Age | Commit message (Collapse) | Author |
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minimize GL blend state changes.
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breakage when they're in play.
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Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set.
Put drawpool alpha render loop lighting setup changes as they were
(this will give back some performance and possibly require reopening 10566).
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Remove shadow influence on ambient term causing inverted lighting in extreme setups.
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fix diffs between EEP and VR.
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Also fix ref to removed extra GLSL link module.
'warn-on-failure:no-tabs'
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'warn-on-failure:no-tabs'
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Fix accum of shadow weights and handling of clipped areas in spot shadow sampling.
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the cef-bin and dullahan 3p packages but they were not copied to the right place - now they are
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all tracks are empty for a parcel are empty report thath it uses region settings.
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Add pointer checks to possibly avoid bugsplat autoreported crash.
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SL-10618, SL-10698
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Fix reflection/distortion map culling planes again.
Fix broken handling of shadow disables in ALM forward shaders.
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Add many more fast timer blocks to differentiate where time goes in UI and Shadow rendering.
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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.
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Put back old alpha pool draw loop with option to render emissives out of order to save state changes.
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alpha materials lighting errors.
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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.
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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checker. To use from debugger secondlife-bin->properties->Debugging->Command Arguments add "--skipupdatecheck"
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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).
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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.
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Re-enable occlusion for the refracted object culling for the distortion map
(was bloating scene by 3k draw calls when disabled for that pass).
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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.
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Fix lighting and gamma correction differences between deferred and forward rendering including materials objects.
Verify 10612 and 10500 remain fixed.
Make sure all necessary deferred shaders get the atmospheric uniform updates for doing frag-based atmospherics.
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