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path: root/indra/newview/lldrawpoolsimple.cpp
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2024-04-29#824 Process source files in bulk: replace tabs with spaces, convert CRLF to ↵Andrey Lihatskiy
LF, and trim trailing whitespaces as needed
2023-11-16SL-20611 Make haze effect local lights -- move sky and water haze to their ↵RunitaiLinden
own passes and unify sky and water haze in forward rendering shaders.
2023-05-16DRTVWR-559 Decruft deprecated OpenGL flags.RunitaiLinden
2023-04-14DRTVWR-559 Balance night scenes against release, nudge glow down a smidge, ↵RunitaiLinden
remove exposure correction from legacy fullbright balance PBR materials against legacy.
2023-02-03SL-19148 Fix for mac buildDave Parks
2023-02-03SL-19148 Decruft some forward shaders and drawpools. Fix HUDs being in ↵Dave Parks
wrong color space.
2023-01-31SL-19015 Balance sun/sky ambiance with punctual light ambiance. Prevent ↵Dave Parks
irradiance maps from being brighter than the environment.
2023-01-19Optimizations, decruft, and intel compatibility pass (#53)RunitaiLinden
SL-18869, SL-18772 Overhaul VBO management, restore occlusion culling, intel compatibility pass, etc
2022-10-27SL-18454 Fix for HUDs with alpha mask using wrong shader.Dave Parks
2022-01-14SL-16606: Add profiler category DRAWPOOLPtolemy
2021-12-02SL-16405 Remove “pass == <magic number>” anti-pattern from various ↵Dave Parks
drawpools.
2021-11-30SL-16386 replace gutted LLRender::setAlphaRejectSettings() with explicit flush()Dave Houlton
2021-11-20SL-16289 Rigged mesh rendering overhaulDave Parks
2021-10-28SL-16148 SL-16244 SL-16270 SL-16253 Remove most BlockTimers, remove ↵Dave Parks
LLMemTracked, introduce alignas, hook most/all reamining allocs, disable synchronous occlusion, and convert frequently accessed LLSingletons to LLSimpleton
2021-10-13SL-16166 Remove LLDrawPoolGlow::pushBatch non-specializationRunitai Linden
2021-10-12SL-16166 Optimization pass on LLRenderPass::pushBatchRunitai Linden
2021-10-06SL-16138 remove checks for now-mandatory capabilitiesDave Houlton
2019-05-31SL-11337Graham Linden
Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally). Modify shaders to balance ambient across render modes again.
2019-03-03SL-10664, SL-10666Graham Linden
Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly. Baseline for performance work.
2019-02-28EEP performance WIPGraham Linden
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).
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
2018-09-14SL-9632 add uniform and code to supress atmospherics in all shaders that ↵Graham Linden
could be used by HUDs Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
2015-11-10remove execute permission from many files that should not have itOz Linden
2014-03-12merge with releaseRichard Linden
2013-11-11MAINT-3429 remove GeForce hack which is causing issues with auto-alpha masks ↵Graham Madarasz (Graham Linden)
in deferred
2013-10-15renamed TimeBlock to BlockTimerStatHandleRichard Linden
2013-10-01Automated merge with http://bitbucket.org/lindenlab/viewer-releaseRichard Linden
2013-09-05changed fast timer over to using macroRichard Linden
another attempt to move mem stat into base class
2013-08-12NORSPEC-342 fix blocky hair in ALM from writing depth for transparent pixels ↵Graham Linden
in impostor rendering
2013-07-23NORSPEC-314 make work-around apply to all Macs for nowGraham Linden
2013-07-23NORSPEC-314 WIP make work-around easier to flip and add 9800M as an evil macGraham Linden
2013-07-21NORSPEC-311 fix alpha / opaque lighting diffsGraham Linden
2013-07-18NORSPEC-314 work-around mystery mac GeForce crash from new shader for nspec 295Graham Madarasz
2013-07-03NORSPEC-295 make a deferred path version of fullbright alpha mask shader so ↵Graham Linden
we can included gamma ops
2013-06-05NORSPEC-232 Fix for broken alpha masking with basic shaders disabled.Dave Parks
2013-06-03MATBUG-151 Fix for black textures on Intel HD when glow is present.Dave Parks
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
2013-04-10NORSPEC-75 Fix bug introduced by previous change where objects with an ↵Dave Parks
emissive mask appear fullbright.
2013-04-10NORSPEC-75 Add appropriate draw calls to underwater render passes so objects ↵Dave Parks
with material data don't disappear in water.
2013-03-29Update Mac and Windows breakpad builds to latestGraham Madarasz
2011-11-02SH-2541 Fix for speckles on avatar on some cards -- don't use ↵Dave Parks
"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
2011-08-10SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline ↵Dave Parks
complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
2011-08-08SH-2242 Work in progress migrating to glVertexAttrib everywhereDave Parks
2011-07-29SH-2181 Fix for alpha flickering when basic shaders enabled (don't use ↵Dave Parks
glAlphaFunc when shaders are available). Reviewed by Leslie
2011-07-17SH-2031 High risk changeset, but potentially high reward. Addresses frame ↵Dave Parks
stalls in renderer by never using the fixed function pipeline if shaders are available.
2011-06-01SH-1682 Use GL_ARB_map_buffer_range to mitigate impact of mapping larger ↵Dave Parks
vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA).
2011-05-31SH-1682 Dynamically adjust the number of texture channels to use for indexed ↵Dave Parks
texture rendering based on available hardware.
2011-05-30SH-1682 Full integration if indexed texture rendering to improve batch size.Dave Parks
2011-05-29SH-1682 Work in progress on using texture indexes to improve batch size ↵Dave Parks
(wow, super fast so far)