From 8804c019a817812828aa8b4602fd7af11c276478 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Wed, 26 Jun 2024 20:38:51 +0200 Subject: Increase texture discard bias if system memory gets low --- indra/newview/app_settings/settings.xml | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 50632a7b07..e7e9fc5b88 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7716,6 +7716,28 @@ Value 0 + RenderMinFreeMainMemoryThreshold + + Comment + Minimum of available physical memory in MB before textures get scaled down + Persist + 1 + Type + U32 + Value + 512 + + RenderLowMemMinDiscardIncrement + + Comment + Minimum increment of discard level if system memory gets low + Persist + 1 + Type + F32 + Value + 0.1 + RenderMaxTextureIndex Comment -- cgit v1.2.3 From ab87978cbc71cd4c83648627998055a010700f05 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 27 Jun 2024 13:12:43 -0500 Subject: 1836 dont store texture in system memory unless absolutely necessary (#1843) * #1836 Texture memory usage overhaul. Much decrufting - don't keep a copy of textures in system memory - use GPU to downrez textures instead of reloading from cache - use GPU to generate brightness/darkness bumpmaps --- .../shaders/class1/deferred/normgenF.glsl | 41 ++++++++++++++++++---- 1 file changed, 35 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 902746366d..6d05d983f3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -25,24 +25,53 @@ /*[EXTRA_CODE_HERE]*/ + + +// generate a normal map using an approximation of the old emboss bump map "brightness/darkness" technique +// srcMap is a source color image, output should be a normal + out vec4 frag_color; -uniform sampler2D alphaMap; +uniform sampler2D srcMap; in vec2 vary_texcoord0; uniform float stepX; uniform float stepY; uniform float norm_scale; +uniform int bump_code; + +#define BE_BRIGHTNESS 1 +#define BE_DARKNESS 2 + +// get luminance or inverse luminance depending on bump_code +float getBumpValue(vec2 texcoord) +{ + vec3 c = texture(srcMap, texcoord).rgb; + + vec3 WEIGHT = vec3(0.2995, 0.5875, 0.1145); + + float l = dot(c, WEIGHT); + + if (bump_code == BE_DARKNESS) + { + l = 1.0 - l; + } + + return l; +} + void main() { - float c = texture(alphaMap, vary_texcoord0).r; + float c = getBumpValue(vary_texcoord0).r; + + float scaler = 512.0; - vec3 right = vec3(norm_scale, 0, (texture(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255); - vec3 left = vec3(-norm_scale, 0, (texture(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255); - vec3 up = vec3(0, -norm_scale, (texture(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255); - vec3 down = vec3(0, norm_scale, (texture(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255); + vec3 right = vec3(norm_scale, 0, (getBumpValue(vary_texcoord0+vec2(stepX, 0)).r-c)*scaler); + vec3 left = vec3(-norm_scale, 0, (getBumpValue(vary_texcoord0-vec2(stepX, 0)).r-c)*scaler); + vec3 up = vec3(0, -norm_scale, (getBumpValue(vary_texcoord0-vec2(0, stepY)).r-c)*scaler); + vec3 down = vec3(0, norm_scale, (getBumpValue(vary_texcoord0+vec2(0, stepY)).r-c)*scaler); vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); -- cgit v1.2.3 From 5a60b7811fb666f2ef59abc57a3204297f6aaa1a Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 28 Jun 2024 14:54:53 -0700 Subject: secondlife/viewer#1847: Fix wrong lighting for negative texture scale on PBR materials and PBR terrain --- .../shaders/class1/deferred/pbralphaV.glsl | 7 +- .../shaders/class1/deferred/pbropaqueV.glsl | 7 +- .../shaders/class1/deferred/pbrterrainF.glsl | 29 +++++++-- .../shaders/class1/deferred/pbrterrainUtilF.glsl | 12 +++- .../shaders/class1/deferred/pbrterrainV.glsl | 23 ++++--- .../shaders/class1/deferred/textureUtilV.glsl | 74 +++++++++++++++------- 6 files changed, 105 insertions(+), 47 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index ae179d3f37..66adf50fa9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -69,7 +69,7 @@ flat out float vary_sign; out vec3 vary_normal; vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); -vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +vec4 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() @@ -103,8 +103,9 @@ void main() n = normalize(n); - vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); - vary_sign = tangent.w; + vec4 transformed_tangent = tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0); + vary_tangent = normalize(transformed_tangent.xyz); + vary_sign = transformed_tangent.w; vary_normal = n; vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index fd020afd57..0ad9bf5e4b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -63,7 +63,7 @@ out vec3 vary_normal; out vec3 vary_position; vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); -vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +vec4 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() { @@ -97,8 +97,9 @@ void main() n = normalize(n); - vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); - vary_sign = tangent.w; + vec4 transformed_tangent = tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0); + vary_tangent = normalize(transformed_tangent.xyz); + vary_sign = transformed_tangent.w; vary_normal = n; vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index 2cb7ff196b..6ca35419f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -75,6 +75,9 @@ PBRMix terrain_sample_and_multiply_pbr( #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , sampler2D tex_vNt +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 + , float transform_sign +#endif #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , sampler2D tex_emissive @@ -139,7 +142,7 @@ in vec3 vary_position; in vec3 vary_normal; #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) in vec3 vary_tangents[4]; -flat in float vary_sign; +flat in float vary_signs[4]; #endif in vec4 vary_texcoord0; in vec4 vary_texcoord1; @@ -150,11 +153,11 @@ float terrain_mix(TerrainMix tm, vec4 tms4); #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) // from mikktspace.com -vec3 mikktspace(vec3 vNt, vec3 vT) +vec3 mikktspace(vec3 vNt, vec3 vT, float sign) { vec3 vN = vary_normal; - vec3 vB = vary_sign * cross(vN, vT); + vec3 vB = sign * cross(vN, vT); vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); tnorm *= gl_FrontFacing ? 1.0 : -1.0; @@ -216,6 +219,9 @@ void main() #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , detail_0_normal +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 + , vary_signs[0] +#endif #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , detail_0_emissive @@ -231,7 +237,7 @@ void main() #endif ); #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) - mix2.vNt = mikktspace(mix2.vNt, vary_tangents[0]); + mix2.vNt = mikktspace(mix2.vNt, vary_tangents[0], vary_signs[0]); #endif pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.x); break; @@ -258,6 +264,9 @@ void main() #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , detail_1_normal +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 + , vary_signs[1] +#endif #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , detail_1_emissive @@ -273,7 +282,7 @@ void main() #endif ); #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) - mix2.vNt = mikktspace(mix2.vNt, vary_tangents[1]); + mix2.vNt = mikktspace(mix2.vNt, vary_tangents[1], vary_signs[1]); #endif pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.y); break; @@ -300,6 +309,9 @@ void main() #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , detail_2_normal +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 + , vary_signs[2] +#endif #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , detail_2_emissive @@ -315,7 +327,7 @@ void main() #endif ); #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) - mix2.vNt = mikktspace(mix2.vNt, vary_tangents[2]); + mix2.vNt = mikktspace(mix2.vNt, vary_tangents[2], vary_signs[2]); #endif pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.z); break; @@ -342,6 +354,9 @@ void main() #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , detail_3_normal +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 + , vary_signs[3] +#endif #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , detail_3_emissive @@ -357,7 +372,7 @@ void main() #endif ); #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) - mix2.vNt = mikktspace(mix2.vNt, vary_tangents[3]); + mix2.vNt = mikktspace(mix2.vNt, vary_tangents[3], vary_signs[3]); #endif pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.w); break; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl index 1ae9efe544..5098de717e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl @@ -256,11 +256,12 @@ vec3 _t_normal_post_1(vec3 vNt0, float sign_or_zero) } // Triplanar-specific