Age | Commit message (Collapse) | Author |
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querying for available video memory.
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drawpools.
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LLPipeline::shadersLoaded()
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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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sometimes has stale texture state).
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LLSD. Enable Fast Timers when Tracy is enabled to catch Fast Timer overhead.
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LLDrawPoolBump::pushBatch
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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Mods to improve alpha obj render performance.
Removes hacky fix for HUD elements getting atmospherics.
Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
Fix up default classes and basic shader loading (remove unused shared modules).
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De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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object has a legacy bump set.)
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object has a legacy bump set.)
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(long long round) in VS2013
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another attempt to move mem stat into base class
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replace llinfos, lldebugs, etc with new LL_INFOS(), LL_DEBUGS(), etc.
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calculator instead of binormal calculator, convert binormal centric code to tangent centric)
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descrepencies.
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use hashtable and pre-hashed strings for GLSL uniform lookup, and use dup_handles curl interface to avoid re-initing ares resolvers expensively.
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