| Age | Commit message (Collapse) | Author |
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configurable high water mark for VRAM.
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pressure, halve last-ditch floor inside bubble.
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New "high res" bubble near the camera, minimum discard settings, and discard scaling.
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This is a big one:
- Reworks the discard signal almost entirely. Now has a normalized 0..1 discard signal: distance x size x channel exponent, floored by staleness and background app state. Shaped by VRAM pressure.
- Textures can now scale down to the smallest GPU mip (1×1), independent of the codec's encoded mip
count.
- Terrain texture LOD now works. Useful for 2K textures and PBR on terrain. Based upon camera distance to nearest terrain patch.
- New texture quality setting. Low/Medium/High/Ultra
- Caps texture resolution on Low to 1024, and otherwise shifts the discard signal around. Makes distance based texture LOD work a lot more predictably.
- We now track last bind state for textures, and discard accordingly. We progressively discard based upon last bind time.
- Avatar textures get a residency boost to stay loaded in VRAM longer under pressure.
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Move addToCreateTexture() after image scaling to prevent mRawImage
from being replaced while background thread holds pointer to it.
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Fix raw image callback never firing for outfits.
Use saved image when raw image isn't present.
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A bunch of 36x36 failed to create, there shouldn't have been any 36x36
textures, log the ids/type.
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Plus clamped some values and preventing decode from starting
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This commit adds 128 and 256 pixels texture resolution limit
in the preferences. This aims to help lower end hardware in texture heavy sims.
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isSystemMemoryLow() and factor check were too agressive for draw range.
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Merge 2025.06 into develop
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# Conflicts:
# indra/llcommon/lldate.h
# indra/newview/llappviewer.cpp
# indra/newview/llinventorybridge.cpp
# indra/newview/llmaterialeditor.cpp
# indra/newview/llviewerparceloverlay.cpp
# indra/newview/llvoavatar.cpp
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* Restore changes from 21947778baaca205615a71a97ac8f563c998fdd3 to llwindow/llwindowwin32.cpp
* Restore changes from 3758618949684641fc94b5c9478d9002706213cc to newview/llinspecttexture.cpp
* Fix apparent merge error in LLInventoryPanel::itemChanged
* Restore changes from 1eeecfa1a8bf43a8980217ce34e3b5f4458483e0 in newview/llpaneloutfitsinventory.h
* Restore changes from b9633c17e373bfe55b29228996e8473eb041466d in newview/llpaneloutfitsinventory.h & newview/llpanelwearing.cpp
* Restore changes from f660f1f0fda4d2363d351fa550b4f8818b46c2c3 in newview/llviewertexture.cpp
* Restore changes from b9633c17e373bfe55b29228996e8473eb041466d & 98f7d73d46fdc045759023eda6409e8c791f5cb2 in newview/lloutfitgallery.cpp and newview/lloutfitslist.cpp
* Replace changes from 23729442aab7130f3368d433e8a5a9dd45ff6b98 with current implementation in develop branch
* Fix more broken changes in LLViewerTexture::saveRawImage
* Restore the changes in LLMath both from develop and maint-c
* Fix all kind of other merge errors
# Conflicts:
# indra/llmath/v2math.h
# indra/llmath/v3math.h
# indra/llui/llfolderviewitem.cpp
# indra/llwindow/llwindowwin32.cpp
# indra/newview/llfloaterobjectweights.h
# indra/newview/lloutfitgallery.cpp
# indra/newview/lloutfitslist.cpp
# indra/newview/llsidepaneliteminfo.cpp
# indra/newview/llvoavatar.cpp
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# Conflicts:
# indra/llmath/v2math.cpp
# indra/llmath/v2math.h
# indra/llmath/v3math.h
# indra/llmath/v4math.h
# indra/llui/llfolderviewitem.cpp
# indra/llui/llfolderviewitem.h
# indra/llui/llfolderviewmodel.h
# indra/llui/llmodaldialog.cpp
# indra/llui/lltexteditor.cpp
# indra/llui/lltexteditor.h
# indra/llwindow/llwindowwin32.cpp
# indra/newview/llagent.cpp
# indra/newview/llagentcamera.h
# indra/newview/llavatarrenderinfoaccountant.cpp
# indra/newview/llconversationmodel.h
# indra/newview/llfloaterinventorysettings.cpp
# indra/newview/llfloaternamedesc.cpp
# indra/newview/llfloaternamedesc.h
# indra/newview/llfloaterobjectweights.cpp
# indra/newview/llfloaterobjectweights.h
# indra/newview/llfolderviewmodelinventory.h
# indra/newview/llinspecttexture.cpp
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorybridge.h
# indra/newview/llinventoryfunctions.cpp
# indra/newview/llinventorygallery.h
# indra/newview/llinventorygallerymenu.cpp
# indra/newview/llinventorymodel.cpp
# indra/newview/llinventorypanel.cpp
# indra/newview/llinventorypanel.h
# indra/newview/llmaterialeditor.cpp
# indra/newview/lloutfitgallery.cpp
# indra/newview/lloutfitgallery.h
# indra/newview/lloutfitslist.cpp
# indra/newview/lloutfitslist.h
# indra/newview/llpanelgroupcreate.cpp
# indra/newview/llpanelgroupgeneral.cpp
# indra/newview/llpanelobjectinventory.cpp
# indra/newview/llpaneloutfitsinventory.h
# indra/newview/llpanelprofile.cpp
# indra/newview/llpanelwearing.cpp
# indra/newview/llreflectionmap.cpp
# indra/newview/llselectmgr.cpp
# indra/newview/llsidepanelappearance.cpp
# indra/newview/llsidepaneliteminfo.cpp
# indra/newview/llteleporthistorystorage.cpp
# indra/newview/lltexturectrl.cpp
# indra/newview/lltexturectrl.h
# indra/newview/lltexturefetch.cpp
# indra/newview/lltexturefetch.h
# indra/newview/llviewerassetupload.cpp
# indra/newview/llviewercamera.cpp
# indra/newview/llviewercamera.h
# indra/newview/llviewermenufile.cpp
# indra/newview/llviewerobject.h
# indra/newview/llviewertexture.cpp
# indra/newview/llviewerwindow.cpp
# indra/newview/llvoavatar.cpp
# indra/newview/llvoavatar.h
# indra/newview/llvoavatarself.cpp
# indra/newview/llvovolume.cpp
# indra/newview/llvovolume.h
# indra/newview/tests/llviewerassetstats_test.cpp
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* #3788 Support dynamic probe allocation.
* #3738 Mitigate probe flashing
* #3735 Mitigate realtime probes flashing
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when bias fluctuates a bit.
Make bias' effect a bit more gradual.
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#3647 Add texture VRAM use divisor.
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if bias stays unchanged at 4.f, there is no reason to keep refreshing
at high rate.
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Instead of when there is any space.
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secondlife/viewer#2549
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texture scaling (#3207)
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Apparently made a blunder in previous commit since I missed mFetchState
being reset each run
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when both thumnail and normal image attempt to fetch, one creates a
fetcher, another fails, since fetcher is already there, potentially in a
transitional state, so it thinks fetch failed.
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destroyRawImage is the only function that calls saveRawImage(), not
calling it results in fetcher thinking that it still needs data to do
the saving and looping back to trying to fetch.
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* OpenGL 3.3 compatibility pass. Fix for FBO driven downscaling corrupting textures.
* Increase maximum texture bias, immediately scale down when textures are loaded higher resolution than desired
* #2590 Fix for some frame stalls on Intel Macs
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