normal texture fixes -vec3 _t_normal_post_x(vec3 vNt0) +vec3 _t_normal_post_x(vec3 vNt0, float tangent_sign) { vec3 vNt_x = _t_normal_post_1(vNt0, sign(vary_vertex_normal.x)); // *HACK: Transform normals according to orientation of the UVs vNt_x.xy = vec2(-vNt_x.y, vNt_x.x); + vNt_x.xy *= tangent_sign; return vNt_x; } vec3 _t_normal_post_y(vec3 vNt0) @@ -285,6 +286,7 @@ PBRMix terrain_sample_pbr( #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , sampler2D tex_vNt + , float tangent_sign #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , sampler2D tex_emissive @@ -314,7 +316,7 @@ PBRMix terrain_sample_pbr( ); #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) // Triplanar-specific normal texture fix - mix_x.vNt = _t_normal_post_x(mix_x.vNt); + mix_x.vNt = _t_normal_post_x(mix_x.vNt, tangent_sign); #endif mix = mix_pbr(mix, mix_x, tw.weight.x); break; @@ -420,6 +422,9 @@ PBRMix terrain_sample_and_multiply_pbr( #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , sampler2D tex_vNt +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 + , float tangent_sign +#endif #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , sampler2D tex_emissive @@ -446,6 +451,9 @@ PBRMix terrain_sample_and_multiply_pbr( #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) , tex_vNt +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 + , tangent_sign +#endif #endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE) , tex_emissive diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index f8e826bbdb..c90b2b5926 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -43,7 +43,7 @@ out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl out vec3 vary_normal; #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) out vec3 vary_tangents[4]; -flat out float vary_sign; +flat out float vary_signs[4]; #endif out vec4 vary_texcoord0; out vec4 vary_texcoord1; @@ -60,7 +60,7 @@ out vec3 vary_position; uniform vec4[5] terrain_texture_transforms; vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform); -vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform); +vec4 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform); void main() { @@ -75,28 +75,35 @@ void main() #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) { vec4[2] ttt; + vec4 transformed_tangent; // material 1 ttt[0].xyz = terrain_texture_transforms[0].xyz; ttt[1].x = terrain_texture_transforms[0].w; ttt[1].y = terrain_texture_transforms[1].x; - vary_tangents[0] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); + transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt); + vary_tangents[0] = normalize(transformed_tangent.xyz); + vary_signs[0] = transformed_tangent.w; // material 2 ttt[0].xyz = terrain_texture_transforms[1].yzw; ttt[1].xy = terrain_texture_transforms[2].xy; - vary_tangents[1] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); + transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt); + vary_tangents[1] = normalize(transformed_tangent.xyz); + vary_signs[1] = transformed_tangent.w; // material 3 ttt[0].xy = terrain_texture_transforms[2].zw; ttt[0].z = terrain_texture_transforms[3].x; ttt[1].xy = terrain_texture_transforms[3].yz; - vary_tangents[2] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); + transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt); + vary_tangents[2] = normalize(transformed_tangent.xyz); + vary_signs[2] = transformed_tangent.w; // material 4 ttt[0].x = terrain_texture_transforms[3].w; ttt[0].yz = terrain_texture_transforms[4].xy; ttt[1].xy = terrain_texture_transforms[4].zw; - vary_tangents[3] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); + transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt); + vary_tangents[3] = normalize(transformed_tangent.xyz); + vary_signs[3] = transformed_tangent.w; } - - vary_sign = tangent.w; #endif vary_normal = normalize(n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 767416d564..c75a0e0d5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -94,36 +94,48 @@ vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform) // Take the rotation only from both transforms and apply to the tangent. This // accounts for the change of the topology of the normal texture when a texture // rotation is applied to it. +// In practice, this applies the inverse of the texture transform to the tangent. +// It is