diff options
author | Graham Linden <graham@lindenlab.com> | 2019-07-01 17:23:59 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-07-01 17:23:59 -0700 |
commit | 576f1cdd7e16e44c43b39618f715753160045468 (patch) | |
tree | 379be882f05a3890d9d7b813b7bd4e98ad53437f /indra/llappearance/lltexlayer.cpp | |
parent | f770e55ac6fb76f1ea5e24a4dd91f2a4b4131d6d (diff) |
SL-11521, SL-10625
Try aligning data used for glReadPixels to see if we can coax the Intel driver stack into being a less souciant pile of detritus.
Replace face color based test replaced with other logic in error.
Diffstat (limited to 'indra/llappearance/lltexlayer.cpp')
-rw-r--r-- | indra/llappearance/lltexlayer.cpp | 26 |
1 files changed, 21 insertions, 5 deletions
diff --git a/indra/llappearance/lltexlayer.cpp b/indra/llappearance/lltexlayer.cpp index 3f2fcce429..22b3364559 100644 --- a/indra/llappearance/lltexlayer.cpp +++ b/indra/llappearance/lltexlayer.cpp @@ -1575,14 +1575,30 @@ void LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC delete [] alpha_data; mAlphaCache.erase(iter2); } - alpha_data = new U8[width * height]; + + // GPUs tend to be very uptight about memory alignment as the DMA used to convey + // said data to the card works better when well-aligned so plain old default-aligned heap mem is a no-no + //new U8[width * height]; + size_t mem_size = (width * height); + size_t rem = (mem_size & 0x3F); + mem_size += rem > 0 ? (mem_size + (32 - rem)) : 0; + + alpha_data = (U8*)ll_aligned_malloc_32(mem_size); + mAlphaCache[cache_index] = alpha_data; - - // nSight doesn't support use of glReadPixels - if (!LLRender::sNsightDebugSupport) + + bool skip_readback = LLRender::sNsightDebugSupport; // nSight doesn't support use of glReadPixels + // || gGLManager.mIsIntel; SL-10625? + + if (!skip_readback) { - glReadPixels(x, y, width, height, GL_ALPHA, GL_UNSIGNED_BYTE, alpha_data); + glReadPixels(x, y, width, height, GL_ALPHA, GL_UNSIGNED_BYTE, alpha_data); } + else + { + ll_aligned_free_32(alpha_data); + alpha_data = nullptr; + } } getTexLayerSet()->getAvatarAppearance()->dirtyMesh(); |