Age | Commit message (Collapse) | Author |
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See commit ea268fcd48550f98baceef0294fd977ff12d2b35.
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2024.06-atlasaurus
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Performance and tuning floater updated including fixes
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This commit fixes a gSavedSettings variable call
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there was missing include in llwindowsdl.cpp
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This commit adds the tuning floater accessible via the fps button,
and improvements to the buffer mapping optimisation modes.
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From https://wiki.libsdl.org/SDL2/MigrationGuide
"So now that your window is back on the screen, let's talk strategy.
SDL2 still has SDL_Surface, but what you want, if possible, is the new
SDL_Texture. Surfaces are always in system RAM now, and are always
operated on by the CPU, so we want to get away from there. SDL2 has a
new rendering API. It's meant for use by simple 2D games, but most
notably, it's meant to get all that software rendering into video RAM
and onto the GPU. And even if you just want to use it to get your
software renderer's work to the screen, it brings some very nice
benefits: if possible, it will use OpenGL or Direct3D behind the scenes,
which means you'll get faster blits, a working Steam Overlay, and
scaling for free."
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This commit completes the SDL 2 support and adds HiDPI support for Mac.
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So we don't need to have a custom environment -DLL_FREEBSD=1 setting.
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# Conflicts:
# autobuild.xml
# indra/cmake/CMakeLists.txt
# indra/cmake/GoogleMock.cmake
# indra/llaudio/llaudioengine_fmodstudio.cpp
# indra/llaudio/llaudioengine_fmodstudio.h
# indra/llaudio/lllistener_fmodstudio.cpp
# indra/llaudio/lllistener_fmodstudio.h
# indra/llaudio/llstreamingaudio_fmodstudio.cpp
# indra/llaudio/llstreamingaudio_fmodstudio.h
# indra/llcharacter/llmultigesture.cpp
# indra/llcharacter/llmultigesture.h
# indra/llimage/llimage.cpp
# indra/llimage/llimagepng.cpp
# indra/llimage/llimageworker.cpp
# indra/llimage/tests/llimageworker_test.cpp
# indra/llmessage/tests/llmockhttpclient.h
# indra/llprimitive/llgltfmaterial.h
# indra/llrender/llfontfreetype.cpp
# indra/llui/llcombobox.cpp
# indra/llui/llfolderview.cpp
# indra/llui/llfolderviewmodel.h
# indra/llui/lllineeditor.cpp
# indra/llui/lllineeditor.h
# indra/llui/lltextbase.cpp
# indra/llui/lltextbase.h
# indra/llui/lltexteditor.cpp
# indra/llui/lltextvalidate.cpp
# indra/llui/lltextvalidate.h
# indra/llui/lluictrl.h
# indra/llui/llview.cpp
# indra/llwindow/llwindowmacosx.cpp
# indra/newview/app_settings/settings.xml
# indra/newview/llappearancemgr.cpp
# indra/newview/llappearancemgr.h
# indra/newview/llavatarpropertiesprocessor.cpp
# indra/newview/llavatarpropertiesprocessor.h
# indra/newview/llbreadcrumbview.cpp
# indra/newview/llbreadcrumbview.h
# indra/newview/llbreastmotion.cpp
# indra/newview/llbreastmotion.h
# indra/newview/llconversationmodel.h
# indra/newview/lldensityctrl.cpp
# indra/newview/lldensityctrl.h
# indra/newview/llface.inl
# indra/newview/llfloatereditsky.cpp
# indra/newview/llfloatereditwater.cpp
# indra/newview/llfloateremojipicker.h
# indra/newview/llfloaterimsessiontab.cpp
# indra/newview/llfloaterprofiletexture.cpp
# indra/newview/llfloaterprofiletexture.h
# indra/newview/llgesturemgr.cpp
# indra/newview/llgesturemgr.h
# indra/newview/llimpanel.cpp
# indra/newview/llimpanel.h
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorybridge.h
# indra/newview/llinventoryclipboard.cpp
# indra/newview/llinventoryclipboard.h
# indra/newview/llinventoryfunctions.cpp
# indra/newview/llinventoryfunctions.h
# indra/newview/llinventorygallery.cpp
# indra/newview/lllistbrowser.cpp
# indra/newview/lllistbrowser.h
# indra/newview/llpanelobjectinventory.cpp
# indra/newview/llpanelprofile.cpp
# indra/newview/llpanelprofile.h
# indra/newview/llpreviewgesture.cpp
# indra/newview/llsavedsettingsglue.cpp
# indra/newview/llsavedsettingsglue.h
# indra/newview/lltooldraganddrop.cpp
# indra/newview/llurllineeditorctrl.cpp
# indra/newview/llvectorperfoptions.cpp
# indra/newview/llvectorperfoptions.h
# indra/newview/llviewerparceloverlay.cpp
# indra/newview/llviewertexlayer.cpp
# indra/newview/llviewertexturelist.cpp
# indra/newview/macmain.h
# indra/test/test.cpp
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Cause last time I checked, it didn't pass on Fedora.
