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path: root/indra/newview/pipeline.cpp
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2020-01-29SL-12594, remove conditional checks for VertexShaderEnable settingsDave Houlton
2020-01-29SL-12594, remove Basic Shader checksDave Houlton
Remove checks for Vertex Shader capability and UI selection of no Basic Shaders.
2020-01-28DRTVWR-440, merge in latest from 6.3.7 releaseDave Houlton
2020-01-08SL-12505 Projectros fixandreykproductengine
2019-12-16Merge viewer-release 6.3.6 into viewwer-eep repoDave Houlton
2019-11-12Downstream merge from 494-maint-wassailAndreyL ProductEngine
2019-10-29SL-12196 Crash at updateMeshTexturesandreykproductengine
2019-09-17SL-11779 Resolved perfomance drop with negative RenderShadowResolutionScaleandreykproductengine
2019-09-10Merge viewer-release 6.3.2Graham Linden
2019-09-09SL-1144Graham Linden
The un-water-fogged gap area was rendering while we were still above water, but the water surface was being near culled. I've re-enabled preculling water objects (which also fixes issues with water culling vs spinning the camera) and it seems to behave correctly.
2019-09-06Mac buildfixAndreyL ProductEngine
2019-08-28SL-11772Graham Linden
Modify behavior of culling while doing reflection/refraction passes.
2019-08-27SL-11519Graham Linden
Remove code for fixing 11370. We *do* want objects in distortion map in Low-Mid after all.
2019-08-27SL-11055Graham Linden
Remedy cloud_shadow and hack halving being done twice to ambient in some cases (i.e. artificial dimunition of necessary bullshit factor).
2019-08-27SL-11782 FIXED Light is still visible when it's out of the draw distancemaxim_productengine
2019-08-23SL-11778Graham Linden
Make RenderShadowResolutionScale work again, also decoupling shadow buffer alloc/release/resize from screen buffer resize function.
2019-08-22SL-11779Graham Linden
Make changing shadow res scale not instantly drop/realloc buffers but wait until display gets to it.
2019-07-24SL-10625Graham Linden
2019-07-24SL-10698Graham Linden
Reduce effect of refScale again to eliminate sampling beyond the correct area in the distortion map and getting the water fog color on the shoreline.
2019-07-24SL-11610Graham Linden
Revert attempted fix for 10625.
2019-07-23SL-11621Graham Linden
Remove all references to unused shader var global_gamma. Remove many unused decls for gamma from shaders. Make post-deferred gamma correction use display_gamma. Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
2019-07-16SL-11610Graham Linden
Give bake its own RT to avoid issues with sharing the water distortion map. Use glFinish to insure RTs will be complete.
2019-07-12SL-11109Graham Linden
Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object. Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks).
2019-07-12SL-11370Graham Linden
Prevent Low/Low-mid from including things in the distortion map render it should not.
2019-06-28SL-11519Graham Linden
Make refraction map include objects for all reflection detail levels.
2019-06-18SL-10829 the 2ndGraham Linden
Made pointLightF use correct colorspace as multiPoint already was.
2019-06-18SL-10969Graham Linden
Remove ambiance handling from alpha and blended materials objects for now. Still too many setups where they get blown out due to attenuation mismatches with deferred.
2019-06-12SL-11370Graham Linden
Take another pass at fixing up refraction map culling across render modes.
2019-06-10SL-11370Graham Linden
Modify culling logic to exclude objects correctly in < Mid graphics.
2019-06-04SL-11353Graham Linden
Make culling ignore the geo from the spotlight rendering a shadowmap.
2019-05-31Fix callsites missed for func w/ changed signature.Graham Linden
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.
2019-05-30SL-11289Graham Linden
Limit banding from atmo exp falloff calc.
2019-05-29Clang wants parens. Clang gets parens.Graham Linden
2019-05-28SL-10969, SL-11073Graham Linden
Modify forward projector lighting to use falloff like the deferred lights. Make tex cache not evaluate evictions for size during validation passes.
2019-05-22SL-10969Graham Linden
Fix linear attenuation on forward projector lighting. Revert setup of falloff to prev code. Revert deferred water spec and tweak refl/refr blend.
2019-05-21SL-11238Graham Linden
Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM.
2019-05-14SL-11101Graham Linden
Don't short-circuit getVisibleExtents as its side-effects are relevant.
2019-05-13SL-11107Graham Linden
2019-05-13SL-10996Graham Linden
Restore old sun matrix gen code. Make sky use correct colorspace. Make sunlight color the CPU-generated WL color when not using atmo shaders or deferred (helps 11107).
2019-05-07SL-11055, SL-10966, SL-11087Graham Linden
Make haze look more like WL. Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
2019-05-06SL-11102, SL-11103Graham Linden
Fix diffuse boost in deferred lighting to match non-deferred. Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater).
2019-05-06SL-10946Graham Linden
Tweak DistortionWaterClipPlaneMargin (1.0001 -> 1.0125) to mask edges of objects in water disortion map.
2019-05-04Fix broken water reflection/refraction mix.Graham Linden
Restore 1.0 alpha to prevent atmo being applied directly to water. Fix broken shadow frust generation.
2019-05-03SL-11085Graham Linden
Remove ambient term clamping to get less dark shadows where we want less dark shadows in ALM.
2019-05-02Roll back sRGB decode changes from contrib for now.Graham Linden
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
2019-04-29SL-11065Graham Linden
Modify is sun up logic to exclude condition of moon.
2019-04-29SL-10956, SL-10969Graham Linden
Don't ignore far z in culling. Fix Mid lighting being very dark. Partial fix for broken projectors with forward rendering.
2019-04-26SL-11055Graham Linden
Remove shader change to reduce additive to combat SL1491 as it also kills additive from foggy settings. Zero out all cached hardware light colors causing uninit fun with class3 lighting.
2019-04-23Move to using aniso filtering on shadow map samplers.Graham Linden