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path: root/indra/newview/lldrawpool.h
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2023-10-13DRTVWR-592: Overdraw is not free. Render terrain after Opaque ↵Cosmic Linden
Blinn-Phong/PBR have populated the foreground
2023-05-18SL-19726 Fix for llTargetOmega on child prim breaking shadow rendering. ↵RunitaiLinden
Incidental decruft.
2023-05-05SL-19644: De-virtualize pushBatchCosmic Linden
Bump still uses its own pushBumpBatch function - OK, works the same as before.
2023-04-28SL-19644: Bind the shader on every shadow alpha blend callCosmic Linden
2023-04-28SL-19644: Move GLTF transform reset out of pushBatchCosmic Linden
2023-04-21SL-19606: Fix missing GLTF texture transforms in PBR alpha mask/alpha blend ↵Cosmic Linden
shadows
2023-04-20SL-19598: Fix shadows not having textures for PBR/non-rigged/alpha blended primsCosmic Linden
2023-02-21DRTVWR-559 WIP -- occlusion culling for reflection probes -- has a defect ↵Dave Parks
for objects close to the camera at some angles and leaks query objects, will follow up.
2023-02-09SL-19181 Modulate "glow" by PBR emissive.Dave Parks
2023-02-03SL-19148 Decruft some forward shaders and drawpools. Fix HUDs being in ↵Dave Parks
wrong color space.
2023-01-19Optimizations, decruft, and intel compatibility pass (#53)RunitaiLinden
SL-18869, SL-18772 Overhaul VBO management, restore occlusion culling, intel compatibility pass, etc
2022-12-16SL-18852 Refactor GLTF material rendering to not be special compared to ↵Dave Parks
other types. Hook GLTF alpha masking up to highlight transparent.
2022-11-16SL-18154 Profile guided optimizations vs release viewer. Trim some unused ↵Dave Parks
abilities and remove some more fast timers.
2022-10-28SL-18453 WIP -- Use GLTF draw pool to render shadows. Still need a GLTF ↵Dave Parks
specific shadow shader to multiply alpha.
2022-10-10SL-18190 Fix alpha not playing nice with water surface by split ↵Dave Parks
LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
2022-10-06Merged DRTVWR-559 into SL-18290Jonathan Goodman
2022-10-06Switch away from std::stringGeenz Linden
API expects const char* anyways.
2022-10-05Initial pass at adding KHR_debug supportGeenz
This still needs some work - I'm not super satisfied with the overall structure of the code. Will continue to iterate as I add in proper RenderDoc support.
2022-10-05SL-18190 WIP - Add refraction to water without splitting scene between above ↵Dave Parks
and below water
2022-06-23SL-17273: Add RENDER_TYPE_PASS_PBR_OPAQUEPtolemy
2022-05-02SL-17274: Stub for PBR DrawPool and shaderPtolemy
2022-02-01SL-16714 and SL-16750 Break rigged alpha into its own pass (restore release ↵Dave Parks
like behavior) and fix rigged alpha emissive not rendering.
2021-12-17SL-16478 Fix for octree and render batch debug display not working with ↵Runitai Linden
rigged meshes.
2021-11-20SL-16289 Rigged mesh rendering overhaulDave Parks
2020-09-22Merge branch 'master' v6.4.9 into DRTVWR-497Dave Houlton
2020-05-05Merge branch 'DRTVWR-501-maint' into DRTVWR-503-maintAndrey Lihatskiy
# Conflicts: # indra/newview/llinventorybridge.cpp # indra/newview/llinventorypanel.cpp # indra/newview/lltexturectrl.cpp # indra/newview/skins/default/xui/de/floater_texture_ctrl.xml # indra/newview/skins/default/xui/es/floater_texture_ctrl.xml # indra/newview/skins/default/xui/fr/floater_texture_ctrl.xml # indra/newview/skins/default/xui/it/floater_texture_ctrl.xml # indra/newview/skins/default/xui/ja/floater_texture_ctrl.xml # indra/newview/skins/default/xui/pt/floater_texture_ctrl.xml # indra/newview/skins/default/xui/ru/floater_texture_ctrl.xml # indra/newview/skins/default/xui/tr/floater_texture_ctrl.xml # indra/newview/skins/default/xui/zh/floater_texture_ctrl.xml
2020-04-20Merge branch 'master' into DRTVWR-497Andrey Lihatskiy
2020-02-18SL-1706 Material alpha mask highlight color should be blueAndrey Kleshchev
2020-02-17SL-1395 Alpha-masked faces not highlighted when materials presentAndrey Kleshchev
2019-10-25SL-12014 Animesh is now a separate rendering typeandreykproductengine
2019-07-08SL-10625 another shot across the bowGraham Linden
Move dynamic texture update (which does local back readback work) to just before swap which may keep the Intel driver from tripping on its own shoelaces and is also subjectively faster for bakes.
2018-12-06De-duplicate deferred gbuffer access for getPosition/getNorm.Graham Linden
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl Split shared shadow tap funcs into shadowUtil.glsl
2018-08-30MAINT-9028 put back original pass order to allow depth testing to hide areas ↵Graham Linden
where bloom should not show through from sunlight
2018-04-26Mods to make adv atmo WL sky render using 2 tris instead of dome.Graham Linden graham@lindenlab.com
2015-11-10remove execute permission from many files that should not have itOz Linden
2014-07-09MAINT-4092 FIXED Prim faces with opaque diffuse maps, with material set to ↵ruslantproductengine
ALPHA_MODE_BLEND, do not render when ALM is enabled
2013-05-29NORSPEC-198, NORSPEC-176, NORSPEC-106, NORSPEC-202 et al -- Material matrix ↵Dave Parks
testing based overhaul WIP Reviewed by Graham
2013-04-25Merge 3.5.1 into MaterialsGraham Madarasz
2013-03-29Update Mac and Windows breakpad builds to latestGraham Madarasz
2013-03-28NORSPEC-62 Fix for fullbright checkbox not working with materialsDave Parks
2013-03-27NORSPEC-61 Hook up material parameters to shaders.Dave Parks
2013-02-04Added a new draw pool specifically for faces with materials applied to them. ↵Geenz
Removed materials rendering from the bump draw pool, and reverted it to its previous state.
2012-07-24merge to viewer-developmentoOz Linden
2012-06-13MAINT-1147 Fix for frame stall on region crossing.Dave Parks
2012-05-09Added support to disable a draw pool. When the movable option checkbox is ↵prep
selected we will now also cull the terrain draw pool.
2012-02-10SH-2963 Fix for highlight transparent not highlighting 100% transparent objects.Dave Parks
2011-11-21SH-2708 Fix for broken shadows on alpha objectsDave Parks
2011-05-29SH-1682 Work in progress on using texture indexes to improve batch size ↵Dave Parks
(wow, super fast so far)
2011-02-09SH-874 Fix for bad performance on cards without GL_ARB_depth_clamp in cases ↵Dave Parks
where water and terrain should be occluded.
2010-12-01Automated merge up from viewer-developmentLoren Shih