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Including a very important one which is so assets are fetched!
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source for viewer 7.1.7.8974243247
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# Conflicts:
# autobuild.xml
# indra/cmake/ConfigurePkgConfig.cmake
# indra/cmake/ICU4C.cmake
# indra/media_plugins/gstreamer010/llmediaimplgstreamer_syms.cpp
# indra/media_plugins/gstreamer010/llmediaimplgstreamer_syms.h
# indra/media_plugins/gstreamer010/llmediaimplgstreamertriviallogging.h
# indra/media_plugins/gstreamer010/llmediaimplgstreamervidplug.cpp
# indra/media_plugins/gstreamer010/llmediaimplgstreamervidplug.h
# indra/media_plugins/gstreamer010/media_plugin_gstreamer010.cpp
# indra/newview/llappviewerlinux_api.h
# indra/newview/llappviewerlinux_api_dbus.cpp
# indra/newview/llappviewerlinux_api_dbus.h
# indra/newview/llfloateremojipicker.cpp
# indra/newview/lloutfitslist.cpp
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Done in a simple way, without checking the GLX extension string.
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LF, and trim trailing whitespaces as needed
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Co-authored-by: AiraYumi <aira.youme@airanyumi.net>
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instead of being printed alongside.
For now, it always gets reset from the start after pressing Return,
which is to be fixed next.
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It should work well enough with most, but on Japanese (I assume all CJK),
for now the composition part is still left printed out along with the result
(as opposed to just replaced by the result). It's to be fixed next.
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It seems the queries don't work on BSDs, but works okay on Linuxes.
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It turns out glGetIntegerv on GL colour bits hasn't given any value,
so the values used afterwards have been random since the variables
aren't initialised. The numbers haven't been 8, 8, 8 since core profile
or VRAM detection or something else.
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There will be a case not having vram_megabytes declared.
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/var/log/Xorg.0.log doesn't seem to contain such information any more.
My Debian 12 doesn't even have that file any more, I wonder why.
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Copied code from llopenglview-objc.mm.
It would normally fail SDL2, but somehow adding a logging fixed it O.o
This is so texture compression is not enabled by default.
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on all platforms, not only on Darwin.
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For now it's when there's no GTK, to minimise diff.
They should all just use SDL.
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Copying from GTK users part though.
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The reason it kept crashing was because it is now a requirement for the
OpenGL version to be "detected" as equal or higher than 4.09.
All this time (or maybe since macOS switching to SDL2), Megapahit has been
given only OpenGL 2.1 by macOS (4.1 on SL viewer & Alchemy, though funny
it's 2.1 too somehow on Kokua), and now is fixed by setting the profile
to core 4.1 from SDL2.
The commit is on this branch only cause somehow this fix didn't work
on main branch (it crashed). So 6.6.x is stuck with 2.1 for macOS.
We're moving forward with this branch anyway, which will be merged to main
in the (hopefully near) future.
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See 7dd1149e3649057f0962b85bdc467f4e9299b235.
The attributes only needed to be moved from LLWindowMacOS X to LLWindowSDL.
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including the new getAvailableVRAMMegabytes.
The "override" word must be explicitly stated now.
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so that implementations that don't include a certain GL implementation
won't fail trying to compile the code.
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First, in order for launch_url.sh to be executable, it needs to be
installed as a program.
Secondly, the spawn browser command path needs to be adjusted
accordingly.
And last, add chrome (applies to chromium too on FBSD), to the list of
browser commands to try (so chrome wasn't there :/, but dillo has always
been XD, and that's why it kept opening Dillo here haha).
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