> On Dec. 2, 2012, 9:23 a.m., Celierra Darling wrote:
> > indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl, line 
> > 127
> > <http://codereview.secondlife.com/r/612/diff/1/?file=8137#file8137line127>
> >
> >     The 'if' here might be problematic.. I remember some cards were choking 
> > on branches, thus the convoluted lines that looked like new = old + 
> > int(conditional)*value.  (same for class1)
> >     
> >     Also, I could have sworn that there used to be comments here specifying 
> > what the non-mangled math originally was (a la the old 
> > softenLightF.glsl:206-214)....
> 
> Tofu Buzzard wrote:
>     Our shaders are really branchy, that's really not a problem (on the 
> target class).  I don't strictly remember removing comments on the original 
> maths, but the weighting (the only mathy part of this affair really) has 
> changed radically at least twice since the original inline explanation, and 
> should be simple enough to follow procedurally lately. :)
> 
> Geenz Spad wrote:
>     However, a general rule of thumb is if you can save a branch in a shader, 
> then you should do so.  My personal preference is to try and keep it to 
> branches that have defined ARB instructions that a vendor's GLSL compiler 
> will likely optimize to (which is limited to less than and greater than 
> unfortunately).  Though you're right, it's not much of a problem on class 2 
> hardware that can handle deferred.
>     
>     That said, is there a good reason for diff.z != 0.0 to *not* be diff.z > 
> 0.0?
> 
> Tofu Buzzard wrote:
>     Added comments which explain diff.z != 0.0 somewhat!

And thanks for taking a look!


- Tofu


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This is an automatically generated e-mail. To reply, visit:
http://codereview.secondlife.com/r/612/#review1288
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On Jan. 11, 2013, 1:22 p.m., Tofu Buzzard wrote:
> 
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/612/
> -----------------------------------------------------------
> 
> (Updated Jan. 11, 2013, 1:22 p.m.)
> 
> 
> Review request for Viewer.
> 
> 
> Description
> -------
> 
> Use a different scheme for weighting SSAO samples, apply SSAO before fog is 
> applied, fix a bug in the screen-space shadow/ssao smoothing offset where the 
> 'checkerboard' stipple had been refactored incorrectly, change some default 
> settings in line with the resulting visual changes.  Disregard samples which 
> are being taken from outside the screen extents - eliminates spurious SSAO 
> fringe at screen edges at some angles.  Micro-optimize the shadow co-ord 
> calculation.  Also, improve comments a bit. :3
> 
> 
> This addresses bug VWR-29083.
>     http://jira.secondlife.com/browse/VWR-29083
> 
> 
> Diffs
> -----
> 
>   doc/contributions.txt UNKNOWN 
>   indra/llrender/llshadermgr.h UNKNOWN 
>   indra/llrender/llshadermgr.cpp UNKNOWN 
>   indra/newview/app_settings/settings.xml UNKNOWN 
>   indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl UNKNOWN 
>   indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 
> UNKNOWN 
>   indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl 
> UNKNOWN 
>   indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 
> UNKNOWN 
>   indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl 
> UNKNOWN 
>   indra/newview/pipeline.cpp UNKNOWN 
> 
> Diff: http://codereview.secondlife.com/r/612/diff/
> 
> 
> Testing
> -------
> 
> Been running with this for months on an assortment of nvidia hardware, linux 
> only.
> 
> 
> Thanks,
> 
> Tofu Buzzard
> 
>

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