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/newview/llviewertexturelist.cpp | |
| parent | 47b583e9caa3388cd41f70e8de0a5a950082979d (diff) | |
| parent | 663bf4d3eba16e1d0a781ac5261541e7e2d6b4f2 (diff) | |
Merge tag 'Second_Life_Release#663bf4d3-26.3' into 26.3
Diffstat (limited to 'indra/newview/llviewertexturelist.cpp')
| -rw-r--r-- | indra/newview/llviewertexturelist.cpp | 243 |
1 files changed, 210 insertions, 33 deletions
diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp index d9516de89d..992d84f6d3 100644 --- a/indra/newview/llviewertexturelist.cpp +++ b/indra/newview/llviewertexturelist.cpp @@ -47,6 +47,7 @@ #include "message.h" #include "lldrawpoolbump.h" // to init bumpmap images +#include "llagentcamera.h" #include "lltexturecache.h" #include "lltexturefetch.h" #include "llviewercontrol.h" @@ -61,6 +62,8 @@ #include "lltracerecording.h" #include "llviewerdisplay.h" #include "llviewerwindow.h" +#include "llsurface.h" +#include "llvoavatarself.h" #include "llprogressview.h" //////////////////////////////////////////////////////////////////////////// @@ -68,6 +71,7 @@ void (*LLViewerTextureList::sUUIDCallback)(void **, const LLUUID&) = NULL; S32 LLViewerTextureList::sNumImages = 0; +F32 LLViewerTextureList::sCurrentBubbleMeters = 0.f; LLViewerTextureList gTextureList; @@ -93,6 +97,20 @@ LLTextureKey::LLTextureKey(LLUUID id, ETexListType tex_type) /////////////////////////////////////////////////////////////////////////////// +// eTexIndex -> TextureChannel* index (0=Normal, 1=BaseColor, 2=Specular, +// 3=Emissive). Single source of truth - route all channel-priority lookups +// through this table. +const S32 LLViewerTextureList::sChannelToPriority[LLRender::NUM_TEXTURE_CHANNELS] = +{ + 1, // DIFFUSE_MAP (0) -> Y (diffuse) + 0, // NORMAL_MAP / ALT_DIFFUSE (1) -> X (normals) + 2, // SPECULAR_MAP (2) -> Z (specular/metallic) + 1, // BASECOLOR_MAP (3) -> Y (diffuse) + 2, // METALLIC_ROUGHNESS_MAP (4) -> Z (specular/metallic) + 0, // GLTF_NORMAL_MAP (5) -> X (normals) + 3, // EMISSIVE_MAP (6) -> W (emissive) +}; + LLViewerTextureList::LLViewerTextureList() : mForceResetTextureStats(false), mInitialized(false) @@ -909,8 +927,7 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag { llassert(!gCubeSnapshot); - constexpr F32 BIAS_TRS_OUT_OF_SCREEN = 1.5f; - constexpr F32 BIAS_TRS_ON_SCREEN = 1.f; + constexpr F32 BIAS_TRS_ON_SCREEN = 1.f; // perf gate for face-loop early exit if (imagep->getBoostLevel() < LLViewerFetchedTexture::BOOST_HIGH) // don't bother checking face list for boosted textures { @@ -920,9 +937,67 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag F32 max_vsize = 0.f; bool on_screen = false; + // Accumulators for the per-texture signals published below. + // Defaults map to "deepest discard wanted" until evidence updates them. + F32 min_distance_factor = 1.f; + F32 max_on_screen_size = 0.f; + bool on_agent_avatar = false; + F32 draw_distance = llmax(gAgentCamera.mDrawDistance, 0.001f); + + // Close-camera bubble: faces inside `bubble` meters resolve to + // dist_factor = 0, so the distance ramp spans (bubble, draw_distance]. + static LLCachedControl<F32> close_bubble(gSavedSettings, "TextureCloseBubbleMeters", 5.f); + static LLCachedControl<F32> close_bubble_min(gSavedSettings, "TextureCloseBubbleMinMeters", 0.1f); + static LLCachedControl<F32> bubble_shrink_threshold(gSavedSettings, "TextureCloseBubbleShrinkThreshold", 0.8f); + static LLCachedControl<F32> bubble_track_rate(gSavedSettings, "TextureCloseBubbleTrackRate", 0.5f); + F32 bubble_full = llmax((F32)close_bubble, 0.f); + F32 bubble_min = llclamp((F32)close_bubble_min, 0.f, bubble_full); + // Advance the slow-track once per frame, not per texture: this + // function runs once per texture so a naive per-call lerp converges + // in a single frame. + static F32 s_tracked_bubble = -1.f; + static U32 s_tracked_bubble_frame = 0; + if (s_tracked_bubble < 0.f) s_tracked_bubble = bubble_full; + if (s_tracked_bubble_frame != LLFrameTimer::getFrameCount()) + { + s_tracked_bubble_frame = LLFrameTimer::getFrameCount(); + F32 