From 1852ebd65df1748f071947204e440f1dece30f31 Mon Sep 17 00:00:00 2001 From: mobserveur Date: Fri, 28 Jun 2024 11:23:08 +0200 Subject: Apple GPU Optimisations This commit massively improves 2D UI, 3D UI and 3D world rendering performance and smoothness. --- indra/llrender/llfontgl.cpp | 56 +++-- indra/llrender/llfontgl.h | 4 +- indra/llrender/llrender.cpp | 98 ++++---- indra/llrender/llrender.h | 26 ++- indra/llrender/llrender2dutils.cpp | 459 ++++++++++++++++++++++++++++++------- indra/llrender/llvertexbuffer.cpp | 54 ++++- indra/llui/llbadge.cpp | 18 +- indra/newview/lltracker.cpp | 7 +- 8 files changed, 525 insertions(+), 197 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llfontgl.cpp b/indra/llrender/llfontgl.cpp index 3714bb1883..2ac2615c0a 100644 --- a/indra/llrender/llfontgl.cpp +++ b/indra/llrender/llfontgl.cpp @@ -270,10 +270,10 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons const LLFontGlyphInfo* next_glyph = NULL; - const S32 GLYPH_BATCH_SIZE = 30; - LLVector3 vertices[GLYPH_BATCH_SIZE * 4]; - LLVector2 uvs[GLYPH_BATCH_SIZE * 4]; - LLColor4U colors[GLYPH_BATCH_SIZE * 4]; + const S32 GLYPH_BATCH_SIZE = 120; + LLVector4a vertices[GLYPH_BATCH_SIZE * 6]; + LLVector2 uvs[GLYPH_BATCH_SIZE * 6]; + LLColor4U colors[GLYPH_BATCH_SIZE * 6]; LLColor4U text_color(color); // Preserve the transparency to render fading emojis in fading text (e.g. @@ -305,9 +305,9 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons // otherwise the queued glyphs will be taken from wrong textures. if (glyph_count > 0) { - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { - gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4); + gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 6); } gGL.end(); glyph_count = 0; @@ -338,12 +338,11 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons if (glyph_count >= GLYPH_BATCH_SIZE) { - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { - gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4); + gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 6); } gGL.end(); - glyph_count = 0; } @@ -376,9 +375,9 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons cur_render_y = cur_y; } - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { - gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4); + gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 6); } gGL.end(); @@ -1226,31 +1225,42 @@ LLFontGL &LLFontGL::operator=(const LLFontGL &source) return *this; } -void LLFontGL::renderQuad(LLVector3* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, F32 slant_amt) const +void LLFontGL::renderTriangle(LLVector4a* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, F32 slant_amt) const { S32 index = 0; - vertex_out[index] = LLVector3(screen_rect.mRight, screen_rect.mTop, 0.f); + vertex_out[index] = LLVector4a(screen_rect.mRight, screen_rect.mTop, 0.f); uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mTop); colors_out[index] = color; index++; - vertex_out[index] = LLVector3(screen_rect.mLeft, screen_rect.mTop, 0.f); + vertex_out[index] = LLVector4a(screen_rect.mLeft, screen_rect.mTop, 0.f); uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop); colors_out[index] = color; index++; - vertex_out[index] = LLVector3(screen_rect.mLeft, screen_rect.mBottom, 0.f); + vertex_out[index] = LLVector4a(screen_rect.mLeft, screen_rect.mBottom, 0.f); + uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom); + colors_out[index] = color; + index++; + + + vertex_out[index] = LLVector4a(screen_rect.mRight, screen_rect.mTop, 0.f); + uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mTop); + colors_out[index] = color; + index++; + + vertex_out[index] = LLVector4a(screen_rect.mLeft, screen_rect.mBottom, 0.f); uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom); colors_out[index] = color; index++; - vertex_out[index] = LLVector3(screen_rect.mRight, screen_rect.mBottom, 0.f); + vertex_out[index] = LLVector4a(screen_rect.mRight, screen_rect.mBottom, 0.f); uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom); colors_out[index] = color; } -void LLFontGL::drawGlyph(S32& glyph_count, LLVector3* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, U8 style, ShadowType shadow, F32 drop_shadow_strength) const +void LLFontGL::drawGlyph(S32& glyph_count, LLVector4a* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, U8 style, ShadowType shadow, F32 drop_shadow_strength) const { F32 slant_offset; slant_offset = ((style & ITALIC) ? ( -mFontFreetype->getAscenderHeight() * 0.2f) : 0.f); @@ -1264,7 +1274,7 @@ void LLFontGL::drawGlyph(S32& glyph_count, LLVector3* vertex_out, LLVector2* uv_ LLRectf screen_rect_offset = screen_rect; screen_rect_offset.translate((F32)(pass * BOLD_OFFSET), 0.f); - renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect_offset, uv_rect, color, slant_offset); + renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect_offset, uv_rect, color, slant_offset); glyph_count++; } } @@ -1295,10 +1305,10 @@ void LLFontGL::drawGlyph(S32& glyph_count, LLVector3* vertex_out, LLVector2* uv_ break; } - renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect_offset, uv_rect, shadow_color, slant_offset); + renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect_offset, uv_rect, shadow_color, slant_offset); glyph_count++; } - renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect, uv_rect, color, slant_offset); + renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect, uv_rect, color, slant_offset); glyph_count++; } else if (shadow == DROP_SHADOW) @@ -1307,14 +1317,14 @@ void LLFontGL::drawGlyph(S32& glyph_count, LLVector3* vertex_out, LLVector2* uv_ shadow_color.mV[VALPHA] = U8(color.mV[VALPHA] * drop_shadow_strength); LLRectf screen_rect_shadow = screen_rect; screen_rect_shadow.translate(1.f, -1.f); - renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect_shadow, uv_rect, shadow_color, slant_offset); + renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect_shadow, uv_rect, shadow_color, slant_offset); glyph_count++; - renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect, uv_rect, color, slant_offset); + renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect, uv_rect, color, slant_offset); glyph_count++; } else // normal rendering { - renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect, uv_rect, color, slant_offset); + renderTriangle(&vertex_out[glyph_count * 6], &uv_out[glyph_count * 6], &colors_out[glyph_count * 6], screen_rect, uv_rect, color, slant_offset); glyph_count++; } } diff --git a/indra/llrender/llfontgl.h b/indra/llrender/llfontgl.h index 65f0a8cbfd..81674f4a64 100644 --- a/indra/llrender/llfontgl.h +++ b/indra/llrender/llfontgl.h @@ -238,8 +238,8 @@ private: LLFontDescriptor mFontDescriptor; LLPointer mFontFreetype; - void renderQuad(LLVector3* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, F32 slant_amt) const; - void drawGlyph(S32& glyph_count, LLVector3* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, U8 style, ShadowType shadow, F32 drop_shadow_fade) const; + void renderTriangle(LLVector4a* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, F32 slant_amt) const; + void drawGlyph(S32& glyph_count, LLVector4a* vertex_out, LLVector2* uv_out, LLColor4U* colors_out, const LLRectf& screen_rect, const LLRectf& uv_rect, const LLColor4U& color, U8 style, ShadowType shadow, F32 drop_shadow_fade) const; // Registry holds all instantiated fonts. static LLFontRegistry* sFontRegistry; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index f28eefcb63..7ca628bac5 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -50,6 +50,8 @@ extern void APIENTRY gl_debug_callback(GLenum source, thread_local LLRender gGL; +const U32 BATCH_SIZE = 16334; + // Handy copies of last good GL matrices F32 gGLModelView[16]; F32 gGLLastModelView[16]; @@ -66,7 +68,7 @@ S32 gGLViewport[4]; U32 LLRender::sUICalls = 0; U32 LLRender::sUIVerts = 0; U32 LLTexUnit::sWhiteTexture = 0; -bool LLRender::sGLCoreProfile = false; +bool LLRender::sGLCoreProfile = true; bool LLRender::sNsightDebugSupport = false; LLVector2 LLRender::sUIGLScaleFactor = LLVector2(1.f, 1.f); @@ -920,7 +922,7 @@ void LLRender::initVertexBuffer() llassert_always(mBuffer.isNull()); stop_glerror(); mBuffer = new LLVertexBuffer(immediate_mask); - mBuffer->allocateBuffer(4096, 0); + mBuffer->allocateBuffer(BATCH_SIZE, 0); mBuffer->getVertexStrider(mVerticesp); mBuffer->getTexCoord0Strider(mTexcoordsp); mBuffer->getColorStrider(mColorsp); @@ -1333,9 +1335,8 @@ void LLRender::translateUI(F32 x, F32 y, F32 z) LL_ERRS() << "Need to push a UI translation frame before offsetting" << LL_ENDL; } - mUIOffset.back().mV[0] += x; - mUIOffset.back().mV[1] += y; - mUIOffset.back().mV[2] += z; + LLVector4a add(x,y,z); + mUIOffset.back().add(add); } void LLRender::scaleUI(F32 x, F32 y, F32 z) @@ -1345,14 +1346,15 @@ void LLRender::scaleUI(F32 x, F32 y, F32 z) LL_ERRS() << "Need to push a UI transformation frame before scaling." << LL_ENDL; } - mUIScale.back().scaleVec(LLVector3(x,y,z)); + LLVector4a scale(x,y,z); + mUIScale.back().mul(scale); } void LLRender::pushUIMatrix() { if (mUIOffset.empty()) { - mUIOffset.push_back(LLVector3(0,0,0)); + mUIOffset.emplace_back(LLVector4a::getZero()); } else { @@ -1361,7 +1363,7 @@ void LLRender::pushUIMatrix() if (mUIScale.empty()) { - mUIScale.push_back(LLVector3(1,1,1)); + mUIScale.emplace_back(LLVector4a(1.f)); } else { @@ -1385,7 +1387,7 @@ LLVector3 LLRender::getUITranslation() { return LLVector3(0,0,0); } - return mUIOffset.back(); + return LLVector3(mUIOffset.back().getF32ptr()); } LLVector3 LLRender::getUIScale() @@ -1394,18 +1396,17 @@ LLVector3 LLRender::getUIScale() { return LLVector3(1,1,1); } - return mUIScale.back(); + return LLVector3(mUIScale.back().getF32ptr()); } - void LLRender::loadUIIdentity() { if (mUIOffset.empty()) { LL_ERRS() << "Need to push UI translation frame before clearing offset." << LL_ENDL; } - mUIOffset.back().setVec(0,0,0); - mUIScale.back().setVec(1,1,1); + mUIOffset.back().splat(0.f); + mUIScale.back().splat(1.f); } void LLRender::setColorMask(bool writeColor, bool writeAlpha) @@ -1594,7 +1595,7 @@ void LLRender::end() mMode != LLRender::LINES && mMode != LLRender::TRIANGLES && mMode != LLRender::POINTS) || - mCount > 2048) + mCount > (BATCH_SIZE / 2)) { flush(); } @@ -1614,28 +1615,28 @@ void LLRender::flush() //store mCount in a local variable to avoid re-entrance (drawArrays may call flush) U32 count = mCount; - if (mMode == LLRender::QUADS && !sGLCoreProfile) + if (mMode == LLRender::QUADS && !sGLCoreProfile) + { + if (mCount%4 != 0) { - if (mCount%4 != 0) - { count -= (mCount % 4); LL_WARNS() << "Incomplete quad requested." << LL_ENDL; - } } + } - if (mMode == LLRender::TRIANGLES) + if (mMode == LLRender::TRIANGLES) + { + if (mCount%3 != 0) { - if (mCount%3 != 0) - { count -= (mCount % 3); LL_WARNS() << "Incomplete triangle requested." << LL_ENDL; - } } + } - if (mMode == LLRender::LINES) + if (mMode == LLRender::LINES) + { + if (mCount%2 != 0) { - if (mCount%2 != 0) - { count -= (mCount % 2); LL_WARNS() << "Incomplete line requested." << LL_ENDL; } @@ -1697,7 +1698,7 @@ void LLRender::flush() vb->setBuffer(); - vb->setPositionData((LLVector4a*) mVerticesp.get()); + vb->setPositionData(mVerticesp.get()); if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0) { @@ -1764,10 +1765,10 @@ void LLRender::flush() } } -void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) +void LLRender::vertex4a(const LLVector4a& vertex) { //the range of mVerticesp, mColorsp and mTexcoordsp is [0, 4095] - if (mCount > 2048) + if (mCount > BATCH_SIZE / 2) { //break when buffer gets reasonably full to keep GL command buffers happy and avoid overflow below switch (mMode) { @@ -1778,20 +1779,20 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) } } - if (mCount > 4094) + if (mCount > BATCH_SIZE - 2) { - // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; + LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; return; } if (mUIOffset.empty()) { - mVerticesp[mCount] = LLVector3(x,y,z); + mVerticesp[mCount] = vertex; } else { - LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back()); - mVerticesp[mCount] = vert; + mVerticesp[mCount].setAdd(vertex, mUIOffset.back()); + mVerticesp[mCount].mul(mUIScale.back()); } if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile) @@ -1819,9 +1820,9 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; } -void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) +void LLRender::vertexBatchPreTransformed(LLVector4a* verts, S32 vert_count) { - if (mCount + vert_count > 4094) + if (mCount + vert_count > BATCH_SIZE - 2) { // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; return; @@ -1877,9 +1878,9 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) mVerticesp[mCount] = mVerticesp[mCount-1]; } -void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count) +void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, S32 vert_count) { - if (mCount + vert_count > 4094) + if (mCount + vert_count > BATCH_SIZE - 2) { // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; return; @@ -1938,9 +1939,9 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 v } } -void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count) +void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count) { - if (mCount + vert_count > 4094) + if (mCount + vert_count > BATCH_SIZE - 2) { // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; return; @@ -2001,25 +2002,6 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLCol } } -void LLRender::vertex2i(const GLint& x, const GLint& y) -{ - vertex3f((GLfloat) x, (GLfloat) y, 0); -} - -void LLRender::vertex2f(const GLfloat& x, const GLfloat& y) -{ - vertex3f(x,y,0); -} - -void LLRender::vertex2fv(const GLfloat* v) -{ - vertex3f(v[0], v[1], 0); -} - -void LLRender::vertex3fv(const GLfloat* v) -{ - vertex3f(v[0], v[1], v[2]); -} void LLRender::texCoord2f(const GLfloat& x, const GLfloat& y) { diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 020682f526..555234356f 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -416,11 +416,15 @@ public: void begin(const GLuint& mode); void end(); - void vertex2i(const GLint& x, const GLint& y); - void vertex2f(const GLfloat& x, const GLfloat& y); - void vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z); - void vertex2fv(const GLfloat* v); - void vertex3fv(const GLfloat* v); + + LL_FORCE_INLINE void vertex2i(const GLint& x, const GLint& y) { vertex4a(LLVector4a((GLfloat)x,(GLfloat)y,0.f)); } + LL_FORCE_INLINE void vertex2f(const GLfloat& x, const GLfloat& y) { vertex4a(LLVector4a(x,y,0.f)); } + LL_FORCE_INLINE void vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) { vertex4a(LLVector4a(x,y,z)); } + LL_FORCE_INLINE void vertex2fv(const GLfloat* v) { vertex4a(LLVector4a(v[0],v[1],0.f)); } + LL_FORCE_INLINE void vertex3fv(const GLfloat* v) { vertex4a(LLVector4a(v[0],v[1],v[2])); } + + void vertex4a(const LLVector4a& v); + void texCoord2i(const GLint& x, const GLint& y); void texCoord2f(const GLfloat& x, const GLfloat& y); @@ -440,9 +444,9 @@ public: void diffuseColor4ubv(const U8* c); void diffuseColor4ub(U8 r, U8 g, U8 b, U8 a); - void vertexBatchPreTransformed(LLVector3* verts, S32 vert_count); - void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count); - void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U*, S32 vert_count); + void vertexBatchPreTransformed(LLVector4a* verts, S32 vert_count); + void vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, S32 vert_count); + void vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, LLColor4U*, S32 vert_count); void setColorMask(bool writeColor, bool writeAlpha); void setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha); @@ -500,7 +504,7 @@ private: bool mCurrColorMask[4]; LLPointer mBuffer; - LLStrider mVerticesp; + LLStrider mVerticesp; LLStrider mTexcoordsp; LLStrider mColorsp; std::array mTexUnits; @@ -512,8 +516,8 @@ private: eBlendFactor mCurrBlendAlphaSFactor; eBlendFactor mCurrBlendAlphaDFactor; - std::vector mUIOffset; - std::vector mUIScale; + std::vector mUIOffset; + std::vector mUIScale; }; diff --git a/indra/llrender/llrender2dutils.cpp b/indra/llrender/llrender2dutils.cpp index 5939fe68dc..c04b571798 100644 --- a/indra/llrender/llrender2dutils.cpp +++ b/indra/llrender/llrender2dutils.cpp @@ -119,14 +119,18 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled ) { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - // Counterclockwise quad will face the viewer if( filled ) { - gGL.begin( LLRender::QUADS ); + gGL.begin( LLRender::TRIANGLES ); + { gGL.vertex2i(left, top); gGL.vertex2i(left, bottom); gGL.vertex2i(right, bottom); + + gGL.vertex2i(left, top); + gGL.vertex2i(right, bottom); gGL.vertex2i(right, top); + } gGL.end(); } else @@ -171,51 +175,73 @@ void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &st LLColor4 end_color = start_color; end_color.mV[VALPHA] = 0.f; + gGL.begin(LLRender::TRIANGLES); - gGL.begin(LLRender::QUADS); - - // Right edge, CCW faces screen + // Right edge + gGL.color4fv(start_color.mV); + gGL.vertex2i(right, top-lines); + gGL.vertex2i(right, bottom); + gGL.color4fv(end_color.mV); + gGL.vertex2i(right+lines, bottom); gGL.color4fv(start_color.mV); - gGL.vertex2i(right, top-lines); - gGL.vertex2i(right, bottom); + gGL.vertex2i(right, top-lines); gGL.color4fv(end_color.mV); gGL.vertex2i(right+lines, bottom); gGL.vertex2i(right+lines, top-lines); - // Bottom edge, CCW faces screen + // Bottom edge gGL.color4fv(start_color.mV); - gGL.vertex2i(right, bottom); - gGL.vertex2i(left+lines, bottom); + gGL.vertex2i(right, bottom); + gGL.vertex2i(left+lines, bottom); + gGL.color4fv(end_color.mV); + gGL.vertex2i(left+lines, bottom-lines); + gGL.color4fv(start_color.mV); + gGL.vertex2i(right, bottom); gGL.color4fv(end_color.mV); - gGL.vertex2i(left+lines, bottom-lines); - gGL.vertex2i(right, bottom-lines); + gGL.vertex2i(left+lines, bottom-lines); + gGL.vertex2i(right, bottom-lines); // bottom left Corner gGL.color4fv(start_color.mV); - gGL.vertex2i(left+lines, bottom); + gGL.vertex2i(left+lines, bottom); + gGL.color4fv(end_color.mV); + gGL.vertex2i(left, bottom); + + // bottom left corner + gGL.vertex2i(left+1, bottom-lines+1); + gGL.color4fv(start_color.mV); + gGL.vertex2i(left+lines, bottom); gGL.color4fv(end_color.mV); - gGL.vertex2i(left, bottom); - // make the bottom left corner not sharp - gGL.vertex2i(left+1, bottom-lines+1); - gGL.vertex2i(left+lines, bottom-lines); + gGL.vertex2i(left+1, bottom-lines+1); + gGL.vertex2i(left+lines, bottom-lines); // bottom right corner gGL.color4fv(start_color.mV); - gGL.vertex2i(right, bottom); + gGL.vertex2i(right, bottom); gGL.color4fv(end_color.mV); - gGL.vertex2i(right, bottom-lines); + gGL.vertex2i(right, bottom-lines); + // make the rightmost corner not sharp