Skinned Mesh Shader Optimizations and C++ changes to support - #6256
naitro2010 wants to merge 4 commits into
Conversation
|
All contributors have signed the CLA ✍️ ✅ |
|
I have read the CLA Document and I hereby sign the CLA |
|
Is there a way to make a release build for this pull request with GitHub actions that I can download and test? I've only tested with a local build so far. Thanks :) |
There is a full, downloadable build at the bottom? |
|
I just merged the latest changes from develop because the newer LLSD parsing integration test failed to pass. |
|
Apparently GitHub is having internal server errors when downloading dependencies now 😢 |
|
@naitro2010 there is a green checkbox near the commit, click it, it will show a list of 'checks', that's the build, open any OS specifc one and go to summary. Artifacts are at the bottom of the summary. https://github.com/secondlife/viewer/actions/runs/34837962086 |
|
@akleshchev Thanks :) I'll test with the release build on Windows now. |
|
Note that it's ReleaseOS, not Release, but the difference should be negligible for shaders. |
|
I just tested and it seems like avatar and skinned mesh rendering works on Windows without any issues. |
|
Basically you moved some repeating math from gpu to make it one-time on cpu? Sadly shaders are not in my wheelhouse and I have no idea how to test skinning either. |
Description
This PR moves some processing that used to run on the GPU for every skinned vertex into a precomputed step on the CPU to hopefully improve frame rates with lots of visible avatars.
Here is the linked issue: #6255
Checklist
Please ensure the following before requesting review:
Additional Notes
This is my first time creating a pull request for Second Life.
Please let me know if I can do anything to improve the next pull requests I make or if there are any code quality issues that I can fix.
I mostly wrote these changes to improve the frame rate for my new version of the viewer with Stereo 3D Virtual Reality rendering that I've been working on but I think they might help with normal rendering too.
I don't have a large number of different GPUs to test on so I'm leaving this pull request as a draft until more people are able to test it on their hardware.