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path: root/indra/newview/pipeline.cpp
AgeCommit message (Collapse)Author
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
2019-04-09SL-5186Graham Linden
Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
2019-04-05SL-10896Graham Linden
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm, because it's a water shader and needs water atmo uniform values, but it's a deferred lighting shader that needs not-so-rotated lightnorms. Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse. Remove mix to preserve bumps as it was washing out shadows.
2019-04-05SL-10748Graham Linden
Clamp far_clip for sun shadows to >= 256.0 to prevent issues when draw distance < ~100m.
2019-04-04SL-10887Graham Linden
Disable occlusion culling when rendering water reflection/refraction maps again (still getting probabalistic results for reflection map contents). :/
2019-04-04SL-10886Graham Linden
Render sun/moon beacons in non-ALM mode too.
2019-04-03SL-10876Graham Linden
Fix edge cases in determining when we can skip doing shadow rendering work.
2019-04-02Merge 6.1.2 LoveMeRender new hotnessGraham Linden
2019-03-30Make sure the specular and diffuse buffers are being sampled in sRGB space.Geenz
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.
2019-03-20Backed out changeset: 29f763ea2f9bAndreyL ProductEngine
The fix caused SL-10357
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.