gGL.vertex2i(right+lines-1, bottom-lines+1); - gGL.vertex2i(right+lines, bottom); + gGL.color4fv(start_color.mV); + gGL.vertex2i(right, bottom); + gGL.color4fv(end_color.mV); + gGL.vertex2i(right+lines-1, bottom-lines+1); + gGL.vertex2i(right+lines, bottom); // top right corner gGL.color4fv(start_color.mV); - gGL.vertex2i( right, top-lines ); + gGL.vertex2i( right, top-lines ); gGL.color4fv(end_color.mV); - gGL.vertex2i( right+lines, top-lines ); + gGL.vertex2i( right+lines, top-lines ); + // make the corner not sharp - gGL.vertex2i( right+lines-1, top-1 ); - gGL.vertex2i( right, top ); + gGL.vertex2i( right+lines-1, top-1 ); + gGL.color4fv(start_color.mV); + gGL.vertex2i( right, top-lines ); + gGL.color4fv(end_color.mV); + gGL.vertex2i( right+lines-1, top-1 ); + gGL.vertex2i( right, top ); gGL.end(); stop_glerror(); @@ -429,165 +455,237 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex gGL.color4fv(color.mV); - const S32 NUM_VERTICES = 9 * 4; // 9 quads + const S32 NUM_VERTICES = 9 * 6; LLVector2 uv[NUM_VERTICES]; - LLVector3 pos[NUM_VERTICES]; + LLVector4a pos[NUM_VERTICES]; S32 index = 0; - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { // draw bottom left uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mBottom); - pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f); + index++; + + uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mBottom); + pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f); index++; // draw bottom middle uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f); index++; // draw bottom right uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mBottom); - pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mRight, draw_outer_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f); + index++; + + uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom); + pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f); index++; // draw left uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f); + index++; + + uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom); + pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop); - pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f); index++; // draw middle uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f); index++; // draw right uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom); - pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f); index++; uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop); - pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f); + index++; + + uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop); + pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f); index++; // draw top left uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop); - pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f); + index++; + + uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop); + pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mTop); - pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_outer_rect.mTop, 0.f); index++; // draw top middle uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f); index++; // draw top right uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop); - pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mTop); - pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f); + index++; + + uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f); + index++; + + uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mTop); + pos[index] = LLVector4a(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f); index++; uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop); - pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f); + pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f); index++; gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES); @@ -629,11 +727,11 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre if (degrees == 0.f) { - const S32 NUM_VERTICES = 4; // 9 quads + const S32 NUM_VERTICES = 6; LLVector2 uv[NUM_VERTICES]; - LLVector3 pos[NUM_VERTICES]; + LLVector4a pos[NUM_VERTICES]; - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { LLVector3 ui_scale = gGL.getUIScale(); LLVector3 ui_translation = gGL.getUITranslation(); @@ -645,19 +743,27 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre S32 scaled_height = ll_round(height * ui_scale.mV[VY]); uv[index] = LLVector2(uv_rect.mRight, uv_rect.mTop); - pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f); + pos[index] = LLVector4a(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f); index++; uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop); - pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY] + scaled_height, 0.f); + pos[index] = LLVector4a(ui_translation.mV[VX], ui_translation.mV[VY] + scaled_height, 0.f); + index++; + + uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom); + pos[index] = LLVector4a(ui_translation.mV[VX], ui_translation.mV[VY], 0.f); + index++; + + uv[index] = LLVector2(uv_rect.mRight, uv_rect.mTop); + pos[index] = LLVector4a(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f); index++; uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom); - pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY], 0.f); + pos[index] = LLVector4a(ui_translation.mV[VX], ui_translation.mV[VY], 0.f); index++; uv[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom); - pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY], 0.f); + pos[index] = LLVector4a(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY], 0.f); index++; gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES); @@ -687,26 +793,32 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre gGL.color4fv(color.mV); - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { - LLVector3 v; + LLVector3 v1 = LLVector3(offset_x, offset_y, 0.f) * quat; + LLVector3 v2 = LLVector3(-offset_x, offset_y, 0.f) * quat; + LLVector3 v3 = LLVector3(-offset_x, -offset_y, 0.f) * quat; + LLVector3 v4 = LLVector3(offset_x, -offset_y, 0.f) * quat; - v = LLVector3(offset_x, offset_y, 0.f) * quat; gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop); - gGL.vertex2f(v.mV[0], v.mV[1] ); + gGL.vertex2f(v1.mV[0], v1.mV[1] ); - v = LLVector3(-offset_x, offset_y, 0.f) * quat; gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop); - gGL.vertex2f(v.mV[0], v.mV[1] ); + gGL.vertex2f(v2.mV[0], v2.mV[1] ); + + gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom); + gGL.vertex2f(v3.mV[0], v3.mV[1] ); + + gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop); + gGL.vertex2f(v1.mV[0], v1.mV[1] ); - v = LLVector3(-offset_x, -offset_y, 0.f) * quat; gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom); - gGL.vertex2f(v.mV[0], v.mV[1] ); + gGL.vertex2f(v3.mV[0], v3.mV[1] ); - v = LLVector3(offset_x, -offset_y, 0.f) * quat; gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom); - gGL.vertex2f(v.mV[0], v.mV[1] ); + gGL.vertex2f(v4.mV[0], v4.mV[1] ); } + gGL.end(); gGL.popUIMatrix(); } @@ -948,8 +1060,8 @@ void gl_washer_segment_2d(F32 outer_radius, F32 inner_radius, F32 start_radians, void gl_rect_2d_simple_tex( S32 width, S32 height ) { - gGL.begin( LLRender::QUADS ); - + gGL.begin( LLRender::TRIANGLES ); + { gGL.texCoord2f(1.f, 1.f); gGL.vertex2i(width, height); @@ -959,19 +1071,30 @@ void gl_rect_2d_simple_tex( S32 width, S32 height ) gGL.texCoord2f(0.f, 0.f); gGL.vertex2i(0, 0); + gGL.texCoord2f(1.f, 1.f); + gGL.vertex2i(width, height); + + gGL.texCoord2f(0.f, 0.f); + gGL.vertex2i(0, 0); + gGL.texCoord2f(1.f, 0.f); gGL.vertex2i(width, 0); - + } gGL.end(); } void gl_rect_2d_simple( S32 width, S32 height ) { - gGL.begin( LLRender::QUADS ); + gGL.begin( LLRender::TRIANGLES ); + { gGL.vertex2i(width, height); gGL.vertex2i(0, height); gGL.vertex2i(0, 0); + + gGL.vertex2i(width, height); + gGL.vertex2i(0, 0); gGL.vertex2i(width, 0); + } gGL.end(); } @@ -1011,7 +1134,7 @@ void gl_segmented_rect_2d_tex(const S32 left, LLVector2 width_vec((F32)width, 0.f); LLVector2 height_vec(0.f, (F32)height); - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { // draw bottom left gGL.texCoord2f(0.f, 0.f); @@ -1023,6 +1146,12 @@ void gl_segmented_rect_2d_tex(const S32 left, gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); gGL.vertex2fv((border_width_left + border_height_bottom).mV); + gGL.texCoord2f(0.f, 0.f); + gGL.vertex2f(0.f, 0.f); + + gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); + gGL.vertex2fv((border_width_left + border_height_bottom).mV); + gGL.texCoord2f(0.f, border_uv_scale.mV[VY]); gGL.vertex2fv(border_height_bottom.mV); @@ -1036,6 +1165,12 @@ void gl_segmented_rect_2d_tex(const S32 left, gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], 0.f); + gGL.vertex2fv(border_width_left.mV); + + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); + gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); gGL.vertex2fv((border_width_left + border_height_bottom).mV); @@ -1049,6 +1184,12 @@ void gl_segmented_rect_2d_tex(const S32 left, gGL.texCoord2f(1.f, border_uv_scale.mV[VY]); gGL.vertex2fv((width_vec + border_height_bottom).mV); + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 0.f); + gGL.vertex2fv((width_vec - border_width_right).mV); + + gGL.texCoord2f(1.f, border_uv_scale.mV[VY]); + gGL.vertex2fv((width_vec + border_height_bottom).mV); + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV); @@ -1062,6 +1203,12 @@ void gl_segmented_rect_2d_tex(const S32 left, gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV); + gGL.texCoord2f(0.f, border_uv_scale.mV[VY]); + gGL.vertex2fv(border_height_bottom.mV); + + gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV); + gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((height_vec - border_height_top).mV); @@ -1075,6 +1222,12 @@ void gl_segmented_rect_2d_tex(const S32 left, gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); + gGL.vertex2fv((border_width_left + border_height_bottom).mV); + + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV); @@ -1088,6 +1241,12 @@ void gl_segmented_rect_2d_tex(const S32 left, gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((width_vec + height_vec - border_height_top).mV); + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); + gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV); + + gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((width_vec + height_vec - border_height_top).mV); + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV); @@ -1101,6 +1260,12 @@ void gl_segmented_rect_2d_tex(const S32 left, gGL.texCoord2f(border_uv_scale.mV[VX], 1.f); gGL.vertex2fv((border_width_left + height_vec).mV); + gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((height_vec - border_height_top).mV); + + gGL.texCoord2f(border_uv_scale.mV[VX], 1.f); + gGL.vertex2fv((border_width_left + height_vec).mV); + gGL.texCoord2f(0.f, 1.f); gGL.vertex2fv((height_vec).mV); @@ -1114,6 +1279,12 @@ void gl_segmented_rect_2d_tex(const S32 left, gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f); gGL.vertex2fv((width_vec - border_width_right + height_vec).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV); + + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f); + gGL.vertex2fv((width_vec - border_width_right + height_vec).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], 1.f); gGL.vertex2fv((border_width_left + height_vec).mV); @@ -1127,6 +1298,12 @@ void gl_segmented_rect_2d_tex(const S32 left, gGL.texCoord2f(1.f, 1.f); gGL.vertex2fv((width_vec + height_vec).mV); + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV); + + gGL.texCoord2f(1.f, 1.f); + gGL.vertex2fv((width_vec + height_vec).mV); + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f); gGL.vertex2fv((width_vec - border_width_right + height_vec).mV); } @@ -1181,7 +1358,7 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, LLVector2 x_min; LLVector2 x_max; - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { if (start_fragment < middle_start) { @@ -1200,6 +1377,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, gGL.texCoord2f(u_max, border_uv_scale.mV[VY]); gGL.vertex2fv((x_max + border_height_bottom).mV); + gGL.texCoord2f(u_min, 0.f); + gGL.vertex2fv(x_min.mV); + + gGL.texCoord2f(u_max, border_uv_scale.mV[VY]); + gGL.vertex2fv((x_max + border_height_bottom).mV); + gGL.texCoord2f(u_min, border_uv_scale.mV[VY]); gGL.vertex2fv((x_min + border_height_bottom).mV); @@ -1213,6 +1396,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((x_max + height_vec - border_height_top).mV); + gGL.texCoord2f(u_min, border_uv_scale.mV[VY]); + gGL.vertex2fv((x_min + border_height_bottom).mV); + + gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((x_max + height_vec - border_height_top).mV); + gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((x_min + height_vec - border_height_top).mV); @@ -1226,6 +1415,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, gGL.texCoord2f(u_max, 1.f); gGL.vertex2fv((x_max + height_vec).mV); + gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((x_min + height_vec - border_height_top).mV); + + gGL.texCoord2f(u_max, 1.f); + gGL.vertex2fv((x_max + height_vec).mV); + gGL.texCoord2f(u_min, 1.f); gGL.vertex2fv((x_min + height_vec).mV); } @@ -1245,6 +1440,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); gGL.vertex2fv((x_max + border_height_bottom).