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Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r--indra/newview/llvoavatar.cpp83
1 files changed, 68 insertions, 15 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index d567623ac0..12d62bc99f 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -2414,6 +2414,7 @@ S32 LLVOAvatar::setTETexture(const U8 te, const LLUUID& uuid)
}
static LLTrace::BlockTimerStatHandle FTM_AVATAR_UPDATE("Avatar Update");
+static LLTrace::BlockTimerStatHandle FTM_AVATAR_UPDATE_COMPLEXITY("Avatar Update Complexity");
static LLTrace::BlockTimerStatHandle FTM_JOINT_UPDATE("Update Joints");
//------------------------------------------------------------------------
@@ -2456,14 +2457,13 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time)
return;
}
- if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_AVATAR))
+ if (!(gPipeline.hasRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR))
&& !(gSavedSettings.getBOOL("DisableAllRenderTypes")) && !isSelf())
{
return;
}
// Update should be happening max once per frame.
- const S32 upd_freq = 4; // force update every upd_freq frames.
if ((mLastAnimExtents[0]==LLVector3())||
(mLastAnimExtents[1])==LLVector3())
{
@@ -2471,6 +2471,7 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time)
}
else
{
+ const S32 upd_freq = 4; // force update every upd_freq frames.
mNeedsExtentUpdate = ((LLDrawable::getCurrentFrame()+mID.mData[0])%upd_freq==0);
}
@@ -2555,7 +2556,40 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time)
}
idleUpdateNameTag( mLastRootPos );
- idleUpdateRenderComplexity();
+
+ // Complexity has stale mechanics, but updates still can be very rapid
+ // so spread avatar complexity calculations over frames to lesen load from
+ // rapid updates and to make sure all avatars are not calculated at once.
+ S32 compl_upd_freq = 20;
+ if (isControlAvatar())
+ {
+ // animeshes do not (or won't) have impostors nor change outfis,
+ // no need for high frequency
+ compl_upd_freq = 100;
+ }
+ else if (mLastRezzedStatus <= 0) //cloud or init
+ {
+ compl_upd_freq = 60;
+ }
+ else if (isSelf())
+ {
+ compl_upd_freq = 5;
+ }
+ else if (mLastRezzedStatus == 1) //'grey', not fully loaded
+ {
+ compl_upd_freq = 40;
+ }
+ else if (isInMuteList()) //cheap, buffers value from search
+ {
+ compl_upd_freq = 100;
+ }
+
+ if ((LLFrameTimer::getFrameCount() + mID.mData[0]) % compl_upd_freq == 0)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_AVATAR_UPDATE_COMPLEXITY);
+ idleUpdateRenderComplexity();
+ }
+ idleUpdateDebugInfo();
}
void LLVOAvatar::idleUpdateVoiceVisualizer(bool voice_enabled)
@@ -2866,7 +2900,10 @@ F32 LLVOAvatar::calcMorphAmount()
void LLVOAvatar::idleUpdateLipSync(bool voice_enabled)
{
// Use the Lipsync_Ooh and Lipsync_Aah morphs for lip sync
- if ( voice_enabled && (LLVoiceClient::getInstance()->lipSyncEnabled()) && LLVoiceClient::getInstance()->getIsSpeaking( mID ) )
+ if ( voice_enabled
+ && mLastRezzedStatus > 0 // no point updating lip-sync for clouds
+ && (LLVoiceClient::getInstance()->lipSyncEnabled())
+ && LLVoiceClient::getInstance()->getIsSpeaking( mID ) )
{
F32 ooh_morph_amount = 0.0f;
F32 aah_morph_amount = 0.0f;
@@ -3900,6 +3937,11 @@ void LLVOAvatar::computeUpdatePeriod()
{ //background avatars are REALLY slow updating impostors
mUpdatePeriod = 16;
}
+ else if (mLastRezzedStatus <= 0)
+ {
+ // Don't update cloud avatars too often
+ mUpdatePeriod = 8;
+ }
else if ( shouldImpostor(3) )
{ //back 25% of max visible avatars are slow updating impostors
mUpdatePeriod = 8;
@@ -4286,15 +4328,15 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
// Set mUpdatePeriod and visible based on distance and other criteria.
