diff options
Diffstat (limited to 'indra/newview/llviewertexturelist.cpp')
| -rw-r--r-- | indra/newview/llviewertexturelist.cpp | 489 |
1 files changed, 218 insertions, 271 deletions
diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp index 3e1481f8b4..4d09eff74e 100644 --- a/indra/newview/llviewertexturelist.cpp +++ b/indra/newview/llviewertexturelist.cpp @@ -64,9 +64,6 @@ #include "llviewerwindow.h" #include "llsurface.h" #include "llvoavatarself.h" -#include "lldrawable.h" -#include "llvovolume.h" -#include "llviewertextureanim.h" #include "llprogressview.h" //////////////////////////////////////////////////////////////////////////// @@ -74,6 +71,7 @@ void (*LLViewerTextureList::sUUIDCallback)(void **, const LLUUID&) = NULL; S32 LLViewerTextureList::sNumImages = 0; +F32 LLViewerTextureList::sCurrentBubbleMeters = 0.f; LLViewerTextureList gTextureList; @@ -919,86 +917,100 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag { llassert(!gCubeSnapshot); - // Refresh spotlight priorities first: light projector textures register as - // LIGHT_TEX volumes (no faces), and both their fetch priority - // (addTextureStats inside updateSpotLightPriority) and their coverage - // (folded into the block below) derive from mSpotLightPriority. - for (S32 vi = 0; vi < imagep->getNumVolumes(LLRender::LIGHT_TEX); ++vi) - { - LLVOVolume* volume = (*imagep->getVolumeList(LLRender::LIGHT_TEX))[vi]; - volume->updateSpotLightPriority(); - } + 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 { - // Bounds on the per-face UV repeat-area divisor (mined from the old - // getTextureVirtualSize texel_area clamp [1/64, 128]): atlas/crop boost - // capped at 64x (3 mips finer), tiling penalty at 128x (3.5 mips - // coarser) so pathological UV scales can't explode either direction. - constexpr F32 MIN_REPEAT_AREA = 1.f / 64.f; - constexpr F32 MAX_REPEAT_AREA = 128.f; + static LLCachedControl<F32> texture_scale_min(gSavedSettings, "TextureScaleMinAreaFactor", 0.0095f); + static LLCachedControl<F32> texture_scale_max(gSavedSettings, "TextureScaleMaxAreaFactor", 25.f); - // Per priority bucket (0=Normal, 1=BaseColor, 2=Specular, 3=Emissive): - // the HIGHEST per-face effective coverage (= the lowest texels-per-pixel - // use, the most demanding variant - drives desired discard) and the - // LOWEST positive coverage (= the highest texels-per-pixel use, the most - // oversampled variant - available for downrez-bias policy). The overall - // max is the fetch priority (raw - no bias). A bucket with faces but - // zero coverage (all off-screen) publishes 0, which - // computeDesiredDiscard reads as "coarsest mip". - F32 channel_coverage[4] = { 0.f, 0.f, 0.f, 0.f }; - F32 channel_coverage_min[4] = { FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX }; - bool bucket_used[4] = { false, false, false, false }; - F32 max_coverage = 0.f; + 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; - const U32 max_faces_to_check = 1024; + U32 max_faces_to_check = 1024; - // Cheap first pass: which buckets is this texture used in, and how many - // faces total. No per-face geometry work. + // 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) { - U32 n = imagep->getNumFaces(i); - face_count += n; - if (n > 0) + if (imagep->getNumFaces(i) > 0) { - S32 b = sChannelToPriority[i]; - if (b >= 0 && b < 4) bucket_used[b] = true; + S32 mapped = sChannelToPriority[i]; + priority_channel = (priority_channel < 0) ? mapped : llmin(priority_channel, mapped); } } - - if (face_count > max_faces_to_check) + if (priority_channel < 0) { - // Used in so many places that scanning the face list isn't worth it - // (and isn't time-sliced) - treat as full-screen so it loads sharp. - for (S32 b = 0; b < 4; ++b) - { - if (bucket_used[b]) - { - channel_coverage[b] = (F32)MAX_IMAGE_AREA; - channel_coverage_min[b] = (F32)MAX_IMAGE_AREA; - } - } - max_coverage = (F32)MAX_IMAGE_AREA; + priority_channel = 1; // no faces - default to diffuse } - else + 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); + F32 bias = llclamp(max_discard - 2.f, 1.f, LLViewerTexture::sDesiredDiscardBias); + + // convert bias into a vsize scaler + bias = (F32) llroundf(powf(4, bias - 1.f)); + + LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE; + for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i) { - LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE; - for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i) + face_count += imagep->getNumFaces(i); + S32 faces_to_check = (face_count > max_faces_to_check) ? 