diff options
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r-- | indra/llrender/llrender.cpp | 175 |
1 files changed, 109 insertions, 66 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 8cd2d9cc15..182f61f907 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 +1529,25 @@ void LLRender::clearErrors() } } +void LLRender::beginList(std::list<LLVertexBufferData> *list) +{ + flush(); + sBufferDataList = list; +} + +void LLRender::endList() +{ + if (sBufferDataList) + { + flush(); + sBufferDataList = nullptr; + } + else + { + llassert(false); // something failed to provide a list or closed it twice + } +} + void LLRender::begin(const GLuint& mode) { if (mode != mMode) @@ -1663,78 +1683,26 @@ void LLRender::flush() if (mBuffer) { - HBXXH64 hash; - U32 attribute_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask; + LLVertexBuffer *vb; - { - 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; + U32 attribute_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask; - if (cache != sVBCache.end()) + if (sBufferDataList) { - 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(); + 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 miss"); - vb = genBuffer(attribute_mask, count); - - 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; - } - } - } + vb = bufferfromCache(attribute_mask, count); } drawBuffer(vb, mMode, count); @@ -1749,6 +1717,81 @@ void LLRender::flush() } } +LLVertexBuffer* LLRender::bufferfromCache(U32 attribute_mask, U32 count) +{ + LLVertexBuffer *vb = nullptr; + HBXXH64 hash; + + { + 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); + + 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); + + 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; + } + } + } + } + return vb; +} + LLVertexBuffer* LLRender::genBuffer(U32 attribute_mask, S32 count) { LLVertexBuffer * vb = new LLVertexBuffer(attribute_mask); |