progress = LLViewerTexture::getMemoryPressureProgress(); + F32 shrink_thresh = llclampf((F32)bubble_shrink_threshold); + F32 shrink_frac = (progress > shrink_thresh) + ? (progress - shrink_thresh) / llmax(1.f - shrink_thresh, 0.0001f) + : 0.f; + F32 target_bubble = bubble_full - (bubble_full - bubble_min) * shrink_frac; + F32 dt = (F32)gFrameIntervalSeconds; + F32 alpha = 1.f - expf(-llmax(dt, 0.f) * llmax((F32)bubble_track_rate, 0.f)); + s_tracked_bubble += (target_bubble - s_tracked_bubble) * alpha; + s_tracked_bubble = llclamp(s_tracked_bubble, bubble_min, bubble_full); + sCurrentBubbleMeters = s_tracked_bubble; + } + F32 bubble = llclamp(s_tracked_bubble, 0.f, draw_distance - 0.001f); + F32 ramp_range = llmax(draw_distance - bubble, 0.001f); + U32 face_count = 0; U32 max_faces_to_check = 1024; + // Pick the least-aggressive channel across all uses, so a texture + // used as both diffuse and normal isn't penalized by its harshest + // role. -1 sentinel keeps emissive-only textures (W=3) from being + // clobbered by a smaller init value. + S32 priority_channel = -1; + for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i) + { + if (imagep->getNumFaces(i) > 0) + { + S32 mapped = sChannelToPriority[i]; + priority_channel = (priority_channel < 0) ? mapped : llmin(priority_channel, mapped); + } + } + if (priority_channel < 0) + { + priority_channel = 1; // no faces - default to diffuse + } + imagep->mPriorityChannel = (S8)priority_channel; + // get adjusted bias based on image resolution LLImageGL* img = imagep->getGLTexture(); F32 max_discard = F32(img ? img->getMaxDiscardLevel() : MAX_DISCARD_LEVEL); @@ -958,6 +1033,15 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag on_screen |= face->mInFrustum; + F32 dist_above_bubble = llmax(face->mDistanceToCamera - bubble, 0.f); + F32 dist_factor = llclampf(dist_above_bubble / ramp_range); + min_distance_factor = llmin(min_distance_factor, dist_factor); + + if (face->mAvatar && face->mAvatar == gAgentAvatarp) + { + on_agent_avatar = true; + } + // Scale desired texture resolution higher or lower depending on texture scale // // Minimum usage examples: a 1024x1024 texture with aplhabet (texture atlas), @@ -973,6 +1057,10 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag min_scale = llclamp(min_scale * min_scale, texture_scale_min(), texture_scale_max()); vsize /= min_scale; + // Raw screen-space coverage - taken before the bias / + // camera-boost mutations below so the size signal is clean. + max_on_screen_size = llmax(max_on_screen_size, vsize); + // apply bias to offscreen faces all the time, but only to onscreen faces when bias is large // use mImportanceToCamera to make bias switch a bit more gradual if (!face->mInFrustum || LLViewerTexture::sDesiredDiscardBias > 1.9f + face->mImportanceToCamera / 2.f) @@ -980,13 +1068,6 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag vsize /= bias; } - // boost resolution of textures that are important to the camera - if (face->mInFrustum) - { - static LLCachedControl<F32> texture_camera_boost(gSavedSettings, "TextureCameraBoost", 8.f); - vsize *= llmax(face->mImportanceToCamera*texture_camera_boost, 1.f); - } - max_vsize = llmax(max_vsize, vsize); // addTextureStats limits size to sMaxVirtualSize @@ -1005,25 +1086,95 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag } } - if (face_count > max_faces_to_check) + bool used_face_fast_path = (face_count > max_faces_to_check); + if (used_face_fast_path) { // this texture is used in so many places we should just boost it and not bother checking its vsize // this is especially important because the above is not time sliced and can hit multiple ms for a single texture max_vsize = MAX_IMAGE_AREA; } - if (imagep->getType() == LLViewerTexture::LOD_TEXTURE && imagep->getBoostLevel() == LLViewerTexture::BOOST_NONE) - { // conditionally reset max virtual size for unboosted LOD_TEXTURES - // this is an alternative to decaying mMaxVirtualSize over time - // that keeps textures from continously downrezzing and uprezzing in the background + imagep->addTextureStats(max_vsize); + + // Publish