effectively an inverse of the rotation // *HACK: Assume the imported GLTF model did not have both normal texture // transforms and tangent vertices. The use of this function is inconsistent // with the GLTF sample viewer when that is the case. See getNormalInfo in // https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Viewer/47a191931461a6f2e14de48d6da0f0eb6ec2d147/source/Renderer/shaders/material_info.glsl // We may want to account for this case during GLTF model import. // -Cosmic,2023-06-06 -vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) +vec4 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) { - vec2 weights = vec2(0, 1); - - // Apply texture animation first to avoid shearing and other artifacts (rotation only) - mat2 sl_rot_scale; - sl_rot_scale[0][0] = sl_animation_transform[0][0]; - sl_rot_scale[0][1] = sl_animation_transform[0][1]; - sl_rot_scale[1][0] = sl_animation_transform[1][0]; - sl_rot_scale[1][1] = sl_animation_transform[1][1]; - weights = sl_rot_scale * weights; - // Remove scale - weights = normalize(weights); - - // Convert to left-handed coordinate system - weights.y = -weights.y; + // Immediately convert to left-handed coordinate system, but it has no + // effect here because y is 0 ((1,0) -> (1,0)) + vec2 weights = vec2(1, 0); - // Apply KHR_texture_transform (rotation only) - float khr_rotation = khr_gltf_transform[0].z; + // Apply inverse KHR_texture_transform (rotation and scale sign only) + float khr_rotation = -khr_gltf_transform[0].z; mat2 khr_rotation_mat = mat2( cos(khr_rotation),-sin(khr_rotation), sin(khr_rotation), cos(khr_rotation) ); weights = khr_rotation_mat * weights; + vec2 khr_scale_sign = sign(khr_gltf_transform[0].xy); + weights *= khr_scale_sign.xy; + + // *NOTE: Delay conversion to right-handed coordinate system here, to + // remove the need for computing the inverse of the SL texture animation + // matrix. + + // Apply texture animation last to avoid shearing and other artifacts (rotation only) + mat2 inv_sl_rot_scale; + inv_sl_rot_scale[0][0] = sl_animation_transform[0][0]; + inv_sl_rot_scale[0][1] = sl_animation_transform[0][1]; + inv_sl_rot_scale[1][0] = sl_animation_transform[1][0]; + inv_sl_rot_scale[1][1] = sl_animation_transform[1][1]; + weights = inv_sl_rot_scale * weights; + // *NOTE: Scale to be removed later + + // Set weights to default if 0 for some reason + weights.x += 1.0 - abs(sign(sign(weights.x) + (0.5 * sign(weights.y)))); + + // Remove scale from SL texture animation transform + weights = normalize(weights); // Convert back to right-handed coordinate system weights.y = -weights.y; @@ -132,27 +144,41 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh // from the normal and tangent, as seen in the fragment shader vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); - return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); + // An additional sign flip prevents the binormal from being flipped as a + // result of a propagation of the tangent sign during the cross product. + float sign_flip = khr_scale_sign.x * khr_scale_sign.y; + return vec4((weights.x * vertex_tangent.xyz) + (weights.y * vertex_binormal.xyz), vertex_tangent.w * sign_flip); } // Similar to tangent_space_transform but no texture animation support. -vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform) +vec4 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform) { - // Immediately convert to left-handed coordinate system ((0,1) -> (0, -1)) - vec2 weights = vec2(0, -1); + // Immediately convert to left-handed coordinate system, but it has no + // effect here because y is 0 ((1,0) -> (1,0)) + vec2 weights = vec2(1, 0); - // Apply KHR_texture_transform (rotation only) - float khr_rotation = khr_gltf_transform[0].z; + // Apply inverse KHR_texture_transform (rotation and scale sign only) + float khr_rotation = -khr_gltf_transform[0].z; mat2 khr_rotation_mat = mat2( cos(khr_rotation),-sin(khr_rotation), sin(khr_rotation), cos(khr_rotation) ); weights = khr_rotation_mat * weights; + vec2 khr_scale_sign = sign(khr_gltf_transform[0].xy); + weights *= khr_scale_sign.xy; + + // Set weights to default if 0 for some reason + weights.x += 1.0 - abs(sign(sign(weights.x) + (0.5 * sign(weights.y)))); // Convert back to right-handed coordinate system weights.y = -weights.y; + // Similar to the MikkTSpace-compatible method of extracting