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-rw-r--r--indra/llrender/llrender.cpp247
1 files changed, 156 insertions, 91 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 7a52f9cfb5..828a509971 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -77,6 +77,7 @@ struct LLVBCache
};
static std::unordered_map<U64, LLVBCache> sVBCache;
+static thread_local std::list<LLVertexBufferData> *sBufferDataList = nullptr;
static const GLenum sGLTextureType[] =
{
@@ -1528,6 +1529,30 @@ void LLRender::clearErrors()
}
}
+void LLRender::beginList(std::list<LLVertexBufferData> *list)
+{
+ if (sBufferDataList)
+ {
+ LL_ERRS() << "beginList called while another list is open." << LL_ENDL;
+ }
+ llassert(LLGLSLShader::sCurBoundShaderPtr == &gUIProgram);
+ flush();
+ sBufferDataList = list;
+}
+
+void LLRender::endList()
+{
+ if (sBufferDataList)
+ {
+ flush();
+ sBufferDataList = nullptr;
+ }
+ else
+ {
+ llassert(false); // endList called without an open list
+ }
+}
+
void LLRender::begin(const GLuint& mode)
{
if (mode != mMode)
@@ -1570,6 +1595,7 @@ void LLRender::end()
flush();
}
}
+
void LLRender::flush()
{
STOP_GLERROR;
@@ -1618,125 +1644,164 @@ void LLRender::flush()
if (mBuffer)
{
- HBXXH64 hash;
+ LLVertexBuffer *vb;
+
U32 attribute_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask;
+ if (sBufferDataList)
+ {
+ vb = genBuffer(attribute_mask, count);
+ sBufferDataList->emplace_back(
+ vb,
+ mMode,
+ count,
+ gGL.getTexUnit(0)->mCurrTexture,
+ mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]],
+ mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]],
+ mMatrix[MM_TEXTURE0][mMatIdx[MM_TEXTURE0]]
+ );
+ }
+ else
{
- LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache hash");
+ vb = bufferfromCache(attribute_mask, count);
+ }
- hash.update((U8*)mVerticesp.get(), count * sizeof(LLVector4a));
- if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0)
- {
- hash.update((U8*)mTexcoordsp.get(), count * sizeof(LLVector2));
- }
+ drawBuffer(vb, mMode, count);
+ }
+ else
+ {
+ // mBuffer is present in main thread and not present in an image thread
+ LL_ERRS() << "A flush call from outside main rendering thread" << LL_ENDL;
+ }
- if (attribute_mask & LLVertexBuffer::MAP_COLOR)
- {
- hash.update((U8*)mColorsp.get(), count * sizeof(LLColor4U));
- }
+ resetStriders(count);
+ }
+}
- hash.finalize();
- }
+LLVertexBuffer* LLRender::bufferfromCache(U32 attribute_mask, U32 count)
+{
+ LLVertexBuffer *vb = nullptr;
+ HBXXH64 hash;
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("vb cache hash");
- U64 vhash = hash.digest();
+ hash.update((U8*)mVerticesp.get(), count * sizeof(LLVector4a));
+ if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0)
+ {
+ hash.update((U8*)mTexcoordsp.get(), count * sizeof(LLVector2));
+ }
- // 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);
+ if (attribute_mask & LLVertexBuffer::MAP_COLOR)
+ {
+ hash.update((U8*)mColorsp.get(), count * sizeof(LLColor4U));
+ }
- LLPointer<LLVertexBuffer> vb;
+ hash.finalize();
+ }
- 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);
+ 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);
+
+ 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 = genBuffer(attribute_mask, count);
- vb->setBuffer();
+ sVBCache[vhash] = { vb , std::chrono::steady_clock::now() };
- vb->setPositionData((LLVector4a*) mVerticesp.get());
+ 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();
- if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0)
+ 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)
{
- vb->setTexCoord0Data(mTexcoordsp.get());
+ iter = sVBCache.erase(iter);
}
-
- if (attribute_mask & LLVertexBuffer::MAP_COLOR)
+ else
{
- vb->setColorData(mColorsp.get());
+ ++iter;
}
+ }
+ }
+ }
+ return vb;
+}
-#if LL_DARWIN
- vb->unmapBuffer();
-#endif
- vb->unbind();
+LLVertexBuffer* LLRender::genBuffer(U32 attribute_mask, S32 count)
+{
+ LLVertexBuffer * vb = new LLVertexBuffer(attribute_mask);
+ vb->allocateBuffer(count, 0);
- sVBCache[vhash] = { vb , std::chrono::steady_clock::now() };
+ vb->setBuffer();
- 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();
+ vb->setPositionData((LLVector4a*)mVerticesp.get());
- 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;
- }
- }
- }
- }
+ if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0)
+ {
+ vb->setTexCoord0Data(mTexcoordsp.get());
+ }
- vb->setBuffer();
+ if (attribute_mask & LLVertexBuffer::MAP_COLOR)
+ {
+ vb->setColorData(mColorsp.get());
+ }
- if (mMode == LLRender::QUADS && sGLCoreProfile)
- {
- vb->drawArrays(LLRender::TRIANGLES, 0, count);
- mQuadCycle = 1;
- }
- else
- {
- vb->drawArrays(mMode, 0, count);
- }
- }
- else
- {
- // mBuffer is present in main thread and not present in an image thread
- LL_ERRS() << "A flush call from outside main rendering thread" << LL_ENDL;
- }
+#if LL_DARWIN
+ vb->unmapBuffer();
+#endif
+ vb->unbind();
+ return vb;
+}
- mVerticesp[0] = mVerticesp[count];
- mTexcoordsp[0] = mTexcoordsp[count];
- mColorsp[0] = mColorsp[count];
+void LLRender::drawBuffer(LLVertexBuffer* vb, U32 mode, S32 count)
+{
+ vb->setBuffer();
- mCount = 0;
+ if (mode == LLRender::QUADS && sGLCoreProfile)
+ {
+ vb->drawArrays(LLRender::TRIANGLES, 0, count);
+ mQuadCycle = 1;
}
+ else
+ {
+ vb->drawArrays(mode, 0, count);
+ }
+}
+
+void LLRender::resetStriders(S32 count)
+{
+ mVerticesp[0] = mVerticesp[count];
+ mTexcoordsp[0] = mTexcoordsp[count];
+ mColorsp[0] = mColorsp[count];
+
+ mCount = 0;
}
void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z)