From 08b933a0c67463f06f124420f16c8a3f7dc83f1f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 3 Jul 2024 17:42:24 -0500 Subject: #1870 Tune up for better experience on integrated intel with low memory (#1872) * More deterministic vsize calculation. Add control for choosing downscale method. * Quick hack to make GLTF preview work again --- indra/llrender/llimagegl.cpp | 126 +++++++++++++++++++++++++++++++++---------- 1 file changed, 97 insertions(+), 29 deletions(-) (limited to 'indra/llrender/llimagegl.cpp') diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 956bcef352..34200ef5cb 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -57,6 +57,9 @@ const F32 MIN_TEXTURE_LIFETIME = 10.f; U32 wpo2(U32 i); +U32 LLImageGL::sFrameCount = 0; + + // texture memory accounting (for macOS) static LLMutex sTexMemMutex; static std::unordered_map sTextureAllocs; @@ -1003,7 +1006,7 @@ bool should_stagger_image_set(bool compressed) #else // glTexSubImage2D doesn't work with compressed textures on select tested Nvidia GPUs on Windows 10 -Cosmic,2023-03-08 // Setting media textures off-thread seems faster when not using sub_image_lines (Nvidia/Windows 10) -Cosmic,2023-03-31 - return !compressed && on_main_thread(); + return !compressed && on_main_thread() && !gGLManager.mIsIntel; #endif } @@ -1185,13 +1188,37 @@ void LLImageGL::generateTextures(S32 numTextures, U32 *textures) } } +// static +void LLImageGL::updateClass() +{ + sFrameCount++; +} + // static void LLImageGL::deleteTextures(S32 numTextures, const U32 *textures) { + // wait a few frames before actually deleting the textures to avoid + // synchronization issues with the GPU + static std::vector sFreeList[4]; + if (gGLManager.mInited) { - free_tex_images(numTextures, textures); - glDeleteTextures(numTextures, textures); + LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE; + U32 idx = sFrameCount % 4; + + for (S32 i = 0; i < numTextures; ++i) + { + sFreeList[idx].push_back(textures[i]); + } + + idx = (sFrameCount + 3) % 4; + + if (!sFreeList[idx].empty()) + { + glDeleteTextures((GLsizei) sFreeList[idx].size(), sFreeList[idx].data()); + free_tex_images((GLsizei) sFreeList[idx].size(), sFreeList[idx].data()); + sFreeList[idx].resize(0); + } } } @@ -2335,44 +2362,85 @@ bool LLImageGL::scaleDown(S32 desired_discard) S32 desired_width = getWidth(desired_discard); S32 desired_height = getHeight(desired_discard); - U64 size = getBytes(desired_discard); - llassert(size <= 2048*2048*4); // we shouldn't be using this method to downscale huge textures, but it'll work - gGL.getTexUnit(0)->bind(this); + if (gGLManager.mDownScaleMethod == 0) + { // use an FBO to downscale the texture + // allocate new texture + U32 temp_texname = 0; + generateTextures(1, &temp_texname); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, temp_texname, true); + { + LL_PROFILE_ZONE_NAMED_CATEGORY_TEXTURE("scaleDown - glTexImage2D"); + glTexImage2D(mTarget, 0, mFormatPrimary, desired_width, desired_height, 0, mFormatPrimary, mFormatType, NULL); + } + // account for new texture getting created + alloc_tex_image(desired_width, desired_height, mFormatPrimary); - if (sScratchPBO == 0) - { - glGenBuffers(1, &sScratchPBO); - sScratchPBOSize = 0; - } + // Use render-to-texture to scale down the texture + { + LL_PROFILE_ZONE_NAMED_CATEGORY_TEXTURE("scaleDown - glFramebufferTexture2D"); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTarget, temp_texname, 0); + } - glBindBuffer(GL_PIXEL_PACK_BUFFER, sScratchPBO); + glViewport(0, 0, desired_width, desired_height); - if (size > sScratchPBOSize) - { - glBufferData(GL_PIXEL_PACK_BUFFER, size, NULL, GL_STREAM_COPY); - sScratchPBOSize = size; + // draw a full screen triangle + gGL.getTexUnit(0)->bind(this); + glDrawArrays(GL_TRIANGLES, 0, 3); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + // delete old texture and assign new texture name + deleteTextures(1, &mTexName); + mTexName = temp_texname; + + if (mHasMipMaps) + { // generate mipmaps if needed + LL_PROFILE_ZONE_NAMED_CATEGORY_TEXTURE("scaleDown - glGenerateMipmap"); + gGL.getTexUnit(0)->bind(this); + glGenerateMipmap(mTarget); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + } } + else + { // use a PBO to downscale the texture + U64 size = getBytes(desired_discard); + llassert(size <= 2048 * 2048 * 4); // we shouldn't be using this method to downscale huge textures, but it'll work + gGL.getTexUnit(0)->bind(this); + + if (sScratchPBO == 0) + { + glGenBuffers(1, &sScratchPBO); + sScratchPBOSize = 0; + } - glGetTexImage(mTarget, mip, mFormatPrimary, mFormatType, nullptr); + glBindBuffer(GL_PIXEL_PACK_BUFFER, sScratchPBO); - free_tex_image(mTexName); + if (size > sScratchPBOSize) + { + glBufferData(GL_PIXEL_PACK_BUFFER, size, NULL, GL_STREAM_COPY); + sScratchPBOSize = size; + } - glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); + glGetTexImage(mTarget, mip, mFormatPrimary, mFormatType, nullptr); - glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sScratchPBO); - glTexImage2D(mTarget, 0, mFormatPrimary, desired_width, desired_height, 0, mFormatPrimary, mFormatType, nullptr); - glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); + free_tex_image(mTexName); - alloc_tex_image(desired_width, desired_height, mFormatPrimary); + glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); - if (mHasMipMaps) - { - LL_PROFILE_ZONE_NAMED_CATEGORY_TEXTURE("scaleDown - glGenerateMipmap"); - glGenerateMipmap(mTarget); - } + glBindBuffer(GL_PIXEL_UNPACK_BUFFER, sScratchPBO); + glTexImage2D(mTarget, 0, mFormatPrimary, desired_width, desired_height, 0, mFormatPrimary, mFormatType, nullptr); + glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + alloc_tex_image(desired_width, desired_height, mFormatPrimary); + + if (mHasMipMaps) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_TEXTURE("scaleDown - glGenerateMipmap"); + glGenerateMipmap(mTarget); + } + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + } mCurrentDiscardLevel = desired_discard; -- cgit v1.2.3