diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2023-11-29 10:45:43 +0200 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2023-11-29 10:45:43 +0200 |
commit | d1c0a5b840e9ec2d3a468216339ae5367aed4bf5 (patch) | |
tree | 30a47a8bf5ba4561c0f6d3839afd1a9f35dac873 /indra/llrender/llrender.cpp | |
parent | 6f99a844efe4e7809ed0a995b0118851e6f0d8d5 (diff) | |
parent | 53e958a2638705572ed7dbf61369d92b332c4b60 (diff) |
Merge branch 'DRTVWR-559' into marchcat/587-v-pbr-merge
# Conflicts:
# indra/llcommon/CMakeLists.txt
# indra/newview/llspatialpartition.cpp
# indra/newview/llviewergenericmessage.cpp
# indra/newview/llvoavatar.cpp
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r-- | indra/llrender/llrender.cpp | 331 |
1 files changed, 198 insertions, 133 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 72cca1f2a2..ee66122774 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -35,6 +35,7 @@ #include "llrendertarget.h" #include "lltexture.h" #include "llshadermgr.h" +#include "hbxxh.h" #if LL_WINDOWS extern void APIENTRY gl_debug_callback(GLenum source, @@ -54,8 +55,14 @@ F32 gGLModelView[16]; F32 gGLLastModelView[16]; F32 gGLLastProjection[16]; F32 gGLProjection[16]; + +// transform from last frame's camera space to this frame's camera space (and inverse) +F32 gGLDeltaModelView[16]; +F32 gGLInverseDeltaModelView[16]; + S32 gGLViewport[4]; + U32 LLRender::sUICalls = 0; U32 LLRender::sUIVerts = 0; U32 LLTexUnit::sWhiteTexture = 0; @@ -63,14 +70,20 @@ bool LLRender::sGLCoreProfile = false; bool LLRender::sNsightDebugSupport = false; LLVector2 LLRender::sUIGLScaleFactor = LLVector2(1.f, 1.f); -static const U32 LL_NUM_TEXTURE_LAYERS = 32; -static const U32 LL_NUM_LIGHT_UNITS = 8; +struct LLVBCache +{ + LLPointer<LLVertexBuffer> vb; + std::chrono::steady_clock::time_point touched; +}; + +static std::unordered_map<U64, LLVBCache> sVBCache; static const GLenum sGLTextureType[] = { GL_TEXTURE_2D, - GL_TEXTURE_RECTANGLE_ARB, - GL_TEXTURE_CUBE_MAP_ARB, + GL_TEXTURE_RECTANGLE, + GL_TEXTURE_CUBE_MAP, + GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_3D }; @@ -122,7 +135,7 @@ void LLTexUnit::refreshState(void) gGL.flush(); - glActiveTextureARB(GL_TEXTURE0_ARB + mIndex); + glActiveTexture(GL_TEXTURE0 + mIndex); if (mCurrTexType != TT_NONE) { @@ -143,7 +156,7 @@ void LLTexUnit::activate(void) if ((S32)gGL.mCurrTextureUnitIndex != mIndex || gGL.mDirty) { gGL.flush(); - glActiveTextureARB(GL_TEXTURE0_ARB + mIndex); + glActiveTexture(GL_TEXTURE0 + mIndex); gGL.mCurrTextureUnitIndex = mIndex; } } @@ -154,13 +167,10 @@ void LLTexUnit::enable(eTextureType type) if ( (mCurrTexType != type || gGL.mDirty) && (type != TT_NONE) ) { - stop_glerror(); activate(); - stop_glerror(); if (mCurrTexType != TT_NONE && !gGL.mDirty) { disable(); // Force a disable of a previous texture type if it's enabled. - stop_glerror(); } mCurrTexType = type; @@ -174,11 +184,7 @@ void LLTexUnit::disable(void) if (mCurrTexType != TT_NONE) { - activate(); unbind(mCurrTexType); - gGL.flush(); - setTextureColorSpace(TCS_LINEAR); - mCurrTexType = TT_NONE; } } @@ -186,8 +192,8 @@ void LLTexUnit::disable(void) void LLTexUnit::bindFast(LLTexture* texture) { LLImageGL* gl_tex = texture->getGLTexture(); - - glActiveTextureARB(GL_TEXTURE0_ARB + mIndex); + texture->setActive(); + glActiveTexture(GL_TEXTURE0 + mIndex); gGL.mCurrTextureUnitIndex = mIndex; mCurrTexture = gl_tex->getTexName(); if (!mCurrTexture) @@ -223,7 +229,7 @@ bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind) enable(gl_tex->getTarget()); mCurrTexture = gl_tex->getTexName(); glBindTexture(sGLTextureType[gl_tex->getTarget()], mCurrTexture); - if(gl_tex->updateBindStats(gl_tex->mTextureMemory)) + if(gl_tex->updateBindStats()) { texture->setActive() ; texture->updateBindStatsForTester() ; @@ -302,7 +308,7 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind, S32 mCurrTexture = texname; glBindTexture(sGLTextureType[texture->getTarget()], mCurrTexture); stop_glerror(); - texture->updateBindStats(texture->mTextureMemory); + texture->updateBindStats(); mHasMipMaps = texture->mHasMipMaps; if (texture->mTexOptionsDirty) { @@ -334,14 +340,14 @@ bool LLTexUnit::bind(LLCubeMap* cubeMap) if (mCurrTexture != cubeMap->mImages[0]->getTexName()) { - if (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) + if (LLCubeMap::sUseCubeMaps) { activate(); enable(LLTexUnit::TT_CUBE_MAP); mCurrTexture = cubeMap->mImages[0]->getTexName(); - glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mCurrTexture); + glBindTexture(GL_TEXTURE_CUBE_MAP, mCurrTexture); mHasMipMaps = cubeMap->mImages[0]->mHasMipMaps; - cubeMap->mImages[0]->updateBindStats(cubeMap->mImages[0]->mTextureMemory); + cubeMap->mImages[0]->updateBindStats(); if (cubeMap->mImages[0]->mTexOptionsDirty) { cubeMap->mImages[0]->mTexOptionsDirty = false; @@ -369,10 +375,7 @@ bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth) if (bindDepth) { - if (renderTarget->hasStencil()) - { - LL_ERRS() << "Cannot bind a render buffer for sampling. Allocate render target without a stencil buffer if sampling of depth buffer is required." << LL_ENDL; - } + llassert(renderTarget->getDepth()); // target MUST have a depth buffer attachment bindManual(renderTarget->getUsage(), renderTarget->getDepth()); } @@ -469,7 +472,7 @@ void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode) glTexParameteri (sGLTextureType[mCurrTexType], GL_TEXTURE_WRAP_T, sGLAddressMode[mode]); if (mCurrTexType == TT_CUBE_MAP) { - glTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, sGLAddressMode[mode]); + glTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, sGLAddressMode[mode]); } } @@ -515,22 +518,15 @@ void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions optio } } - if (gGLManager.mHasAnisotropic) + if (gGLManager.mGLVersion >= 4.59f) { if (LLImageGL::sGlobalUseAnisotropic && option == TFO_ANISOTROPIC) { - if (gGL.mMaxAnisotropy < 1.f) - { - glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gGL.mMaxAnisotropy); - - LL_INFOS() << "gGL.mMaxAnisotropy: " << gGL.mMaxAnisotropy << LL_ENDL ; - gGL.mMaxAnisotropy = llmax(1.f, gGL.mMaxAnisotropy) ; - } - glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY_EXT, gGL.mMaxAnisotropy); + glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY, gGLManager.mMaxAnisotropy); } else { - glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f); + glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY, 1.f); } } } @@ -544,7 +540,7 @@ GLint LLTexUnit::getTextureSource(eTextureBlendSrc src) case TBS_PREV_ALPHA: case TBS_ONE_MINUS_PREV_COLOR: case TBS_ONE_MINUS_PREV_ALPHA: - return GL_PREVIOUS_ARB; + return GL_PREVIOUS; // All four cases should return the same value. case TBS_TEX_COLOR: @@ -558,18 +554,18 @@ GLint LLTexUnit::getTextureSource(eTextureBlendSrc src) case TBS_VERT_ALPHA: case TBS_ONE_MINUS_VERT_COLOR: case TBS_ONE_MINUS_VERT_ALPHA: - return GL_PRIMARY_COLOR_ARB; + return GL_PRIMARY_COLOR; // All four cases should return the same value. case TBS_CONST_COLOR: case TBS_CONST_ALPHA: case TBS_ONE_MINUS_CONST_COLOR: case TBS_ONE_MINUS_CONST_ALPHA: - return GL_CONSTANT_ARB; + return GL_CONSTANT; default: LL_WARNS() << "Unknown eTextureBlendSrc: " << src << ". Using Vertex Color instead." << LL_ENDL; - return GL_PRIMARY_COLOR_ARB; + return GL_PRIMARY_COLOR; } } @@ -638,10 +634,10 @@ void LLTexUnit::debugTextureUnit(void) if (mIndex < 0) return; GLint activeTexture; - glGetIntegerv(GL_ACTIVE_TEXTURE_ARB, &activeTexture); - if ((GL_TEXTURE0_ARB + mIndex) != activeTexture) + glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture); + if ((GL_TEXTURE0 + mIndex) != activeTexture) { - U32 set_unit = (activeTexture - GL_TEXTURE0_ARB); + U32 set_unit = (activeTexture - GL_TEXTURE0); LL_WARNS() << "Incorrect Texture Unit! Expected: " << set_unit << " Actual: " << mIndex << LL_ENDL; } } @@ -649,29 +645,6 @@ void LLTexUnit::debugTextureUnit(void) void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) { mTexColorSpace = space; - -#if USE_SRGB_DECODE - if (gGLManager.mHasTexturesRGBDecode) - { - if (space == TCS_SRGB) - { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT); - } - else - { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); - } - - if (gDebugGL) - { - assert_glerror(); - } - } - else - { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); - } -#endif } LLLightState::LLLightState(S32 index) @@ -734,6 +707,24 @@ void LLLightState::setSunPrimary(bool v) } } +void LLLightState::setSize(F32 v) +{ + if (mSize != v) + { + ++gGL.mLightHash; + mSize = v; + } +} + +void LLLightState::setFalloff(F32 v) +{ + if (mFalloff != v) + { + ++gGL.mLightHash; + mFalloff = v; + } +} + void LLLightState::setAmbient(const LLColor4& ambient) { if (mAmbient != ambient) @@ -827,19 +818,16 @@ LLRender::LLRender() mCount(0), mQuadCycle(0), mMode(LLRender::TRIANGLES), - mCurrTextureUnitIndex(0), - mMaxAnisotropy(0.f) + mCurrTextureUnitIndex(0) { - mTexUnits.reserve(LL_NUM_TEXTURE_LAYERS); for (U32 i = 0; i < LL_NUM_TEXTURE_LAYERS; i++) { - mTexUnits.push_back(new LLTexUnit(i)); + mTexUnits[i].mIndex = i; } - mDummyTexUnit = new LLTexUnit(-1); for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; ++i) { - mLightState.push_back(new LLLightState(i)); + mLightState[i].mIndex = i; } for (U32 i = 0; i < 4; i++) @@ -874,9 +862,9 @@ void LLRender::init(bool needs_vertex_buffer) #if LL_WINDOWS if (gGLManager.mHasDebugOutput && gDebugGL) { //setup debug output callback - //glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); - glDebugMessageCallbackARB((GLDEBUGPROCARB) gl_debug_callback, NULL); - glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); + //glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); + glDebugMessageCallback((GLDEBUGPROC) gl_debug_callback, NULL); + glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); } #endif @@ -888,14 +876,14 @@ void LLRender::init(bool needs_vertex_buffer) glCullFace(GL_BACK); - if (sGLCoreProfile && !LLVertexBuffer::sUseVAO) - { //bind a dummy vertex array object so we're core profile compliant -#ifdef GL_ARB_vertex_array_object - U32 ret; - glGenVertexArrays(1, &ret); - glBindVertexArray(ret); -#endif - } + // necessary for reflection maps + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); + + { //bind a dummy vertex array object so we're core profile compliant + U32 ret; + glGenVertexArrays(1, &ret); + glBindVertexArray(ret); + } if (needs_vertex_buffer) { @@ -907,8 +895,8 @@ void LLRender::initVertexBuffer() { llassert_always(mBuffer.isNull()); stop_glerror(); - mBuffer = new LLVertexBuffer(immediate_mask, 0); - mBuffer->allocateBuffer(4096, 0, TRUE); + mBuffer = new LLVertexBuffer(immediate_mask); + mBuffer->allocateBuffer(4096, 0); mBuffer->getVertexStrider(mVerticesp); mBuffer->getTexCoord0Strider(mTexcoordsp); mBuffer->getColorStrider(mColorsp); @@ -922,19 +910,6 @@ void LLRender::resetVertexBuffer() void LLRender::shutdown() { - for (U32 i = 0; i < mTexUnits.size(); i++) - { - delete mTexUnits[i]; - } - mTexUnits.clear(); - delete mDummyTexUnit; - mDummyTexUnit = NULL; - - for (U32 i = 0; i < mLightState.size(); ++i) - { - delete mLightState[i]; - } - mLightState.clear(); resetVertexBuffer(); } @@ -946,10 +921,10 @@ void LLRender::refreshState(void) for (U32 i = 0; i < mTexUnits.size(); i++) { - mTexUnits[i]->refreshState(); + mTexUnits[i].refreshState(); } - mTexUnits[active_unit]->activate(); + mTexUnits[active_unit].activate(); setColorMask(mCurrColorMask[0], mCurrColorMask[1], mCurrColorMask[2], mCurrColorMask[3]); @@ -977,10 +952,11 @@ void LLRender::syncLightState() LLVector3 diffuse[LL_NUM_LIGHT_UNITS]; LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS]; bool sun_primary[LL_NUM_LIGHT_UNITS]; + LLVector2 size[LL_NUM_LIGHT_UNITS]; for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) { - LLLightState *light = mLightState[i]; + LLLightState *light = &mLightState[i]; position[i] = light->mPosition; direction[i] = light->mSpotDirection; @@ -988,17 +964,19 @@ void LLRender::syncLightState() diffuse[i].set(light->mDiffuse.mV); diffuse_b[i].set(light->mDiffuseB.mV); sun_primary[i] = light->mSunIsPrimary; + size[i].set(light->mSize, light->mFalloff); } shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV); shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); + shader->uniform2fv(LLShaderMgr::LIGHT_DEFERRED_ATTENUATION, LL_NUM_LIGHT_UNITS, size[0].mV); shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV); - shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); + shader->uniform3fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0); - shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV); - shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); - shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV); + //shader->uniform3fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV); + //shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); + //shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV); } } @@ -1095,13 +1073,20 @@ void LLRender::syncMatrices() { //update projection matrix, normal, and MVP glh::matrix4f& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; - // it would be nice to have this automatically track the state of the proj matrix - // but certain render paths (deferred lighting) require it to be mismatched *sigh* - //if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) - //{ - // glh::matrix4f inv_proj = mat.inverse(); - // shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); - //} + // GZ: This was previously disabled seemingly due to a bug involving the deferred renderer's regular pushing and popping of mats. + // We're reenabling this and cleaning up the code around that - that would've been the appropriate course initially. + // Anything beyond the standard proj and inv proj mats are special cases. Please setup special uniforms accordingly in the future. + if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) + { + glh::matrix4f inv_proj = mat.inverse(); + shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); + } + + // Used by some full screen effects - such as full screen lights, glow, etc. + if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX)) + { + shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glh::matrix4f::identity().m); + } shader->uniformMatrix4fv(name[MM_PROJECTION], 1, GL_FALSE, mat.m); shader->mMatHash[MM_PROJECTION] = mMatHash[MM_PROJECTION]; @@ -1479,12 +1464,7 @@ void LLRender::blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor, llassert(color_dfactor < BF_UNDEF); llassert(alpha_sfactor < BF_UNDEF); llassert(alpha_dfactor < BF_UNDEF); - if (!gGLManager.mHasBlendFuncSeparate) - { - LL_WARNS_ONCE("render") << "no glBlendFuncSeparateEXT(), using color-only blend func" << LL_ENDL; - blendFunc(color_sfactor, color_dfactor); - return; - } + if (mCurrBlendColorSFactor != color_sfactor || mCurrBlendColorDFactor != color_dfactor || mCurrBlendAlphaSFactor != alpha_sfactor || mCurrBlendAlphaDFactor != alpha_dfactor) { @@ -1493,8 +1473,9 @@ void LLRender::blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor, mCurrBlendColorDFactor = color_dfactor; mCurrBlendAlphaDFactor = alpha_dfactor; flush(); - glBlendFuncSeparateEXT(sGLBlendFactor[color_sfactor], sGLBlendFactor[color_dfactor], - sGLBlendFactor[alpha_sfactor], sGLBlendFactor[alpha_dfactor]); + + glBlendFuncSeparate(sGLBlendFactor[color_sfactor], sGLBlendFactor[color_dfactor], + sGLBlendFactor[alpha_sfactor], sGLBlendFactor[alpha_dfactor]); } } @@ -1502,12 +1483,12 @@ LLTexUnit* LLRender::getTexUnit(U32 index) { if (index < mTexUnits.size()) { - return mTexUnits[index]; + return &mTexUnits[index]; } else { LL_DEBUGS() << "Non-existing texture unit layer requested: " << index << LL_ENDL; - return mDummyTexUnit; + return &mDummyTexUnit; } } @@ -1515,7 +1496,7 @@ LLLightState* LLRender::getLight(U32 index) { if (index < mLightState.size()) { - return mLightState[index]; + return &mLightState[index]; } return NULL; @@ -1599,6 +1580,7 @@ void LLRender::flush() if (mCount > 0) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + llassert(LLGLSLShader::sCurBoundShaderPtr != nullptr); if (!mUIOffset.empty()) { sUICalls++; @@ -1639,24 +1621,108 @@ void LLRender::flush() if (mBuffer) { - if (mBuffer->useVBOs() && !mBuffer->isLocked()) - { //hack to only flush the part of the buffer that was updated (relies on stream draw using buffersubdata) - mBuffer->getVertexStrider(mVerticesp, 0, count); - mBuffer->getTexCoord0Strider(mTexcoordsp, 0, count); - mBuffer->getColorStrider(mColorsp, 0, count); + + HBXXH64 hash; + U32 attribute_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask; + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache hash"); + + hash.update((U8*)mVerticesp.get(), count * sizeof(LLVector4a)); + if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0) + { + hash.update((U8*)mTexcoordsp.get(), count * sizeof(LLVector2)); + } + + if (attribute_mask & LLVertexBuffer::MAP_COLOR) + { + hash.update((U8*)mColorsp.get(), count * sizeof(LLColor4U)); + } + + hash.finalize(); + } + + + U64 vhash = hash.digest(); + + // check the VB cache before making a new vertex buffer + // This is a giant hack to deal with (mostly) our terrible UI rendering code + // that was built on top of OpenGL immediate mode. Huge performance wins + // can be had by not uploading geometry to VRAM unless absolutely necessary. + // Most of our usage of the "immediate mode" style draw calls is actually + // sending the same geometry over and over again. + // To leverage this, we maintain a running hash of the vertex stream being + // built up before a flush, and then check that hash against a VB + // cache just before creating a vertex buffer in VRAM + std::unordered_map<U64, LLVBCache>::iterator cache = sVBCache.find(vhash); + + LLPointer<LLVertexBuffer> vb; + + if (cache != sVBCache.end()) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache hit"); + // cache hit, just use the cached buffer + vb = cache->second.vb; + cache->second.touched = std::chrono::steady_clock::now(); + } + else + { + LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache miss"); + vb = new LLVertexBuffer(attribute_mask); + vb->allocateBuffer(count, 0); + + vb->setBuffer(); + + vb->setPositionData((LLVector4a*) mVerticesp.get()); + + if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0) + { + vb->setTexCoordData(mTexcoordsp.get()); + } + + if (attribute_mask & LLVertexBuffer::MAP_COLOR) + { + vb->setColorData(mColorsp.get()); + } + + vb->unbind(); + + sVBCache[vhash] = { vb , std::chrono::steady_clock::now() }; + + static U32 miss_count = 0; + miss_count++; + if (miss_count > 1024) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache clean"); + miss_count = 0; + auto now = std::chrono::steady_clock::now(); + + using namespace std::chrono_literals; + // every 1024 misses, clean the cache of any VBs that haven't been touched in the last second + for (std::unordered_map<U64, LLVBCache>::iterator iter = sVBCache.begin(); iter != sVBCache.end(); ) + { + if (now - iter->second.touched > 1s) + { + iter = sVBCache.erase(iter); + } + else + { + ++iter; + } + } + } } - mBuffer->flush(); - mBuffer->setBuffer(immediate_mask); + vb->setBuffer(); if (mMode == LLRender::QUADS && sGLCoreProfile) { - mBuffer->drawArrays(LLRender::TRIANGLES, 0, count); + vb->drawArrays(LLRender::TRIANGLES, 0, count); mQuadCycle = 1; } else { - mBuffer->drawArrays(mMode, 0, count); + vb->drawArrays(mMode, 0, count); } } else @@ -1948,8 +2014,7 @@ void LLRender::texCoord2fv(const GLfloat* tc) void LLRender::color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a) { - if (!LLGLSLShader::sCurBoundShaderPtr || - LLGLSLShader::sCurBoundShaderPtr->mAttributeMask & LLVertexBuffer::MAP_COLOR) + if (!LLGLSLShader::sCurBoundShaderPtr || LLGLSLShader::sCurBoundShaderPtr->mAttributeMask & LLVertexBuffer::MAP_COLOR) { mColorsp[mCount] = LLColor4U(r,g,b,a); } |