From 82db4943e011fc65e9a0b87990abb49b898a7782 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Tue, 12 May 2026 20:23:44 -0400 Subject: Rework texture streaming and tracking. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit This is a big one: - Reworks the discard signal almost entirely. Now has a normalized 0..1 discard signal: distance x size x channel exponent, floored by staleness and background app state. Shaped by VRAM pressure. - Textures can now scale down to the smallest GPU mip (1×1), independent of the codec's encoded mip count. - Terrain texture LOD now works. Useful for 2K textures and PBR on terrain. Based upon camera distance to nearest terrain patch. - New texture quality setting. Low/Medium/High/Ultra - Caps texture resolution on Low to 1024, and otherwise shifts the discard signal around. Makes distance based texture LOD work a lot more predictably. - We now track last bind state for textures, and discard accordingly. We progressively discard based upon last bind time. - Avatar textures get a residency boost to stay loaded in VRAM longer under pressure. --- indra/llrender/llrender.cpp | 14 ++++++++++++++ 1 file changed, 14 insertions(+) (limited to 'indra/llrender/llrender.cpp') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 1a3a499b20..696a0d145f 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -197,6 +197,9 @@ void LLTexUnit::bindFast(LLTexture* texture) glActiveTexture(GL_TEXTURE0 + mIndex); gGL.mCurrTextureUnitIndex = mIndex; mCurrTexture = gl_tex->getTexName(); + // bindFast bypasses updateBindStats(); stamp directly so the staleness + // signal sees per-frame use of batched textures. + gl_tex->stampBound(); if (!mCurrTexture) { LL_PROFILE_ZONE_NAMED("MISSING TEXTURE"); @@ -249,11 +252,17 @@ bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind) setTextureFilteringOption(gl_tex->mFilterOption); } } + else + { + // Already current - still being used, keep it fresh. + gl_tex->stampBound(); + } } else { //if deleted, will re-generate it immediately texture->forceImmediateUpdate() ; + gl_tex->stampBound(); gl_tex->forceUpdateBindStats() ; return texture->bindDefaultImage(mIndex); @@ -325,6 +334,11 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind, S32 stop_glerror(); } } + else + { + // Already current - still being used, keep it fresh. + texture->stampBound(); + } stop_glerror(); -- cgit v1.3