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authorcosmic-linden <111533034+cosmic-linden@users.noreply.github.com>2023-04-05 09:55:33 -0700
committerGitHub <noreply@github.com>2023-04-05 11:55:33 -0500
commitd6d634d29ff351450306e211982a98a0050f1b42 (patch)
tree3c4b5a6779669756277fffaab320074476e17543 /indra/llrender/llimagegl.cpp
parentb28971e4bf8cb41ea9eecead2b5676720355e30b (diff)
SL-19331: Move media updates off-thread on select hardware (#153)
* SL-19331: Have media updates on the LLImageGL thread even when texture updates are on the main thread. Add config. Off-thread media updates seem work best performance-wise when using glTexImage2D, not sub_image_lines. Otherwise, there are lots of main thread stalls. * SL-19331: Bump featuretable * SL-19331: Cleanup, annotate comment
Diffstat (limited to 'indra/llrender/llimagegl.cpp')
-rw-r--r--indra/llrender/llimagegl.cpp44
1 files changed, 25 insertions, 19 deletions
diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp
index 5b0690bc79..3e3a3095e3 100644
--- a/indra/llrender/llimagegl.cpp
+++ b/indra/llrender/llimagegl.cpp
@@ -42,6 +42,8 @@
#include "llwindow.h"
#include "llframetimer.h"
+extern LL_COMMON_API bool on_main_thread();
+
#if !LL_IMAGEGL_THREAD_CHECK
#define checkActiveThread()
#endif
@@ -132,7 +134,8 @@ bool LLImageGL::sCompressTextures = false;
std::set<LLImageGL*> LLImageGL::sImageList;
-bool LLImageGLThread::sEnabled = false;
+bool LLImageGLThread::sEnabledTextures = false;
+bool LLImageGLThread::sEnabledMedia = false;
//****************************************************************************************************
//The below for texture auditing use only
@@ -242,14 +245,16 @@ BOOL is_little_endian()
}
//static
-void LLImageGL::initClass(LLWindow* window, S32 num_catagories, BOOL skip_analyze_alpha /* = false */, bool multi_threaded /* = false */)
+void LLImageGL::initClass(LLWindow* window, S32 num_catagories, BOOL skip_analyze_alpha /* = false */, bool thread_texture_loads /* = false */, bool thread_media_updates /* = false */)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
sSkipAnalyzeAlpha = skip_analyze_alpha;
- if (multi_threaded)
+ if (thread_texture_loads || thread_media_updates)
{
LLImageGLThread::createInstance(window);
+ LLImageGLThread::sEnabledTextures = thread_texture_loads;
+ LLImageGLThread::sEnabledMedia = thread_media_updates;
}
}
@@ -260,6 +265,7 @@ void LLImageGL::cleanupClass()
LLImageGLThread::deleteSingleton();
}
+
//static
S32 LLImageGL::dataFormatBits(S32 dataformat)
{
@@ -1125,9 +1131,20 @@ U32 type_width_from_pixtype(U32 pixtype)
return type_width;
}
+bool should_stagger_image_set(bool compressed)
+{
+#if LL_DARWIN
+ return false;
+#else
+ // glTexSubImage2D doesn't work with compressed textures on select tested Nvidia GPUs on Windows 10 -Cosmic,2023-03-08
+ // Setting media textures off-thread seems faster when not using sub_image_lines (Nvidia/Windows 10) -Cosmic,2023-03-31
+ return !compressed && on_main_thread();
+#endif
+}
+
// Equivalent to calling glSetSubImage2D(target, miplevel, x_offset, y_offset, width, height, pixformat, pixtype, src), assuming the total width of the image is data_width
// However, instead there are multiple calls to glSetSubImage2D on smaller slices of the image
-void subImageLines(U32 target, S32 miplevel, S32 x_offset, S32 y_offset, S32 width, S32 height, U32 pixformat, U32 pixtype, const U8* src, S32 data_width)
+void sub_image_lines(U32 target, S32 miplevel, S32 x_offset, S32 y_offset, S32 width, S32 height, U32 pixformat, U32 pixtype, const U8* src, S32 data_width)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
@@ -1223,11 +1240,7 @@ BOOL LLImageGL::setSubImage(const U8* datap, S32 data_width, S32 data_height, S3
if (!res) LL_ERRS() << "LLImageGL::setSubImage(): bindTexture failed" << LL_ENDL;
stop_glerror();
-#if LL_DARWIN
- const bool use_sub_image = false;
-#else
- const bool use_sub_image = !isCompressed();
-#endif
+ const bool use_sub_image = should_stagger_image_set(isCompressed());
if (!use_sub_image)
{
// *TODO: Why does this work here, in setSubImage, but not in
@@ -1238,7 +1251,7 @@ BOOL LLImageGL::setSubImage(const U8* datap, S32 data_width, S32 data_height, S3
}
else
{
- subImageLines(mTarget, 0, x_pos, y_pos, width, height, mFormatPrimary, mFormatType, sub_datap, data_width);
+ sub_image_lines(mTarget, 0, x_pos, y_pos, width, height, mFormatPrimary, mFormatType, sub_datap, data_width);
}
gGL.getTexUnit(0)->disable();
stop_glerror();
@@ -1455,13 +1468,7 @@ void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 widt
LL_PROFILE_ZONE_NUM(height);
free_cur_tex_image();
-#if LL_DARWIN
- const bool use_sub_image = false;
-#else
- // glTexSubImage2D doesn't work with compressed textures on select tested Nvidia GPUs on Windows 10 -Cosmic,2023-03-08
- // *TODO: Small chance that glCompressedTexImage2D/glCompressedTexSubImage2D may work better here
- const bool use_sub_image = !compress;
-#endif
+ const bool use_sub_image = should_stagger_image_set(compress);
if (!use_sub_image)
{
LL_PROFILE_ZONE_NAMED("glTexImage2D alloc + copy");
@@ -1479,7 +1486,7 @@ void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 widt
if (src)
{
LL_PROFILE_ZONE_NAMED("glTexImage2D copy");
- subImageLines(target, miplevel, 0, 0, width, height, pixformat, pixtype, src, width);
+ sub_image_lines(target, miplevel, 0, 0, width, height, pixformat, pixtype, src, width);
}
}
alloc_tex_image(width, height, pixformat);
@@ -2504,7 +2511,6 @@ LLImageGLThread::LLImageGLThread(LLWindow* window)
, mWindow(window)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
- sEnabled = true;
mFinished = false;
mContext = mWindow->createSharedContext();