diff options
| author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2026-07-22 00:40:35 -0400 |
|---|---|---|
| committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2026-07-22 00:40:35 -0400 |
| commit | 55e94847b4270d7f71016fe651800ef9e43b4bc5 (patch) | |
| tree | f06e62aed146c666cfa933b40ea7fe4fc8357f05 /indra/newview/llviewertexturelist.cpp | |
| parent | 6b9f0f0bf43250f984631032a3f3b41d245907a9 (diff) | |
Revert "Merge pull request #5829 from secondlife/geenz/texture-quality"
This reverts commit 6b4e3f3288ec1e9917cecd862a7a52945e5b4db2, reversing
changes made to 99ab6316b4ae9058f22d9f57d21e795ca45797fd.
Diffstat (limited to 'indra/newview/llviewertexturelist.cpp')
| -rw-r--r-- | indra/newview/llviewertexturelist.cpp | 236 |
1 files changed, 56 insertions, 180 deletions
diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp index 4d09eff74e..7dd32074cf 100644 --- a/indra/newview/llviewertexturelist.cpp +++ b/indra/newview/llviewertexturelist.cpp @@ -47,7 +47,6 @@ #include "message.h" #include "lldrawpoolbump.h" // to init bumpmap images -#include "llagentcamera.h" #include "lltexturecache.h" #include "lltexturefetch.h" #include "llviewercontrol.h" @@ -62,8 +61,6 @@ #include "lltracerecording.h" #include "llviewerdisplay.h" #include "llviewerwindow.h" -#include "llsurface.h" -#include "llvoavatarself.h" #include "llprogressview.h" //////////////////////////////////////////////////////////////////////////// @@ -71,7 +68,6 @@ void (*LLViewerTextureList::sUUIDCallback)(void **, const LLUUID&) = NULL; S32 LLViewerTextureList::sNumImages = 0; -F32 LLViewerTextureList::sCurrentBubbleMeters = 0.f; LLViewerTextureList gTextureList; @@ -97,20 +93,6 @@ 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) @@ -917,7 +899,8 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag { llassert(!gCubeSnapshot); - constexpr F32 BIAS_TRS_ON_SCREEN = 1.f; // perf gate for face-loop early exit + constexpr F32 BIAS_TRS_OUT_OF_SCREEN = 1.5f; + constexpr F32 BIAS_TRS_ON_SCREEN = 1.f; if (imagep->getBoostLevel() < LLViewerFetchedTexture::BOOST_HIGH) // don't bother checking face list for boosted textures { @@ -927,67 +910,9 @@ 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); @@ -1023,15 +948,6 @@ 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), @@ -1047,10 +963,6 @@ 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) @@ -1058,6 +970,13 @@ 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 @@ -1076,95 +995,57 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag } } - bool used_face_fast_path = (face_count > max_faces_to_check); - if (used_face_fast_path) + if (face_count > max_faces_to_check) { // 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; } - imagep->addTextureStats(max_vsize); + 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 - // 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; + if (LLViewerTexture::sDesiredDiscardBias > BIAS_TRS_OUT_OF_SCREEN || + (!on_screen && LLViewerTexture::sDesiredDiscardBias > BIAS_TRS_ON_SCREEN)) + { + imagep->mMaxVirtualSize = 0.f; + } } - 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); + imagep->addTextureStats(max_vsize); - // 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; + // Derive stream priority channel from face lists. + // Map render texture channels to priority channels: + // 0 = normal, 1 = diffuse, 2 = specular, 3 = emissive + { + static const S32 render_to_priority[] = { + 1, // DIFFUSE_MAP (0) + 0, // NORMAL_MAP / ALTERNATE_DIFFUSE_MAP (1) + 2, // SPECULAR_MAP (2) + 1, // BASECOLOR_MAP (3) + 2, // METALLIC_ROUGHNESS_MAP (4) + 0, // GLTF_NORMAL_MAP (5) + 3, // EMISSIVE_MAP (6) + }; - if (!has_clock || time_since <= grace) - { - imagep->mStalenessFactor = 0.f; - } - else + S32 priority_channel = 1; // default to diffuse + for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i) { - 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) + if (imagep->getNumFaces(i) > 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; + priority_channel = llmin(priority_channel, render_to_priority[i]); } } - } + static LLCachedControl<LLVector4> channel_priority(gSavedSettings, "TextureChannelPriority", + LLVector4(10.0f, 20.0f, 40.0f, 20.0f)); + F32 factor = llmax(channel_priority().mV[priority_channel], 0.1f); + if (factor != 1.0f) + { + imagep->mMaxVirtualSize /= factor; + } + } } #if 0 @@ -1273,7 +1154,8 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time) imagep->postCreateTexture(); imagep->mCreatePending = false; - if (imagep->hasGLTexture() && imagep->getDiscardLevel() < imagep->getDesiredDiscardLevel()) + if (imagep->hasGLTexture() && imagep->getDiscardLevel() < imagep->getDesiredDiscardLevel() && + (imagep->getDesiredDiscardLevel() <= MAX_DISCARD_LEVEL)) { // 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, @@ -1298,16 +1180,13 @@ 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 - // 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; + // 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 + 5; create_timer.reset(); while (!mDownScaleQueue.empty()) @@ -1409,15 +1288,12 @@ 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); - // 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 + if (LLViewerTexture::sDesiredDiscardBias > 1.f && LLViewerTexture::sBiasTexturesUpdated < (U32)mUUIDMap.size()) { - update_count = (S32)(update_count * pressure_scale); + // 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); // 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 |
