From c1d2416826406631807f153e7de9d2b790b0caa5 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 28 Feb 2019 14:06:19 -0800 Subject: EEP performance WIP 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). --- indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl | 7 +++++++ indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl | 7 +++++++ .../shaders/class1/windlight/atmosphericsHelpersF.glsl | 2 -- .../shaders/class1/windlight/atmosphericsHelpersV.glsl | 2 -- indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl | 1 - .../newview/app_settings/shaders/class1/windlight/transportF.glsl | 2 -- 6 files changed, 14 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index c4caed4d71..767fad016c 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -38,5 +38,12 @@ mat4 getSkinnedTransform() ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x); ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x); ret[3] = vec4(0,0,0,1); + return ret; + +#ifdef IS_AMD_CARD + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. + vec4 dummy1 = matrixPalette[0]; + vec4 dummy2 = matrixPalette[44]; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 94de2f7b53..90bf2851c9 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -61,5 +61,12 @@ mat4 getObjectSkinnedTransform() ret[3] = vec4(trans, 1.0); return ret; + +#ifdef IS_AMD_CARD + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. + mat3x4 dummy1 = matrixPalette[0]; + mat3x4 dummy2 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; +#endif + } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl index 10407eeb02..3572331d74 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl @@ -25,11 +25,9 @@ uniform vec4 sunlight_color; uniform vec4 light_ambient; -uniform int no_atmo; vec3 atmosAmbient(vec3 light) { - if (no_atmo == 1) return light + vec3(0.66); return light + light_ambient.rgb; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 14034bccae..7e4855b7c6 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -25,11 +25,9 @@ uniform vec4 sunlight_color; uniform vec4 light_ambient; -uniform int no_atmo; vec3 atmosAmbient(vec3 light) { - if (no_atmo == 1) return light + vec3(0.66); return light + light_ambient.rgb; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index 667301443a..9917ba8d3b 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -23,7 +23,6 @@ * $/LicenseInfo$ */ -uniform int no_atmo; uniform vec4 gamma; vec3 scaleSoftClipFrag(vec3 light) diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl index e2b391cb7a..f61194db6d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform int no_atmo; - vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { /* stub function for fallback compatibility on class1 hardware */ -- cgit v1.2.3