the binormal + // from the normal and tangent, as seen in the fragment shader vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); - return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); + // An additional sign flip prevents the binormal from being flipped as a + // result of a propagation of the tangent sign during the cross product. + float sign_flip = khr_scale_sign.x * khr_scale_sign.y; + return vec4((weights.x * vertex_tangent.xyz) + (weights.y * vertex_binormal.xyz), vertex_tangent.w * sign_flip); } -- cgit v1.2.3 From c19d766812dd744fdd1c91992f92f27794735c79 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Tue, 2 Jul 2024 18:23:03 +0300 Subject: viewer#1907 Shader initialization error --- .../newview/app_settings/shaders/class1/deferred/normgenF.glsl | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 6d05d983f3..607a8c6ef6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -64,14 +64,14 @@ float getBumpValue(vec2 texcoord) void main() { - float c = getBumpValue(vary_texcoord0).r; + float c = getBumpValue(vary_texcoord0); float scaler = 512.0; - vec3 right = vec3(norm_scale, 0, (getBumpValue(vary_texcoord0+vec2(stepX, 0)).r-c)*scaler); - vec3 left = vec3(-norm_scale, 0, (getBumpValue(vary_texcoord0-vec2(stepX, 0)).r-c)*scaler); - vec3 up = vec3(0, -norm_scale, (getBumpValue(vary_texcoord0-vec2(0, stepY)).r-c)*scaler); - vec3 down = vec3(0, norm_scale, (getBumpValue(vary_texcoord0+vec2(0, stepY)).r-c)*scaler); + vec3 right = vec3(norm_scale, 0, (getBumpValue(vary_texcoord0+vec2(stepX, 0))-c)*scaler); + vec3 left = vec3(-norm_scale, 0, (getBumpValue(vary_texcoord0-vec2(stepX, 0))-c)*scaler); + vec3 up = vec3(0, -norm_scale, (getBumpValue(vary_texcoord0-vec2(0, stepY))-c)*scaler); + vec3 down = vec3(0, norm_scale, (getBumpValue(vary_texcoord0+vec2(0, stepY))-c)*scaler); vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); -- cgit v1.2.3 From 475d0df4c152972665c978f7b0991f8726def03a Mon Sep 17 00:00:00 2001 From: Beq Janus Date: Tue, 2 Jul 2024 18:57:39 +0100 Subject: Experimental fix for blurry textures (#1875) This change removes the distance based bias (which is a large contributor to premature blurring) but adds a check using the importance factor to give some balance. importance should be between 0 and 1 and is higher when the texture is facing the camera, lower when it is side on, The unimportance setting defines the cutoff vaklue below which we'll consider the textures worth "down scaling" by the bias factor. The setting is inplace to allow us to play with this, 0.25 is current default. Note this change moves the calcPixelArea() call to the top BEFORE we user getPixelArea(). Either that call is entirely redundant (i.e. if calc was called earlier in the frame) or we were using the stale pixelArea (one frame behind). If the former is true then it might be faster to just do an AABB frustum check. --- indra/newview/app_settings/settings.xml | 13 +++++++++++++ 1 file changed, 13 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index c455b6f5f1..e56facd615 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -11289,6 +11289,19 @@ Value 8.0 + TextureBiasUnimportantFactor + + Comment + When biasing textures to lower resolution due to lack of vram, the importance threshold below which is considered unimportant and getting an extra bias. + Persist + 1 + Type + F32 + Value + 0.25 + Backup + 0 + TextureDecodeDisabled Comment -- cgit v1.2.3 From 1adb94a89c106176e01d950170b9c4d623dd2250 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Tue, 2 Jul 2024 20:39:39 +0300 Subject: viewer#1666 Allow switching 2k textures off in bulk uploads --- indra/newview/app_settings/settings.xml | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index e56facd615..09909aa9c4 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -1094,6 +1094,17 @@ Value 0 + BulkUpload2KTextures + + Comment + Bulk upload scales textures to 2K if true, to 1K if false + Persist + 1 + Type + Boolean + Value + 1 + EnableButtonFlashing Comment -- cgit v1.2.3 From 08b933a0c67463f06f124420f16c8a3f7dc83f1f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 3 Jul 2024 17:42:24 -0500 Subject: #1870 Tune up for better experience on integrated intel with low memory (#1872) * More deterministic vsize calculation. Add control for choosing downscale method. * Quick hack to make GLTF preview work again --- indra/newview/app_settings/settings.xml | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 09909aa9c4..7f645792a6 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7732,7 +7732,7 @@ Comment Minimum of available physical memory in MB before textures get scaled down Persist - 1 + 0 Type U32 Value @@ -7771,6 +7771,17 @@ Value 2048 + RenderDownScaleMethod + + Comment + Method to use to downscale images. 