,
and adds HDR display support on mac
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This commit contains performance optimisations in the the pipeline,
framebuffer, vertexbuffer, reflection probes, shadows. It also fixes
many opengl errors, modifies the opengl debugging, and adds
a visuals effects panel.
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textures when dirtied
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2024.12-ForeverFPS
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LLVector3/4 and fall back mul_mat4_vec3 to scalar implementation to attempt crash mitigation (#3339)
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2024.09-ExtraFPS
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2024.09-ExtraFPS
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* Partial solution to secondlife/viewer#2744 crash with better error handling.
Handles shader compile errors better, and should turn crash into an LL_ERRS assertion failure.
Strengthed more assertions and improved shader error line numbers
* Even more error handling to get a handle on crash secondlife/viewer#2744
* Improved GLSL correctness on Intel chips that lack OpenGL 4.6 support. secondlife/viewer#2744
* Removed non-working fallback code for gDeferredPostProgram
* Fixed incorrect llmax call
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This might fix the black screen problem on Apple GPU.
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2024.09-ExtraFPS
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(cause eTextureType seems to have been designed to mirror sGLTextureType)
otherwise you'd get a GL error of invalid enum of the first argument
for glTexImage2D.
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Avoid using a bunch of allocators.
Make sure we use LLVector4a's SSE logic instead of LLVector3's.
Some minor optimizations.
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