diff options
| author | Erik Kundiman <erik@megapahit.org> | 2026-06-13 14:20:22 +0800 |
|---|---|---|
| committer | Erik Kundiman <erik@megapahit.org> | 2026-06-13 17:44:11 +0800 |
| commit | 191669d38d232d2bd61a0dd2252c7a3543a2b467 (patch) | |
| tree | c1783f307fd217f38b31cebbe830ba0481925f8a /indra/llwindow | |
| parent | 47b583e9caa3388cd41f70e8de0a5a950082979d (diff) | |
| parent | 663bf4d3eba16e1d0a781ac5261541e7e2d6b4f2 (diff) | |
Merge tag 'Second_Life_Release#663bf4d3-26.3' into 26.3
Diffstat (limited to 'indra/llwindow')
| -rw-r--r-- | indra/llwindow/llwindowmacosx-objc.h | 2 | ||||
| -rw-r--r-- | indra/llwindow/llwindowwin32.cpp | 355 | ||||
| -rw-r--r-- | indra/llwindow/llwindowwin32.h | 13 |
3 files changed, 331 insertions, 39 deletions
diff --git a/indra/llwindow/llwindowmacosx-objc.h b/indra/llwindow/llwindowmacosx-objc.h index b302a705da..ec9afb1844 100644 --- a/indra/llwindow/llwindowmacosx-objc.h +++ b/indra/llwindow/llwindowmacosx-objc.h @@ -78,6 +78,8 @@ void initMainLoop(); void cleanupViewer(); void handleUrl(const char* url); void dispatchUrl(std::string url); +void startWatchdog(std::string_view state); +void stopWatchdog(); /* Defined in llwindowmacosx-objc.mm: */ int createNSApp(int argc, const char **argv); diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp index dbdbfe390f..ddd9ce32f6 100644 --- a/indra/llwindow/llwindowwin32.cpp +++ b/indra/llwindow/llwindowwin32.cpp @@ -65,6 +65,7 @@ #include <utility> // std::pair #include <d3d9.h> +#include <d3d11.h> #include <dxgi1_4.h> #include <timeapi.h> @@ -115,7 +116,15 @@ static std::thread::id sMainThreadId; LPWSTR gIconResource = IDI_APPLICATION; LPWSTR gIconSmallResource = IDI_APPLICATION; -LPDIRECTINPUT8 gDirectInput8; + +namespace +{ + LPDIRECTINPUT8 gDirectInput8; + ID3D11Device* gD3D11Device = nullptr; + ID3D11DeviceContext* gD3D11Context = nullptr; + LUID gExpectedAdapterLUID; + HMODULE gD3D11Library; +} LLW32MsgCallback gAsyncMsgCallback = NULL; @@ -508,6 +517,10 @@ LLWindowWin32::LLWindowWin32(LLWindowCallbacks* callbacks, //MAINT-516 -- force a load of opengl32.dll just in case windows went sideways LoadLibrary(L"opengl32.dll"); + // Request high-performance GPU before creating OpenGL context + // This increases probability of discrete GPU being used when + // the context is created. + requestHighPerformanceGPU(); if (mMaxCores != 0) { @@ -523,6 +536,8 @@ LLWindowWin32::LLWindowWin32(LLWindowCallbacks* callbacks, SetProcessAffinityMask(hProcess, mask); } + setThreadPriorityHigh(); + #if 0 // this is probably a bad idea, but keep it in your back pocket if you see what looks like // process deprioritization during profiles // force high thread priority @@ -545,41 +560,6 @@ LLWindowWin32::LLWindowWin32(LLWindowCallbacks* callbacks, } #endif -#if 0 // this is also probably a bad idea, but keep it in your back pocket for getting main thread off of background thread cores (see also LLThread::threadRun) - HANDLE hThread = GetCurrentThread(); - - SYSTEM_INFO sysInfo; - - GetSystemInfo(&sysInfo); - U32 core_count = sysInfo.dwNumberOfProcessors; - - if (max_cores != 0) - { - core_count = llmin(core_count, max_cores); - } - - if (hThread) - { - int priority = GetThreadPriority(hThread); - - if (priority < THREAD_PRIORITY_TIME_CRITICAL) - { - if (SetThreadPriority(hThread, THREAD_PRIORITY_TIME_CRITICAL)) - { - LL_INFOS() << "Set thread priority to THREAD_PRIORITY_TIME_CRITICAL" << LL_ENDL; - } - else - { - LL_INFOS() << "Failed to set thread priority: " << std::hex << GetLastError() << LL_ENDL; - } - - // tell main thread to prefer core 0 - SetThreadIdealProcessor(hThread, 0); - } - } -#endif - - mFSAASamples = fsaa_samples; mIconResource = gIconResource; mIconSmallResource = gIconSmallResource; @@ -1009,6 +989,7 @@ void LLWindowWin32::close() } mDragDrop->reset(); + clearHighPerformanceGPURequest(); // Go back to screen mode written in the registry. @@ -1073,6 +1054,52 @@ bool LLWindowWin32::isValid() return (mWindowHandle != NULL); } +void LLWindowWin32::setThreadPriorityHigh() +{ + // Threads start at normal priority. But this is our main window/rendering thread, + // even if window handle belongs to another thread. So we can raise its priority + // to ensure better responsiveness and less blocking by lack of resources. + HANDLE hThread = GetCurrentThread(); + if (hThread) + { + int priority = GetThreadPriority(hThread); + + if (priority == THREAD_PRIORITY_ERROR_RETURN) + { + LL_WARNS_ONCE("Window") << "Failed to get thread priority: " << std::hex << GetLastError() << LL_ENDL; + } + else if (priority > THREAD_PRIORITY_HIGHEST) + { + // At the moment nothing should be setting 'critical' priority, + // but if that happens for some reason, we don't want to mess with it. + LL_WARNS("Window") << "setThreadPriorityHigh ignored, priority was " << (S32)priority << LL_ENDL; + } + else if (priority != THREAD_PRIORITY_HIGHEST) + { + if (SetThreadPriority(hThread, THREAD_PRIORITY_HIGHEST)) + { + LL_DEBUGS("Window") << "Set thread priority to THREAD_PRIORITY_HIGHEST" << LL_ENDL; + } + else + { + LL_WARNS("Window") << "Failed to set thread priority: " << std::hex << GetLastError() << LL_ENDL; + } + } + } +} + +void LLWindowWin32::setThreadPriorityNormal() +{ + HANDLE hThread = GetCurrentThread(); + if (hThread) + { + if (!SetThreadPriority(hThread, THREAD_PRIORITY_NORMAL)) + { + LL_WARNS_ONCE("Window") << "Failed to set thread priority: " << std::hex << GetLastError() << LL_ENDL; + } + } +} + bool LLWindowWin32::getVisible() { return (mWindowHandle && IsWindowVisible(mWindowHandle)); @@ -3043,19 +3070,31 @@ LRESULT CALLBACK LLWindowWin32::mainWindowProc(HWND h_wnd, UINT u_msg, WPARAM w_ // means that the window was un-minimized. if (w_param == SIZE_RESTORED && window_imp->mLastSizeWParam != SIZE_RESTORED) { - WINDOW_IMP_POST(window_imp->mCallbacks->handleActivate(window_imp, true)); + window_imp->post([=]() + { + window_imp->setThreadPriorityHigh(); + window_imp->mCallbacks->handleActivate(window_imp, true); + }); } // handle case of window being maximized from fully minimized state if (w_param == SIZE_MAXIMIZED && window_imp->mLastSizeWParam != SIZE_MAXIMIZED) { - WINDOW_IMP_POST(window_imp->mCallbacks->handleActivate(window_imp, true)); + window_imp->post([=]() + { + window_imp->setThreadPriorityHigh(); + window_imp->mCallbacks->handleActivate(window_imp, true); + }); } // Also handle the minimization case if (w_param == SIZE_MINIMIZED && window_imp->mLastSizeWParam != SIZE_MINIMIZED) { - WINDOW_IMP_POST(window_imp->mCallbacks->handleActivate(window_imp, false)); + window_imp->post([=]() + { + window_imp->setThreadPriorityNormal(); + window_imp->mCallbacks->handleActivate(window_imp, false); + }); } // Actually resize all of our views @@ -4620,6 +4659,238 @@ void LLWindowWin32::setDPIAwareness() } } +void LLWindowWin32::requestHighPerformanceGPU() const +{ + // Try to load d3d11.dll and request high performance adapter + gD3D11Library = LoadLibraryA("d3d11.dll"); + if (gD3D11Library) + { + typedef HRESULT(WINAPI* PFN_D3D11_CREATE_DEVICE)( + IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, + const D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, + D3D_FEATURE_LEVEL*, ID3D11DeviceContext**); + + PFN_D3D11_CREATE_DEVICE pD3D11CreateDevice = + (PFN_D3D11_CREATE_DEVICE)GetProcAddress(gD3D11Library, "D3D11CreateDevice"); + + if (pD3D11CreateDevice) + { + // Try to enumerate adapters and select the best one + IDXGIFactory1* pFactory = nullptr; + IDXGIAdapter1* pSelectedAdapter = nullptr; + std::string selected_descr; + HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory); + + if (SUCCEEDED(hr) && pFactory) + { + IDXGIAdapter1* pAdapter = nullptr; + SIZE_T maxDedicatedMemory = 0; + UINT adapterIndex = 0; + S32 adapter_count = 0; + + // Enumerate all adapters and find the one with the most dedicated video memory + while (pFactory->EnumAdapters1(adapterIndex, &pAdapter) != DXGI_ERROR_NOT_FOUND) + { + DXGI_ADAPTER_DESC1 desc; + pAdapter->GetDesc1(&desc); + + std::wstring description_w(desc.Description); + std::string description = ll_convert_wide_to_string(description_w); + + + // Skip software adapters + if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) + { + LL_DEBUGS("Window") << "Adapter " << adapterIndex << ": " << description + << ", Dedicated VRAM: " << (desc.DedicatedVideoMemory / 1024 / 1024) << " MB" + << ", Vendor: 0x" << std::hex << desc.VendorId << std::dec + << ", Flags: " << desc.Flags << LL_ENDL; + } + else + { + LL_INFOS("Window") << "Adapter " << adapterIndex << ": " << description + << ", Dedicated VRAM: " << (desc.DedicatedVideoMemory / 1024 / 1024) << " MB" + << ", Vendor: 0x" << std::hex << desc.VendorId << std::dec + << ", Flags: " << desc.Flags << LL_ENDL; + + adapter_count++; + // Select adapter with most dedicated video memory (typically the discrete GPU) + if (desc.DedicatedVideoMemory > maxDedicatedMemory) + { + if (pSelectedAdapter) + { + pSelectedAdapter->Release(); + } + pSelectedAdapter = pAdapter; + pSelectedAdapter->AddRef(); + maxDedicatedMemory = desc.DedicatedVideoMemory; + gExpectedAdapterLUID = desc.AdapterLuid; + selected_descr = description; + } + } + + pAdapter->Release(); + adapterIndex++; + } + pFactory->Release(); + + if (adapter_count < 2) + { + // Only one adapter, no need to request high-performance GPU + if (pSelectedAdapter) + { + pSelectedAdapter->Release(); + } + gExpectedAdapterLUID = { 0, 0 }; + FreeLibrary(gD3D11Library); + gD3D11Library = nullptr; + return; + } + + LL_INFOS("Window") << "Selected as preferred adapter (highest VRAM): " << selected_descr << LL_ENDL; + } + + // Create a temporary device to ensure high-performance GPU is selected + // This initialization can help "wake up" the discrete GPU + D3D_FEATURE_LEVEL featureLevel; + D3D_FEATURE_LEVEL requestedLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_11_1 }; + + bool adapterSelected = (pSelectedAdapter != nullptr); + if (adapterSelected) + { + hr = pD3D11CreateDevice( + pSelectedAdapter, + D3D_DRIVER_TYPE_UNKNOWN, + nullptr, + 0, + requestedLevels, + _countof(requestedLevels), + D3D11_SDK_VERSION, + &gD3D11Device, + &featureLevel, + &gD3D11Context + ); + pSelectedAdapter->Release(); + + if (!SUCCEEDED(hr)) + { + LL_WARNS("Window") << "D3D11 failed to use preffered adapter " << selected_descr << LL_ENDL; + gExpectedAdapterLUID = { 0, 0 }; + adapterSelected = false; + } + } + + if (!adapterSelected) + { + // Either failed to select or didn't find an adapter. + hr = pD3D11CreateDevice( + nullptr, + D3D_DRIVER_TYPE_HARDWARE, + nullptr, + 0, + requestedLevels, + _countof(requestedLevels), + D3D11_SDK_VERSION, + &gD3D11Device, + &featureLevel, + &gD3D11Context + ); + if (!SUCCEEDED(hr)) + { + LL_WARNS("Window") << "D3D11 failed to use hardware adapter" << LL_ENDL; + FreeLibrary(gD3D11Library); + gD3D11Library = nullptr; + // These shouldn't be set, but make sure they are null. + gD3D11Device = nullptr; + gD3D11Context = nullptr; + } + } + } + else + { + LL_WARNS("Window") << "Failed to get D3D11CreateDevice function from d3d11.dll. High-performance GPU request failed." << LL_ENDL; + FreeLibrary(gD3D11Library); + gD3D11Library = nullptr; + } + } +} + +bool LLWindowWin32::detectGPUChange() const +{ + if (!gD3D11Device) + { + // Can't detect without D3D11 device + return false; + } + + if (gExpectedAdapterLUID.LowPart == 0 && gExpectedAdapterLUID.HighPart == 0) + { + // No specific adapter was selected, can't detect changes. + return false; + } + + IDXGIDevice* pDXGIDevice = nullptr; + HRESULT hr = gD3D11Device->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice); + + if (SUCCEEDED(hr) && pDXGIDevice) + { + IDXGIAdapter* pCurrentAdapter = nullptr; + hr = pDXGIDevice->GetAdapter(&pCurrentAdapter); + + if (SUCCEEDED(hr) && pCurrentAdapter) + { + DXGI_ADAPTER_DESC desc; + pCurrentAdapter->GetDesc(&desc); + + std::wstring description_w(desc.Description); + + bool changed = false; + + // Check if LUID has changed + if (desc.AdapterLuid.LowPart != gExpectedAdapterLUID.LowPart || + desc.AdapterLuid.HighPart != gExpectedAdapterLUID.HighPart) + { + changed = true; + std::string current_gpu_name = ll_convert_wide_to_string(description_w); + LL_WARNS("Window") << "GPU change detected! Current adapter: " << current_gpu_name << LL_ENDL; + } + + pCurrentAdapter->Release(); + pDXGIDevice->Release(); + + return changed; + } + + if (pDXGIDevice) + { + pDXGIDevice->Release(); + } + } + + return false; +} + +void LLWindowWin32::clearHighPerformanceGPURequest() const +{ + detectGPUChange(); + gExpectedAdapterLUID = { 0, 0 }; + if (gD3D11Context) + { + gD3D11Context->Release(); + gD3D11Context = nullptr; + } + if (gD3D11Device) + { + gD3D11Device->Release(); + gD3D11Device = nullptr; + } + if (gD3D11Library) + { + FreeLibrary(gD3D11Library); + gD3D11Library = nullptr; + } +} + void* LLWindowWin32::getDirectInput8() { return &gDirectInput8; @@ -4648,6 +4919,12 @@ bool LLWindowWin32::getInputDevices(U32 device_type_filter, void LLWindowWin32::initWatchdog() { mWindowThread->initTimeout(); + + // Watchdog is effectively a 'login complete event', as the + // 'unstable' part is done and from now on we are tracking + // performance. + // No need to hold D3D11 context/device any more. + clearHighPerformanceGPURequest(); } F32 LLWindowWin32::getSystemUISize() diff --git a/indra/llwindow/llwindowwin32.h b/indra/llwindow/llwindowwin32.h index 8159092794..aab2635a34 100644 --- a/indra/llwindow/llwindowwin32.h +++ b/indra/llwindow/llwindowwin32.h @@ -148,6 +148,8 @@ protected: void initCursors(); HCURSOR loadColorCursor(LPCTSTR name); bool isValid(); + void setThreadPriorityHigh(); + void setThreadPriorityNormal(); void moveWindow(const LLCoordScreen& position,const LLCoordScreen& size); virtual LLSD getNativeKeyData(); @@ -170,6 +172,17 @@ protected: void handleCompositionMessage(U32 indexes); bool handleImeRequests(WPARAM request, LPARAM param, LRESULT *result); + // Additional function to request and hold a high-performance GPU on Windows 10+ + // + // Laptops can dynamically switch between integrated and discrete GPUs. + // The Viewer has gpu-specific optimizations, and this switching can cause problems and crashes. + // The login screen requires low performance, which can lead to the OS deciding to switch to the integrated GPU. + // To avoid this, we request and hold a high-performance GPU using A D3D11 context until login. + // For diagnostics, we also log GPU changes. + void requestHighPerformanceGPU() const; + bool detectGPUChange() const; + void clearHighPerformanceGPURequest() const; + protected: // // Platform specific methods |