per-texture signals for processTextureStats. Closest face + // wins for distance (min); biggest face wins for size (max). Default + // distance=1, size=0 maps to "deepest discard wanted" - never- + // measured textures stay coarse until distance/size evidence arrives. + if (used_face_fast_path) + { + // Fast path saw only a prefix of faces - force best-quality + // sentinels to match the MAX_IMAGE_AREA vsize boost above. + imagep->mMinDistanceFactor = 0.f; + imagep->mMaxOnScreenSize = (F32)MAX_IMAGE_AREA; + } + else if (face_count == 0 && imagep->getBoostLevel() == LLGLTexture::BOOST_TERRAIN) + { + // Terrain detail textures don't register faces with the texture + // (LLVOSurfacePatch addFace(NULL)). Drive distance from the LOD + // system; floor at a small nonzero value so pressure has + // something to bite into (pow(0, p) = 0). + static LLCachedControl<F32> terrain_distance_floor(gSavedSettings, "TextureTerrainDistanceFloor", 0.01f); + static LLCachedControl<F32> terrain_coverage(gSavedSettings, "TextureTerrainCoverageFraction", 0.99f); + F32 nearest = LLSurface::sNearestVisiblePatchDistance; + F32 nearest_above_bubble = (nearest < FLT_MAX) ? llmax(nearest - bubble, 0.f) : ramp_range; + F32 dist = llclampf(nearest_above_bubble / ramp_range); + imagep->mMinDistanceFactor = llmax(dist, llclampf((F32)terrain_distance_floor)); + imagep->mMaxOnScreenSize = LLViewerTexture::sWindowPixelArea * llclampf((F32)terrain_coverage); + } + else + { + imagep->mMinDistanceFactor = min_distance_factor; + imagep->mMaxOnScreenSize = max_on_screen_size; + } + imagep->mOnAgentAvatar = on_agent_avatar; + + // Bind-staleness. Avatar bakes exempt (cloud-bug protection). + // Per-interval increment is 1/max_discard so saturation time is + // interval * max_discard seconds regardless of texture size. + // Never-bound textures defer to distance/size or initial fetch + // could never start. + if (LLViewerFetchedTexture::isAgentAvatarBoost(imagep->getBoostLevel())) + { + imagep->mStalenessFactor = 0.f; + } + else if (LLImageGL* gli = imagep->getGLTexture()) + { + static LLCachedControl<F32> bind_decay_seconds(gSavedSettings, "TextureBindDecaySeconds", 5.f); + static LLCachedControl<F32> staleness_interval(gSavedSettings, "TextureStalenessIntervalSeconds", 5.f); + F32 grace = llmax((F32)bind_decay_seconds, 0.f); + F32 interval = llmax((F32)staleness_interval, 0.0001f); + + // Clock starts at whichever is later: the last real bind or + // the GL-create time. The latter is the fallback for textures + // decoded into GL but never actually rendered - without it, + // mLastBindTime stays 0 forever and staleness can't evict. + F32 clock_time = llmax(gli->mLastBindTime, gli->mGLCreateTime); + bool has_clock = (clock_time > 0.f); + F32 time_since = has_clock ? (LLImageGL::sLastFrameTime - clock_time) : 0.f; - if (LLViewerTexture::sDesiredDiscardBias > BIAS_TRS_OUT_OF_SCREEN || - (!on_screen && LLViewerTexture::sDesiredDiscardBias > BIAS_TRS_ON_SCREEN)) + if (!has_clock || time_since <= grace) { - imagep->mMaxVirtualSize = 0.f; + imagep->mStalenessFactor = 0.f; + } + else + { + S32 full_w = imagep->getFullWidth(); + S32 full_h = imagep->getFullHeight(); + S32 max_discard = (full_w > 0 && full_h > 0) + ? LLImageGL::dimDerivedMaxDiscard(full_w, full_h) + : (S32)gli->getMaxDiscardLevel(); + if (max_discard > 0) + { + F32 steps = (time_since - grace) / interval; + F32 step_size = 1.f / (F32)max_discard; + imagep->mStalenessFactor = llclampf(steps * step_size); + } + else + { + imagep->mStalenessFactor = 0.f; + } } } - imagep->addTextureStats(max_vsize); } #if 0 @@ -1106,7 +1257,17 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) while (!mCreateTextureList.empty()) { - LLViewerFetchedTexture* imagep = mCreateTextureList.front(); + // Hold a smart pointer to keep the texture alive throughout processing, + // even if side effects (e.g. pipeline rebuilds, GL operations) indirectly + // cause other references to be released. (see: #5426) + LLPointer<LLViewerFetchedTexture> imagep = mCreateTextureList.front(); + mCreateTextureList.pop(); + + if (!imagep) + { + continue; + } + llassert(imagep->mCreatePending); // desired discard may change while an image is being decoded. If the texture in VRAM is sufficient @@ -1122,8 +1283,7 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) imagep->postCreateTexture(); imagep->mCreatePending = false; - if (imagep->hasGLTexture() && imagep->getDiscardLevel() < imagep->getDesiredDiscardLevel() && - (imagep->getDesiredDiscardLevel() <= MAX_DISCARD_LEVEL)) + if (imagep->hasGLTexture() && imagep->getDiscardLevel() < imagep->getDesiredDiscardLevel()) { // NOTE: this may happen if the desired discard reduces while a decode is in progress and does not // necessarily indicate a problem, but if log occurrences excede that of dsiplay_stats: FPS, @@ -1132,8 +1292,6 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) imagep->scaleDown(); } - mCreateTextureList.pop(); - if (create_timer.getElapsedTimeF32() > max_time) { break; @@ -1152,13 +1310,19 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) gCopyProgram.bind(); gPipeline.mScreenTriangleVB->setBuffer(); - // give time to downscaling first -- if mDownScaleQueue is not empty, we're running out of memory and need + // give time to downscaling first - if mDownScaleQueue is not empty, we're running out of memory and need // to free up memory by discarding off screen textures quickly - // do at least 5 and make sure we don't get too far behind even if it violates - // the time limit. If we don't downscale quickly the viewer will hit swap and may - // freeze. S32 min_count = (S32)mCreateTextureList.size() / 20 + 3; + // Drain rate scales with both pending creates and the downscale + // queue itself. Without the queue term, a backlog of evictions + // could only drain 5/frame regardless of size, and the system + // can't actually free VRAM fast enough under pressure. +/* + S32 min_count = (S32)mCreateTextureList.size() / 20 + + (S32)mDownScaleQueue.size() / 5 + + 5; +*/ create_timer.reset(); while (!mDownScaleQueue.empty()) @@ -1204,8 +1368,18 @@ F32 LLViewerTextureList::updateImagesLoadingFastCache(F32 max_time) LLTimer timer; image_list_t::iterator enditer = mFastCacheList.begin(); { - // prelock fast cache mutex to avoid waiting multiple times. - LLMutexLock cache_lock(LLAppViewer::getTextureCache()->getFastCacheMutex()); + // Prelock fast cache mutex to avoid waiting multiple times. + LLMutexTrylock fast_cache_lock(LLAppViewer::getTextureCache()->getFastCacheMutex()); + if (!fast_cache_lock.isLocked()) + { + // Cache is busy, skip this update cycle to avoid blocking the main thread. + // + // Generally fast cache operations are brief and rare in comparison to writing + // main texture body, but if disk is busy, it can get stuck for multiple + // seconds, waiting for that long is not practical. + // But some variant of a timed try lock for 0.1ms or less might be optimal. + return 0.0f; + } for (image_list_t::iterator iter = mFastCacheList.begin(); iter != mFastCacheList.end();) { @@ -1250,12 +1424,15 @@ F32 LLViewerTextureList::updateImagesFetchTextures(F32 max_time) //update MIN_UPDATE_COUNT or 5% of other textures, whichever is greater update_count = llmax((U32) MIN_UPDATE_COUNT, (U32) mUUIDMap.size()/20); - if (LLViewerTexture::sDesiredDiscardBias > 1.f + // Scale up the per-frame update window under VRAM pressure so eviction + // candidates get re-evaluated quickly. Both the legacy bias and the + // new pressure multiplier widen the window. + F32 pressure_scale = llmax(LLViewerTexture::sDesiredDiscardBias, + LLViewerTexture::sMemoryPressureMultiplier); + if (pressure_scale > 1.f && LLViewerTexture::sBiasTexturesUpdated < (U32)mUUIDMap.size()) { - // We are over memory target. Bias affects discard rates, so update - // existing textures agresively to free memory faster. - update_count = (S32)(update_count * LLViewerTexture::sDesiredDiscardBias); + update_count = (S32)(update_count * pressure_scale); // This isn't particularly precise and can overshoot, but it doesn't need // to be, just making sure it did a full circle and doesn't get stuck updating |