//--------------------------------------------------------------------
computeUpdatePeriod();
- visible = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE;
+ bool needs_update = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE;
//--------------------------------------------------------------------
- // Early out if not visible and not self
+ // Early out if does not need update and not self
// don't early out for your own avatar, as we rely on your animations playing reliably
// for example, the "turn around" animation when entering customize avatar needs to trigger
// even when your avatar is offscreen
//--------------------------------------------------------------------
- if (!visible && !isSelf())
+ if (!needs_update && !isSelf())
{
updateMotions(LLCharacter::HIDDEN_UPDATE);
return FALSE;
@@ -4343,12 +4385,17 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
mSpeed = speed;
// update animations
- if (mSpecialRenderMode == 1) // Animation Preview
+ if (!visible)
+ {
+ updateMotions(LLCharacter::HIDDEN_UPDATE);
+ }
+ else if (mSpecialRenderMode == 1) // Animation Preview
{
updateMotions(LLCharacter::FORCE_UPDATE);
}
else
{
+ // Might be better to do HIDDEN_UPDATE if cloud
updateMotions(LLCharacter::NORMAL_UPDATE);
}
@@ -4376,10 +4423,13 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
// Update child joints as needed.
mRoot->updateWorldMatrixChildren();
- // System avatar mesh vertices need to be reskinned.
- mNeedsSkin = TRUE;
+ if (visible)
+ {
+ // System avatar mesh vertices need to be reskinned.
+ mNeedsSkin = TRUE;
+ }
- return TRUE;
+ return visible;
}
//-----------------------------------------------------------------------------
@@ -6834,13 +6884,13 @@ LLDrawable *LLVOAvatar::createDrawable(LLPipeline *pipeline)
pipeline->allocDrawable(this);
mDrawable->setLit(FALSE);
- LLDrawPoolAvatar *poolp = (LLDrawPoolAvatar*) gPipeline.getPool(LLDrawPool::POOL_AVATAR);
+ LLDrawPoolAvatar *poolp = (LLDrawPoolAvatar*)gPipeline.getPool(mIsControlAvatar ? LLDrawPool::POOL_CONTROL_AV : LLDrawPool::POOL_AVATAR);
// Only a single face (one per avatar)
//this face will be splitted into several if its vertex buffer is too long.
mDrawable->setState(LLDrawable::ACTIVE);
mDrawable->addFace(poolp, NULL);
- mDrawable->setRenderType(LLPipeline::RENDER_TYPE_AVATAR);
+ mDrawable->setRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR);
mNumInitFaces = mDrawable->getNumFaces() ;
@@ -6865,7 +6915,7 @@ static LLTrace::BlockTimerStatHandle FTM_UPDATE_AVATAR("Update Avatar");
BOOL LLVOAvatar::updateGeometry(LLDrawable *drawable)
{
LL_RECORD_BLOCK_TIME(FTM_UPDATE_AVATAR);
- if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_AVATAR)))
+ if (!(gPipeline.hasRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR)))
{
return TRUE;
}
@@ -10021,7 +10071,7 @@ void LLVOAvatar::onActiveOverrideMeshesChanged()
U32 LLVOAvatar::getPartitionType() const
{
// Avatars merely exist as drawables in the bridge partition
- return LLViewerRegion::PARTITION_BRIDGE;
+ return mIsControlAvatar ? LLViewerRegion::PARTITION_CONTROL_AV : LLViewerRegion::PARTITION_AVATAR;
}
//static
@@ -10142,7 +10192,10 @@ void LLVOAvatar::idleUpdateRenderComplexity()
// Render Complexity
calculateUpdateRenderComplexity(); // Update mVisualComplexity if needed
+}
+void LLVOAvatar::idleUpdateDebugInfo()
+{
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_AVATAR_DRAW_INFO))
{
std::string info_line;