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], 0.f); + gGL.vertex2fv(x_min.mV); + + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]); + gGL.vertex2fv((x_max + border_height_bottom).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); gGL.vertex2fv((x_min + border_height_bottom).mV); @@ -1258,6 +1459,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((x_max + height_vec - border_height_top).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]); + gGL.vertex2fv((x_min + border_height_bottom).mV); + + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((x_max + height_vec - border_height_top).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((x_min + height_vec - border_height_top).mV); @@ -1271,6 +1478,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f); gGL.vertex2fv((x_max + height_vec).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((x_min + height_vec - border_height_top).mV); + + gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f); + gGL.vertex2fv((x_max + height_vec).mV); + gGL.texCoord2f(border_uv_scale.mV[VX], 1.f); gGL.vertex2fv((x_min + height_vec).mV); } @@ -1292,6 +1505,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, gGL.texCoord2f(u_max, border_uv_scale.mV[VY]); gGL.vertex2fv((x_max + border_height_bottom).mV); + gGL.texCoord2f(u_min, 0.f); + gGL.vertex2fv((x_min).mV); + + gGL.texCoord2f(u_max, border_uv_scale.mV[VY]); + gGL.vertex2fv((x_max + border_height_bottom).mV); + gGL.texCoord2f(u_min, border_uv_scale.mV[VY]); gGL.vertex2fv((x_min + border_height_bottom).mV); @@ -1305,6 +1524,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((x_max + height_vec - border_height_top).mV); + gGL.texCoord2f(u_min, border_uv_scale.mV[VY]); + gGL.vertex2fv((x_min + border_height_bottom).mV); + + gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((x_max + height_vec - border_height_top).mV); + gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]); gGL.vertex2fv((x_min + height_vec - border_height_top).mV); @@ -1318,6 +1543,12 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect, gGL.texCoord2f(u_max, 1.f); gGL.vertex2fv((x_max + height_vec).mV); + gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]); + gGL.vertex2fv((x_min + height_vec - border_height_top).mV); + + gGL.texCoord2f(u_max, 1.f); + gGL.vertex2fv((x_max + height_vec).mV); + gGL.texCoord2f(u_min, 1.f); gGL.vertex2fv((x_min + height_vec).mV); } @@ -1332,7 +1563,7 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv { LL_PROFILE_ZONE_SCOPED_CATEGORY_UI; - gGL.begin(LLRender::QUADS); + gGL.begin(LLRender::TRIANGLES); { // draw bottom left gGL.texCoord2f(clip_rect.mLeft, clip_rect.mBottom); @@ -1344,6 +1575,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom); gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV); + gGL.texCoord2f(clip_rect.mLeft, clip_rect.mBottom); + gGL.vertex3f(0.f, 0.f, 0.f); + + gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom); + gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV); + gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom); gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV); @@ -1357,6 +1594,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom); gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV); + gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mBottom); + gGL.vertex3fv((center_draw_rect.mLeft * width_vec).mV); + + gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom); + gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV); + gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom); gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV); @@ -1370,6 +1613,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom); gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV); + gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mBottom); + gGL.vertex3fv((center_draw_rect.mRight * width_vec).mV); + + gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom); + gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV); + gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom); gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV); @@ -1383,6 +1632,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop); gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV); + gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom); + gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV); + + gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop); + gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV); + gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop); gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV); @@ -1396,6 +1651,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop); gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV); + gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom); + gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV); + + gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop); + gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV); + gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop); gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV); @@ -1409,6 +1670,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop); gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV); + gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom); + gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV); + + gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop); + gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV); + gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop); gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV); @@ -1422,6 +1689,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop); gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV); + gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop); + gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV); + + gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop); + gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV); + gGL.texCoord2f(clip_rect.mLeft, clip_rect.mTop); gGL.vertex3fv((height_vec).mV); @@ -1435,6 +1708,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop); gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV); + gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop); + gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV); + + gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop); + gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV); + gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop); gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV); @@ -1448,6 +1727,12 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv gGL.texCoord2f(clip_rect.mRight, clip_rect.mTop); gGL.vertex3fv((width_vec + height_vec).mV); + gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop); + gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV); + + gGL.texCoord2f(clip_rect.mRight, clip_rect.mTop); + gGL.vertex3fv((width_vec + height_vec).mV); + gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop); gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV); } diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 7caf20f40b..783794512c 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -359,7 +359,8 @@ public: mMisses++; name = gen_buffer(); glBindBuffer(type, name); - glBufferData(type, size, nullptr, GL_DYNAMIC_DRAW); + //glBufferData(type, size, nullptr, GL_DYNAMIC_DRAW); + glBufferData(type, size, nullptr, GL_STREAM_DRAW); if (type == GL_ELEMENT_ARRAY_BUFFER) { LLVertexBuffer::sGLRenderIndices = name; @@ -1147,20 +1148,63 @@ static void flush_vbo(GLenum target, U32 start, U32 end, void* data) { if (end != 0) { + //Note (observeur): I maintained the profile "glBufferSubData" names because i'm not sure if it would impact any statistics part somewhere in the code. LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("glBufferSubData"); LL_PROFILE_ZONE_NUM(start); LL_PROFILE_ZONE_NUM(end); LL_PROFILE_ZONE_NUM(end-start); - constexpr U32 block_size = 8192; + U32 size = end-start+1; + + //Note (observeur): glBufferSubData() was causing synchronization stalls, specialy on Apple GPUs, possibly to the fact Apple GPU is a tiled gpu, resulting to heavy stutters, and spacialy when called several times per frame on the same buffer. + + //Note (observeur): I maintained the notion of block_size for testing purpose, but i think it's a bad idea. We don't know the overhead of glMapBufferRange() depending on the driver, so it's better avoiding calling it more than necessary.(0 -> loop is disabled, 8192 -> original value, 524288 -> a resonable value). + constexpr U32 block_size = 0; + + if(block_size == 0) + { + U8 * mptr = NULL; + LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("glBufferSubData block"); + LL_PROFILE_GPU_ZONE("glBufferSubData"); + + mptr = (U8*) glMapBufferRange( target, start, size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); + if(mptr) + { + std::memcpy(mptr, (U8*) data, size); + glUnmapBuffer(target); + } + else + { + LL_WARNS() << "glMapBufferRange() returned NULL" << LL_ENDL; + } + return; + } + + //Note (observeur): This is for analysis purpose only + if(size > block_size) + { + LL_INFOS() << "Large data range : " << size << LL_ENDL; + } + + U8 * mptr = NULL; for (U32 i = start; i <= end; i += block_size) { LL_PROFILE_ZONE_NAMED_CATEGORY_VERTEX("glBufferSubData block"); - //LL_PROFILE_GPU_ZONE("glBufferSubData"); + LL_PROFILE_GPU_ZONE("glBufferSubData"); U32 tend = llmin(i + block_size, end); - U32 size = tend - i + 1; - glBufferSubData(target, i, size, (U8*) data + (i-start)); + size = tend - i + 1; + + mptr = (U8*) glMapBufferRange( target, i, size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); + if(mptr) + { + std::memcpy(mptr, (U8*) data + (i-start), size); + glUnmapBuffer(target); + } + else + { + LL_WARNS() << "glMapBufferRange() returned NULL" << LL_ENDL; + } } } } diff --git a/indra/llui/llbadge.cpp b/indra/llui/llbadge.cpp index f2b1f5720f..847aefafb3 100644 --- a/indra/llui/llbadge.cpp +++ b/indra/llui/llbadge.cpp @@ -202,15 +202,17 @@ void renderBadgeBackground(F32 centerX, F32 centerY, F32 width, F32 height, cons ll_round(x) + width, ll_round(y) + height); - LLVector3 vertices[4]; - vertices[0] = LLVector3(screen_rect.mRight, screen_rect.mTop, 1.0f); - vertices[1] = LLVector3(screen_rect.mLeft, screen_rect.mTop, 1.0f); - vertices[2] = LLVector3(screen_rect.mLeft, screen_rect.mBottom, 1.0f); - vertices[3] = LLVector3(screen_rect.mRight, screen_rect.mBottom, 1.0f); - - gGL.begin(LLRender::QUADS); + LLVector4a vertices[6]; + vertices[0].set(screen_rect.mLeft, screen_rect.mTop, 1.0f); + vertices[1].set(screen_rect.mLeft, screen_rect.mBottom, 1.0f); + vertices[2].set(screen_rect.mRight, screen_rect.mTop, 1.0f); + vertices[3].set(screen_rect.mRight, screen_rect.mTop, 1.0f); + vertices[4].set(screen_rect.mLeft, screen_rect.mBottom, 1.0f); + vertices[5].set(screen_rect.mRight, screen_rect.mBottom, 1.0f); + + gGL.begin(LLRender::TRIANGLES); { - gGL.vertexBatchPreTransformed(vertices, 4); + gGL.vertexBatchPreTransformed(vertices, 6); } gGL.end(); diff --git a/indra/newview/lltracker.cpp b/indra/newview/lltracker.cpp index 1bc49490d2..a62116e913 100644 --- a/indra/newview/lltracker.cpp +++ b/indra/newview/lltracker.cpp @@ -493,7 +493,7 @@ void draw_shockwave(F32 center_z, F32 t, S32 steps, LLColor4 color) void LLTracker::drawBeacon(LLVector3 pos_agent, std::string direction, LLColor4 fogged_color, F32 dist) { const F32 MAX_HEIGHT = 5020.f; - const U32 BEACON_ROWS = 256; + const U32 BEACON_ROWS = 128; U32 nRows; F32 height; @@ -517,11 +517,10 @@ void LLTracker::drawBeacon(LLVector3 pos_agent, std::string direction, LLColor4 } nRows = ceil((BEACON_ROWS * height) / MAX_HEIGHT); + if(nRows<2) nRows=2; rowHeight = height / nRows; - gGL.color4fv(fogged_color.mV); - LLVector3 x_axis = LLViewerCamera::getInstance()->getLeftAxis(); F32 t = gRenderStartTime.getElapsedTimeF32(); @@ -536,6 +535,8 @@ void LLTracker::drawBeacon(LLVector3 pos_agent, std::string direction, LLColor4 bool tracking_avatar = getTrackingStatus() == TRACKING_AVATAR; + gGL.color4fv(fogged_color.mV); + gGL.begin(LLRender::TRIANGLES); for (U32 i = 0; i < nRows; i++) -- cgit v1.2.3 From a0346658a3266a06c5f4ef73dd1e1bd90a43938c Mon Sep 17 00:00:00 2001 From: Erik Kundiman Date: Fri, 28 Jun 2024 18:37:08 +0800 Subject: Revert the key type from U32 to U16 It was changed in the first place to accommodate SDL2's bigger size need, since SDL2 was still used by all ports. This would conflict when maint-b gets merge later, so just revert it beforehand. With this commit, it would fail to compile for Linux & FreeBSD on main branch temporarily. --- indra/llwindow/llkeyboard.cpp | 8 ++++---- indra/llwindow/llkeyboard.h | 12 ++++++------ indra/llwindow/llkeyboardheadless.cpp | 4 ++-- indra/llwindow/llkeyboardheadless.h | 4 ++-- 4 files changed, 14 insertions(+), 14 deletions(-) (limited to 'indra') diff --git a/indra/llwindow/llkeyboard.cpp b/indra/llwindow/llkeyboard.cpp index f154351ce3..b3dcac6222 100644 --- a/indra/llwindow/llkeyboard.cpp +++ b/indra/llwindow/llkeyboard.cpp @@ -195,9 +195,9 @@ void LLKeyboard::resetKeys() } -BOOL LLKeyboard::translateKey(const U32 os_key, KEY *out_key) +BOOL LLKeyboard::translateKey(const U16 os_key, KEY *out_key) { - std::map::iterator iter; + std::map::iterator iter; // Only translate keys in the map, ignore all other keys for now iter = mTranslateKeyMap.find(os_key); @@ -215,9 +215,9 @@ BOOL LLKeyboard::translateKey(const U32 os_key, KEY *out_key) } -U32 LLKeyboard::inverseTranslateKey(const KEY translated_key) +U16 LLKeyboard::inverseTranslateKey(const KEY translated_key) { - std::map::iterator iter; + std::map::iterator iter; iter = mInvTranslateKeyMap.find(translated_key); if (iter == mInvTranslateKeyMap.end()) { diff --git a/indra/llwindow/llkeyboard.h b/indra/llwindow/llkeyboard.h index 1a6292f29f..e406de347c 100644 --- a/indra/llwindow/llkeyboard.h +++ b/indra/llwindow/llkeyboard.h @@ -67,14 +67,14 @@ public: BOOL getKeyDown(const KEY key) { return mKeyLevel[key]; } BOOL getKeyRepeated(const KEY key) { return mKeyRepeated[key]; } - BOOL translateKey(const U32 os_key, KEY *translated_key); - U32 inverseTranslateKey(const KEY translated_key); + BOOL translateKey(const U16 os_key, KEY *translated_key); + U16 inverseTranslateKey(const KEY translated_key); BOOL handleTranslatedKeyUp(KEY translated_key, U32 translated_mask); // Translated into "Linden" keycodes BOOL handleTranslatedKeyDown(KEY translated_key, U32 translated_mask); // Translated into "Linden" keycodes - virtual BOOL handleKeyUp(const U32 key, MASK mask) = 0; - virtual BOOL handleKeyDown(const U32 key, MASK mask) = 0; + virtual BOOL handleKeyUp(const U16 key, MASK mask) = 0; + virtual BOOL handleKeyDown(const U16 key, MASK mask) = 0; #if defined(LL_DARWIN) && !defined(LL_SDL) // We only actually use this for OS X. @@ -111,8 +111,8 @@ protected: void addKeyName(KEY key, const std::string& name); protected: - std::map mTranslateKeyMap; // Map of translations from OS keys to Linden KEYs - std::map mInvTranslateKeyMap; // Map of translations from Linden KEYs to OS keys + std::map mTranslateKeyMap; // Map of translations from OS keys to Linden KEYs + std::map mInvTranslateKeyMap; // Map of translations from Linden KEYs to OS keys LLWindowCallbacks *mCallbacks; LLTimer mKeyLevelTimer[KEY_COUNT]; // Time since level was set diff --git a/indra/llwindow/llkeyboardheadless.cpp b/indra/llwindow/llkeyboardheadless.cpp index 3e81aff626..01ac26261b 100644 --- a/indra/llwindow/llkeyboardheadless.cpp +++ b/indra/llwindow/llkeyboardheadless.cpp @@ -35,11 +35,11 @@ void LLKeyboardHeadless::resetMaskKeys() { } -BOOL LLKeyboardHeadless::handleKeyDown(const U32 key, const U32 mask) +BOOL LLKeyboardHeadless::handleKeyDown(const U16 key, const U32 mask) { return FALSE; } -BOOL LLKeyboardHeadless::handleKeyUp(const U32 key, const U32 mask) +BOOL LLKeyboardHeadless::handleKeyUp(const U16 key, const U32 mask) { return FALSE; } MASK LLKeyboardHeadless::currentMask(BOOL for_mouse_event) diff --git a/indra/llwindow/llkeyboardheadless.h b/indra/llwindow/llkeyboardheadless.h index 73910ed883..8e067e6108 100644 --- a/indra/llwindow/llkeyboardheadless.h +++ b/indra/llwindow/llkeyboardheadless.h @@ -35,8 +35,8 @@ public: LLKeyboardHeadless(); /*virtual*/ ~LLKeyboardHeadless() {}; - /*virtual*/ BOOL handleKeyUp(const U32 key, MASK mask); - /*virtual*/ BOOL handleKeyDown(const U32 key, MASK mask); + /*virtual*/ BOOL handleKeyUp(const U16 key, MASK mask); + /*virtual*/ BOOL handleKeyDown(const U16 key, MASK mask); /*virtual*/ void resetMaskKeys(); /*virtual*/ MASK currentMask(BOOL for_mouse_event); /*virtual*/ void scanKeyboard(); -- cgit v1.2.3 From 095bf053f148dac958158f6709303bf09fbcd719 Mon Sep 17 00:00:00 2001 From: Erik Kundiman Date: Tue, 25 Jun 2024 08:00:24 +0800 Subject: Get Dullahan working again on Debian/Ubuntu After the Maintenance B merge, ironically it was Fedora's web functionality that worked out of the box (after only `patchelf --remove-rpath`-ing the dullahan_host binary from LL's v1.14.0-r2 release, since rpmbuild wouldn't allow non-existent paths). On Debian/Ubuntu somehow it wasn't working any more. It would complain about "No usable sandbox!" in (the new, replacing cef_log.txt) cef.log. The fix was done just by removing the chrome-sandbox' setuid permission (that's been turned on all this time following the common practice for CEF-based apps). On Fedora, it still works without setuid off. It may not have been needed after all, and it's safer anyway that we don't need to elevate the permission to use the effective UID of root to run the sandbox. --- indra/newview/ViewerInstall.cmake | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/newview/ViewerInstall.cmake b/indra/newview/ViewerInstall.cmake index 3ad4cc72f9..e648d8cc47 100644 --- a/indra/newview/ViewerInstall.cmake +++ b/indra/newview/ViewerInstall.cmake @@ -23,8 +23,9 @@ if (LINUX) install(PROGRAMS ${AUTOBUILD_INSTALL_DIR}/bin/release/chrome-sandbox DESTINATION libexec/${VIEWER_BINARY_NAME} - PERMISSIONS SETUID OWNER_READ OWNER_WRITE OWNER_EXECUTE - GROUP_READ GROUP_EXECUTE WORLD_READ WORLD_EXECUTE) + #PERMISSIONS SETUID OWNER_READ OWNER_WRITE OWNER_EXECUTE + #GROUP_READ GROUP_EXECUTE WORLD_READ WORLD_EXECUTE + ) install(PROGRAMS ${AUTOBUILD_INSTALL_DIR}/bin/release/dullahan_host DESTINATION libexec/${VIEWER_BINARY_NAME}) -- cgit v1.2.3