0 : imagep->getNumFaces(i); + + for (S32 fi = 0; fi < faces_to_check; ++fi) { - const S32 bucket = sChannelToPriority[i]; - const U32 num_faces = imagep->getNumFaces(i); - for (U32 fi = 0; fi < num_faces; ++fi) - { - LLFace* face = (*(imagep->getFaceList(i)))[fi]; - if (!face || !face->getViewerObject()) - { - continue; - } + LLFace* face = (*(imagep->getFaceList(i)))[fi]; + if (face && face->getViewerObject()) + { F32 radius; F32 cos_angle_to_view_dir; + if ((gFrameCount - face->mLastTextureUpdate) > 10) { // only call calcPixelArea at most once every 10 frames for a given face // this helps eliminate redundant calls to calcPixelArea for faces that have multiple textures @@ -1007,251 +1019,171 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag face->mLastTextureUpdate = gFrameCount; } - // Most-demanding-point measurement: the spec is that the - // LOWEST pixel:texel ratio governs, so pixel density is - // evaluated at the face's NEAREST point and applied to the - // face's true world area. The previous whole-face average - // (bounding-disc pixel area) under-resolved perspective - // surfaces: on a floor, the tile at your feet covers far - // more screen than the average tile, and the GPU samples - // fine mips right there - tiled (PBR-heavy) content went - // soft while untiled content looked fine. - const LLVector4a* ext = face->isState(LLFace::RIGGED) ? face->mRiggedExtents : face->mExtents; - LLVector4a diag; - diag.setSub(ext[1], ext[0]); - // World area of the face ~ product of the two largest AABB - // dims (max pairwise product; robust for flat faces). - F32 dx = diag[0], dy = diag[1], dz = diag[2]; - F32 area_world = llmax(dx * dy, llmax(dx * dz, dy * dz)); - // Pixels per meter at the nearest point. Distance floored: - // nearer than this the screen clamp below governs anyway. - F32 dist = llmax(face->mDistanceToCamera, 0.5f); - F32 ppm = LLDrawable::sCurPixelAngle / dist; - F32 face_px = area_world * ppm * ppm; - if (face_px <= 0.f) + F32 vsize = face->getPixelArea(); + + 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) { - // Degenerate extents: the face hasn't been through a - // geometry build yet (or a rigged face has no rigged - // extents) - it isn't renderable, so it must not be - // measured. Skipping matters especially for the - // per-bucket MIN bound: any invented placeholder - // value (the old fallback hit LLFace::init's 16px - // default) becomes the texture's least-demanding - // "use" and, under TextureDownrezCoverageBias, drags - // the whole texture to its deepest mip - and it - // poisoned BP and PBR asymmetrically since the two - // systems register faces at different points in the - // geometry lifecycle. - continue; + on_agent_avatar = true; } - // Effective UV repeat AREA across this face: the tiling - // term of texels-drawn-per-screen-pixel. More tiling => - // each tile is smaller on screen => coarser mips suffice - // (penalty). Repeats < 1 (atlas/crop) => only a sub-rect - // of the image is shown, but discard levels are whole- - // image, so the full image must be resident at 1/repeats - // times the crop's pixel count (boost). + // Scale desired texture resolution higher or lower depending on texture scale + // + // Minimum usage examples: a 1024x1024 texture with aplhabet (texture atlas), + // runing string shows one letter at a time. If texture has ten 100px symbols + // per side, minimal scale is (100/1024)^2 = 0.0095 + // + // Maximum usage examples: huge chunk of terrain repeats texture + // TODO: make this work with the GLTF texture transforms S32 te_offset = face->getTEOffset(); // offset is -1 if not inited LLViewerObject* objp = face->getViewerObject(); const LLTextureEntry* te = (te_offset < 0 || te_offset >= objp->getNumTEs()) ? nullptr : objp->getTE(te_offset); + F32 min_scale = te ? llmin(fabsf(te->getScaleS()), fabsf(te->getScaleT())) : 1.f; + min_scale = llclamp(min_scale * min_scale, texture_scale_min(), texture_scale_max()); + vsize /= min_scale; - F32 repeats = 1.f; - if (te) - { - // UV scale source: every channel reads the repeat - // values ITS renderer actually applies, then flows - // through the identical pipeline below. Sources: - // diffuse -> TE scale - // Blinn normal/spec -> LLMaterial per-map repeats - // PBR channels -> KHR texture_transform scale - // Fallback for any missing material is the TE scale - - // never a silent hardcoded 1. - F32 