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path: root/indra/newview/pipeline.cpp
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2019-03-30Hide sRGB decode behind a flag, and make sure that sRGB decodes is strictly ↵Geenz
opt-in.
2019-03-30Additional gamma correction work: start moving over to EXT_texture_sRGB_decode.Geenz
2019-03-29Tweaked naming a bit, also white space.Geenz
Will wait for a response from @graham_linden regarding moving the sRGB conversion functions in llmath.h to llrender.
2019-03-29Merge with upstream at https://bitbucket.org/rider_linden/viewer-eepGeenz
2019-03-29Gamma correction pass 2:Geenz
Make sure lights are in the correct color space. Bonus: cache the sRGB color in setLightColor on point and spot lights. Frees up a pow and some multiplies on the CPU every frame.
2019-03-28SL-10829, SL-10830Graham Linden
Replace old spot prio calc. Replace fudge factors on light radius and falloff for deferred lights.
2019-03-26Remove remaining 0.5/1.5 fudge factors on lighting radius/falloff params.Graham Linden
Make moonlight darker and slightly bluish for scotopic feel when moon is primary.
2019-03-26More consistent lighting across ALM/non-ALM/deferred/forward rendering.Graham Linden
2019-03-26Make whether the sun or moon is primary part of llrender light state so we ↵Graham Linden
can set uniforms for shaders along with other light params. Fix atten calcs to not use abs val.
2019-03-19SL-10764Graham Linden
Fix lighting issues when using shaders, but not ALM. Shader code cleanup (remove do nothing functions only in one file). Fix obsolete comment to refer to correct storage for projector ambiance.
2019-03-13Further tab restoration and whitespace delta minimization.Graham Linden
2019-03-13Mods to make merge with viewer-release have less whitespace-only change and ↵Graham Linden
fix diffs between EEP and VR.
2019-03-12Tab restoration project.Graham Linden
'warn-on-failure:no-tabs'
2019-03-07Fix tabs.Graham Linden
2019-03-07SL-10618, SL-10698Graham Linden
Fix reflection/distortion map culling planes again. Fix broken handling of shadow disables in ALM forward shaders.
2019-03-06Make octree walk stop thrashing the caches with tex work.Graham Linden
Add many more fast timer blocks to differentiate where time goes in UI and Shadow rendering.
2019-03-05Don't rebuild reflection when only edge water patches are in play.Graham Linden
Use (Restore)TexSetup for tex binding (should be equivalent now). Simplify uniform management in alpha drawpool loop. Fix wrong modelview mat being used for distortion map gen.
2019-03-04Fix line-endings.Graham Linden
2019-03-04Fix unused local var 'partition' and avoid assert in rendering highlights.Graham Linden
2019-03-04SL-10566Graham Linden
Disable pre-cull of water causing refraction/reflection map generation more than is necessary. Re-org alpha draws to limit state changes based on render type.
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.
2019-03-02SL-10664Graham Linden
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).
2019-02-27SL-10566 part the fourthGraham Linden
Fix water rendering causing distortion map update very frame. Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness). Add ability to retrieve current user clip plane so it can be saved/restored around water map gen. Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again. Re-enable occlusion in distortion map rendering.
2019-02-26SL-10566 part the secondGraham Linden
Re-enable occlusion for the refracted object culling for the distortion map (was bloating scene by 3k draw calls when disabled for that pass).
2019-02-26SL-10566 part the firstGraham Linden
Tie using deferred rendering in water reflection/distortion map generation to debug var again (claw back some performance lost to doing post-deferred in water map generation). Edit softenLightF for class1/class2 to make them comparable again.
2019-02-22SL-10415, SL-10612, SL-10569Graham Linden
Fix shadow sampling min with caster dp and offset tweaks. Fix moon direction not being transformed as the sun dir is. Fix colorspace issue causing some objects to render grayish instead of blackish.
2019-02-21SL-10501Graham Linden
Fix broken matrix management code causing modelview mats to be used as tex anim mats (do not depend on default matrix mode already being set). Give the deferred terrain shader a name. Make LLRender use the eMatrixMode enum instead of ints.
2019-02-13SL-10181, SL-10546Graham Linden
Fix distortion map rendering in deferred mode not including underwater fog effects. Fix distortion map rendering not including post-deferred content at all. Fix distortion map rendering not including anything but sky when camera is underwater. Update sun_up_factor/sunmoon_glow_factor uniforms even when sun disc isn't in use.
2019-02-11SL-10500Graham Linden
Replace clamp on height in atmospherics calcs on fragment shader path. Fix colorspace conversions in material shaders in forward rendering mode. Fix deferred shaders not setting the sun_up_factor uniform and getting moonlight instead of sunlight.
2019-02-08Detabify.Graham Linden
2019-02-08SL-10415Graham Linden
Another pass at playing with shadow_offset/bias to balance between peter-panning and shadow acne while sun and/or moon are near the horizon.
2019-02-06SL-10478Graham Linden
Fix side-effects of having both sun and moon as potential directional light contributors. We pass an int to the shader indicating which to prefer instead of making per-pixel decisions and pass the moonlight color/di independently. Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
2019-02-04Merged in graham_linden/viewer-eep-fixes (pull request #263)Rider Linden
SL-10459, SL-10461
2019-02-04SL-10461Graham Linden
Pass projector ambiance as the .w element of the light_attenuation uniform so that alpha shader can emulate the behavior of proper spot projectors.
2019-02-04SL-9698 Restore code line after the mergemaxim_productengine
2019-01-29SL-10424Graham Linden
Ignore occlusion culling when rendering distortion map.
2019-01-25SL-10303Graham Linden
Modify sun disc shader to better position itself within the sun glow and to fade as the sun approaches the horizon (to mask where the position difference is greatest).
2019-01-18SL-10384Graham Linden
Fix issue with clip plane used in distortion map rendering including objects/avatars above water near surface.
2019-01-09Fix broken underwater rendering and reversed logic in generation of ↵Graham Linden
distortion map.
2019-01-08Fix broken distortion map rendering (was culling everything).Graham Linden
Clean up deferred\alpha shader to allow re-entrant graphics switching (link error on 2nd compile/link of deferred shaders). Clean up some uses of pragma(optimize,...).
2019-01-04Add new shaders for generating shadows from clouds.Graham Linden
Add new class3 shadow shaders for VSM shadows. Add disabled shadow pass in WLSky for using above.
2018-12-19Add new shaders for advanced atmo SH env lighting calcs.Graham Linden
2018-12-19Fix broken culling when rendering water reflection (unstable for many scene ↵Graham Linden
elements when 'Everything' is turned on).
2018-12-17MergeGraham Linden
2018-12-13MergeRider Linden
2018-12-10Mods to allow using ALM rendering in water reflections soGraham Linden
the reflections will better match what they're reflecting when ALM is enabled.
2018-12-10SL-9698 [EEP] Add beacons that point to sun & moon positionmaxim_productengine
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
2018-12-03SL-10055Graham Linden
Modify handling of directional light to prefer sun when it is up but use moon dir/color when it is alone in the sky. Modify handling of shader in shaders to get some shadowing of ambient and nighttime shadowing.