Age | Commit message (Collapse) | Author |
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Simplify LLSingleton::SingletonLifetimeManager to SingletonInitializer: that
struct has not been responsible for deletion ever since LLSingletonBase
acquired dependency-ordered deleteAll().
Move SingletonData::mInitState changes from SingletonLifetimeManager to
constructSingleton() method. Similarly, constructSingleton() now sets
SingletonData::mInstance instead of making its caller store the pointer.
Add variadic arguments to LLSingleton::constructSingleton() so we can reuse it
for LLParamSingleton.
Add finishInitializing() method to encapsulate logic reused for
getInstance()'s INITIALIZING and DELETED cases.
Make LLParamSingleton a subclass of LLSingleton, just as LLLockedSingleton is
a subclass of LLParamSingleton. Make LLParamSingleton a friend of LLSingleton,
so it can access private members of LLSingleton without also granting access
to any DERIVED_CLASS subclass. This eliminates the need for protected
getInitState().
LLParamSingleton::initParamSingleton() reuses LLSingleton::constructSingleton()
and finishInitializing(). Its getInstance() method completely replaces
LLSingleton::getInstance(): in most EInitStates, LLParamSingleton::getInstance()
is an error.
Use a std::mutex to serialize calls to LLParamSingleton::initParamSingleton()
and getInstance(). While LLSingleton::getInstance() relies on the "initialized
exactly once" guarantee for block-scope static declarations, LLParamSingleton
cannot rely on the same mechanism.
LLLockedSingleton is now a very succinct subclass of LLParamSingleton -- they
have very similar functionality.
Giving the LLSINGLETON() macro variadic arguments eliminates the need for a
separate LLPARAMSINGLETON() macro, while continuing to support existing usage.
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of list.
Provide method of storing joint indices sep from weight data for faster runtime processing.
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Remove all references to unused shader var global_gamma.
Remove many unused decls for gamma from shaders.
Make post-deferred gamma correction use display_gamma.
Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
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warnings about deleting shader objects re-used across programs).
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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.
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Fix broken throttling of sky/envmap updates.
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Add code to force a usage hint when VBOs are disabled and make useBVOs reflect that as well.
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Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object.
Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks).
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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 light atten and transmittance calcs breaking ambient color contrib to fog.
Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP.
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Fix ambient light inputs to the renderer.
Fix 3rd sky shader w/ mistaken density mod conversion.
Make ambient clamp apply to all modes.
Tune ALM ambient clamp to match non-ALM.
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Make OpenGL 3.3 cards not false alarm on version 140 shader reqs.
Makes deferred rendering work on low-end GPUs more often.
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Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
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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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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
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Still some work to go here. Largely related to how certain values (i.e., SSAO mix values) are supplied. But so far, so good.
--HG--
branch : OPEN-340
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sRGB decode support.
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opt-in.
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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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Make sure lights are in the correct color space.
Bonus: cache the sRGB color in setLightColor on point and spot lights. Frees up a pow and some multiplies on the CPU every frame.
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Thou shall always read the sky cubemap as sRGB using hardware sampling.
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can set uniforms for shaders along with other light params.
Fix atten calcs to not use abs val.
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Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set.
Put drawpool alpha render loop lighting setup changes as they were
(this will give back some performance and possibly require reopening 10566).
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fix diffs between EEP and VR.
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