scale_s = te->getScaleS(); - F32 scale_t = te->getScaleT(); - if (i >= LLRender::BASECOLOR_MAP) - { - // LLRender channel -> LLGLTFMaterial::TextureInfo - static const S32 gltf_info[4] = { - LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR, // BASECOLOR_MAP (3) - LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS, // METALLIC_ROUGHNESS_MAP (4) - LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL, // GLTF_NORMAL_MAP (5) - LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE, // EMISSIVE_MAP (6) - }; - if (const LLGLTFMaterial* gltf_mat = te->getGLTFRenderMaterial()) - { - const LLVector2& s = gltf_mat->mTextureTransform[gltf_info[i - LLRender::BASECOLOR_MAP]].mScale; - scale_s = s.mV[0]; - scale_t = s.mV[1]; - } - } - else if (i == LLRender::NORMAL_MAP || i == LLRender::SPECULAR_MAP) - { - // Blinn-Phong normal/specular maps carry their own - // repeats in LLMaterial - the renderer builds their - // texture matrices from these, NOT from the TE's - // diffuse scale. Reading the diffuse scale here made - // Blinn normals scale differently than PBR normals - // (whose per-channel transform IS read above). - if (const LLMaterial* mat = te->getMaterialParams().get()) - { - if (i == LLRender::NORMAL_MAP) - { - mat->getNormalRepeat(scale_s, scale_t); - } - else - { - mat->getSpecularRepeat(scale_s, scale_t); - } - } - } - - // Continuously-animated scale (llSetTextureAnim SCALE) - // bypasses both static sources via mTextureMatrix - - // the live animated values win on either path. - if (LLVOVolume* vvo = face->getDrawable() ? face->getDrawable()->getVOVolume() : nullptr) - { - LLViewerTextureAnim* anim = vvo->mTextureAnimp; - if (anim && (anim->mMode & LLTextureAnim::ON) && (anim->mMode & LLTextureAnim::SCALE) - && (anim->mFace < 0 || anim->mFace == te_offset)) - { - scale_s = anim->mScaleS; - scale_t = anim->mScaleT; - } - } - - repeats = fabsf(scale_s * scale_t); - - // Mesh atlas sub-rect: a face whose intrinsic UVs span - // only part of [0,1]^2 shows that fraction of the - // image. Applies identically to both paths - the - // transforms above stack on the raw face UVs. - if (LLVolume* vol = objp->getVolume()) - { - if (te_offset >= 0 && te_offset < vol->getNumVolumeFaces()) - { - const LLVolumeFace& vf = vol->getVolumeFace(te_offset); - F32 span = fabsf((vf.mTexCoordExtents[1].mV[0] - vf.mTexCoordExtents[0].mV[0]) - * (vf.mTexCoordExtents[1].mV[1] - vf.mTexCoordExtents[0].mV[1])); - if (span > 0.f) - { - repeats *= span; - } - } - } - } - - repeats = llclamp(repeats, MIN_REPEAT_AREA, MAX_REPEAT_AREA); + // 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 the two sides of the repeat term in the right - // order relative to the screen clamp: - // - tiling (repeats > 1): the per-tile footprint at the - // nearest point, THEN clamped - one tile can't draw - // more pixels than the screen. (Clamping the whole - // face first and then dividing crushed near tiles.) - // - atlas/crop (repeats < 1): boost AFTER the clamp - - // whole-image residency for a crop legitimately - // demands more than its screen coverage. - F32 tiling = llmax(repeats, 1.f); - F32 crop = llmin(repeats, 1.f); - F32 vsize = llmin(face_px / tiling, LLViewerTexture::sWindowPixelArea) / crop; - - // Avatar bonus: worn attachments get a coverage - // multiplier - avatars are what people look at, and - // rigged extents make attachment coverage measurement - // unreliable anyway. Multiplicative, not a slam: a - // nearby avatar gains ~a mip of headroom while a distant - // one still downrezzes naturally with its coverage. - // (System-avatar bakes get the same bonus in the - // no-faces branch below.) - if (objp->isAttachment()) + // 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) { - static LLCachedControl<F32> avatar_boost(gSavedSettings, "TextureAvatarBoost", 4.f); - vsize *= llmax((F32)avatar_boost, 1.f); + vsize /= bias; } - if (bucket >= 0 && bucket < 4) + max_vsize = llmax(max_vsize, vsize); + + // addTextureStats limits size to sMaxVirtualSize + if (max_vsize >= LLViewerFetchedTexture::sMaxVirtualSize + && (on_screen || LLViewerTexture::sDesiredDiscardBias <= BIAS_TRS_ON_SCREEN)) { - channel_coverage[bucket] = llmax(channel_coverage[bucket], vsize); - if (vsize > 0.f) - { - channel_coverage_min[bucket] = llmin(channel_coverage_min[bucket], vsize); - } + break; } - max_coverage = llmax(max_coverage, vsize); } } + + if (max_vsize >= LLViewerFetchedTexture::sMaxVirtualSize + && (on_screen || LLViewerTexture::sDesiredDiscardBias <= BIAS_TRS_ON_SCREEN)) + { + break; + } } - // Terrain detail textures register no faces (LLVOSurfacePatch - // addFace(NULL)); synthesize coverage from the nearest visible patch so - // they degrade with distance like everything else. - if (face_count == 0 && imagep->getBoostLevel() == LLGLTexture::BOOST_TERRAIN) + 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; + } + + 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 draw_distance = llmax(gAgentCamera.mDrawDistance, 1.f); - F32 near_frac = (nearest < FLT_MAX) ? llclampf(1.f - nearest / draw_distance) : 0.f; - // Floor so terrain never collapses to nothing at draw distance. - F32 cov = LLViewerTexture::sWindowPixelArea * llmax(near_frac, 0.05f); - channel_coverage[1] = cov; // terrain detail maps are diffuse / base color - channel_coverage_min[1] = cov; - max_coverage = cov; + 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); } - // Baked avatar textures render on system-avatar body meshes whose - // joint meshes never register faces with the texture list - // (LLAvatarJointMesh::setTexture just stores the pointer). - // LLVOAvatar::updateTextures feeds their on-screen pixel area through - // addTextureStats every frame - use that as BaseColor coverage, with - // the same avatar bonus attachments get above. - else if (face_count == 0 - && (imagep->getFTType() == FTT_SERVER_BAKE || imagep->getFTType() == FTT_HOST_BAKE)) + else { - static LLCachedControl<F32> avatar_boost(gSavedSettings, "TextureAvatarBoost", 4.f); - F32 cov = llmin(imagep->getMaxVirtualSize(), LLViewerTexture::sWindowPixelArea) - * llmax((F32)avatar_boost, 1.f); - if (cov > 0.f) - { - channel_coverage[1] = cov; - channel_coverage_min[1] = cov; - max_coverage = cov; - } + imagep->mMinDistanceFactor = min_distance_factor; + imagep->mMaxOnScreenSize = max_on_screen_size; } + imagep->mOnAgentAvatar = on_agent_avatar; - // Light projector textures register as LIGHT_TEX volumes, not faces. - // mSpotLightPriority (refreshed above) is already a screen-pixel-area - // estimate of the lit radius - fold it in as BaseColor coverage so - // projectors stream view-dependently like everything else. - for (S32 vi = 0; vi < imagep->getNumVolumes(LLRender::LIGHT_TEX); ++vi) + // 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())) { - LLVOVolume* volume = (*imagep->getVolumeList(LLRender::LIGHT_TEX))[vi]; - F32 cov = llmin(volume->getSpotLightPriority(), LLViewerTexture::sWindowPixelArea); - if (cov > 0.f) - { - channel_coverage[1] = llmax(channel_coverage[1], cov); - channel_coverage_min[1] = llmin(channel_coverage_min[1], cov); - max_coverage = llmax(max_coverage, cov); - } + 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_coverage); + // 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; - // Publish per-bucket coverage bounds for - // LLViewerLODTexture::computeDesiredDiscard. - for (S32 b = 0; b < 4; ++b) - { - imagep->mChannelCoverage[b] = channel_coverage[b]; - imagep->mChannelCoverageMin[b] = (channel_coverage_min[b] == FLT_MAX) ? 0.f : channel_coverage_min[b]; + if (!has_clock || time_since <= grace) + { + 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; + } + } } + } #if 0 - imagep->setDebugText(llformat("%d/%d -- %d/%d", + imagep->setDebugText(llformat("%d/%d - %d/%d -- %d/%d", + (S32)sqrtf(max_vsize), + (S32)sqrtf(imagep->mMaxVirtualSize), imagep->getDiscardLevel(), imagep->getDesiredDiscardLevel(), imagep->getWidth(), imagep->getFullWidth())); #endif + // make sure to addTextureStats for any spotlights that are using this texture + for (S32 vi = 0; vi < imagep->getNumVolumes(LLRender::LIGHT_TEX); ++vi) + { + LLVOVolume* volume = (*imagep->getVolumeList(LLRender::LIGHT_TEX))[vi]; + volume->updateSpotLightPriority(); + } + F32 max_inactive_time = 20.f; // inactive time before deleting saved raw image S32 min_refs = 3; // 1 for mImageList, 1 for mUUIDMap, and 1 for "entries" in updateImagesFetchTextures @@ -1477,6 +1409,21 @@ 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 + && LLViewerTexture::sBiasTexturesUpdated < (U32)mUUIDMap.size()) + { + 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 + // at bias = 4 with 4 times the rate permanently. + LLViewerTexture::sBiasTexturesUpdated += update_count; + } update_count = llmin(update_count, (U32) mUUIDMap.size()); { // copy entries out of UUID map to avoid iterator invalidation from deletion inside updateImageDecodeProiroty or updateFetch below |
