- Aug 11, 2021
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Rye Mutt authored
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- Jul 15, 2021
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Rye Mutt authored
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- Jun 20, 2021
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Kitty Barnett authored
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- Oct 15, 2020
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Rye Mutt authored
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- Aug 17, 2020
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Rye Mutt authored
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- Aug 16, 2020
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Rye Mutt authored
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- Jul 29, 2020
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Rye Mutt authored
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- Apr 13, 2020
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Rye Mutt authored
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- Apr 11, 2020
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Rye Mutt authored
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- May 16, 2019
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andreykproductengine authored
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- Dec 10, 2018
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maxim_productengine authored
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- Jun 04, 2018
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AndreyL ProductEngine authored
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- May 07, 2018
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Kitty Barnett authored
--HG-- branch : RLVa
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- Apr 30, 2018
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Graham Linden graham@lindenlab.com authored
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AndreyL ProductEngine authored
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- Jan 24, 2018
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AndreyL ProductEngine authored
including safety checks and some refactoring
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AndreyL ProductEngine authored
including safety checks and some refactoring
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AndreyL ProductEngine authored
including safety checks and some refactoring
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- Jan 23, 2018
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andreykproductengine authored
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andreykproductengine authored
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- Nov 17, 2017
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Nat Goodspeed authored
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Nat Goodspeed authored
Introduce helper classes to manage paired initProfile() / finishProfile() calls and gBenchmarkProgram.bind() / unbind() calls. Make TextureHolder a class instead of a struct. Per Henri Beauchamp, since gpu_benchmark() takes a very early exit if (!gGLManager.mHasTimerQuery), subsequent tests of mHasTimerQuery are redundant. Remove. One of those tests controls the busted_finish bool, which can never become true. Remove that and all tests on it.
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- Nov 16, 2017
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Nat Goodspeed authored
A classic-C array doesn't destroy its individual elements, but a std::vector does. Use a std::vector<LLRenderTarget> for dest, so each LLRenderTarget will be destroyed. ~LLRenderTarget() calls its release() method.
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Nat Goodspeed authored
Ruslan tracked the observed crash to assignments (to create a dummy triangle) through an LLStrider<LLVector3> obtained from getVertexStrider(). When getVertexStrider() returns false, produce a warning and just skip the rest of the benchmark test. The one bit of explicit cleanup apparently required by that early exit is a call to LLImageGL::deleteTextures() to match the preceding generateTextures() call. Wrap both in a new TextureHolder class whose destructor takes care of cleanup. The only other references to the corresponding U32 array are a couple calls to LLTexUnit::bindManual(); add a bind() method to support that. Also fix apparent bug in the LL_DARWIN special case for "improbably high and likely incorrect": the code assigned -1.f (the "couldn't compute" value) to gbps, overlooking the fact that gbps is unconditionally recomputed below. In the "likely incorrect" stanza, simply return -1.f instead.
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ruslantproductengine authored
In case of buff->getVertexStrider(v) return false it mean that glMapBufferRange() return NULL The next three lines can be the reason of this crash.
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- Jun 04, 2016
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Kitty Barnett authored
--HG-- branch : RLVa
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Kitty Barnett authored
--HG-- branch : RLVa
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- Nov 10, 2015
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Oz Linden authored
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- Dec 10, 2014
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callum_linden authored
Rename llround(..) to ll_round(..) because of a collision with MS llround (long long round) in VS2013
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- Dec 01, 2014
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Oz Linden authored
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- Nov 19, 2014
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Graham Linden authored
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- Nov 18, 2014
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Graham Linden authored
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Graham Linden authored
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- Nov 17, 2014
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Graham Linden authored
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Graham Linden authored
Avoid using GL_ARB_timer_query functionality when not supported and protect against probably-not-NULL current bound shader pointer
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- Sep 19, 2014
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davep authored
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- Mar 24, 2014
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David Parks authored
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- Mar 21, 2014
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David Parks authored
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- Mar 19, 2014
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David Parks authored
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- Dec 06, 2013
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simon authored
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