0 - FBO, 1 - PBO + Persist + 1 + Type + U32 + Value + 1 + RenderDebugTextureBind Comment -- cgit v1.2.3 From e0b75e336666a87333dc92becf8411d8bffdaedf Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Tue, 2 Jul 2024 14:19:45 -0700 Subject: secondlife/viewer#1885: Terrain texture repeats: Remove feature flag dependency on simulator feature in favor of cap --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index c455b6f5f1..26c043ee97 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9267,7 +9267,7 @@ RenderTerrainPBREnabled Comment - EXPERIMENTAL: Enable PBR Terrain features. + Enable PBR Terrain features. Persist 1 Type -- cgit v1.2.3 From 4d7f622a3c6a2fdec1c57ad4506ae49786b37dfc Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev <117672381+akleshchev@users.noreply.github.com> Date: Thu, 25 Jul 2024 16:02:03 +0300 Subject: viewer#2065 Region restart schedule floater --- indra/newview/app_settings/settings.xml | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 235d294849..97cab58eb1 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -12682,6 +12682,17 @@ Value 1 + Use24HourClock + + Comment + 12 vs 24. At the moment only for region restart schedule floater + Persist + 0 + Type + Boolean + Value + 0 + EnvironmentPersistAcrossLogin Comment -- cgit v1.2.3 From ed6148d6c6c554223dc4b2dab0c729d3b5698158 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Fri, 26 Jul 2024 21:49:36 +0300 Subject: viewer#2113 Optional disable eyes/head follow cursor/lookat Intended for photography, but there is curently no nice way to present it so it's in debug options until we get some critical mass of features that can be collected into a single whole. --- indra/newview/app_settings/settings.xml | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 97cab58eb1..9e5d3f09bd 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -14218,6 +14218,17 @@ Boolean Value 0 + + DisableLookAtAnimation + + Comment + Avatar follows cursor with avatars eyes, when disabled, avatar will look forward + Persist + 0 + Type + Boolean + Value + 0 WebProfileFloaterRect -- cgit v1.2.3 From 874794ea584588457dfde7ef17c447e2a0eb46bb Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Sun, 4 Aug 2024 21:00:10 -0400 Subject: Add LLUIColorTable debug-settings-like floater for easing skin design --- indra/newview/app_settings/settings.xml | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 9e5d3f09bd..eb053ebaa0 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -15773,6 +15773,17 @@ Value 0 + ColorSettingsHideDefault + + Comment + Show non-default settings only in Color Settings list + Persist + 0 + Type + Boolean + Value + 0 + DebugSettingsHideDefault Comment -- cgit v1.2.3 From fe0f1be17bfd83323f2fcda124f3327cc14b0cad Mon Sep 17 00:00:00 2001 From: Beq Janus Date: Thu, 8 Aug 2024 17:10:03 +0100 Subject: Auto-scaling amortisation of dynamic BB calcs (#2226) * Auto-scaling amortisation of dynamic BB calcs This fix limits the overhead of the dynamic BB calcs to AvatarExtentRefreshMaxPerBatch per AvatarExtentRefreshPeriodBatch frames default is 5 avatar per 4 frames. Thus a standard busy region 25 avatars would take 20 frames to refresh the BBs. * Add comments to give context to the amortised BB recalcs explain the frequency of updates given the number of avatars present as to how that limits the impact on frame rate in busy scenes --- indra/newview/app_settings/settings.xml | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index eb053ebaa0..887a8584d8 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -1874,6 +1874,28 @@ Value 64.0 + AvatarExtentRefreshPeriodBatch + + Comment + how many frames do we spread over by default when refreshing extents (default is 4) + Persist + 1 + Type + S32 + Value + 4 + + AvatarExtentRefreshMaxPerBatch + + Comment + how many avatars do we want to handle in total per batch (default is 5) + Persist + 1 + Type + S32 + Value + 5 + DebugAvatarAppearanceMessage Comment -- cgit v1.2.3