/** * @file llviewertexlayer.cpp * @brief Viewer texture layer. Used for avatars. * * $LicenseInfo:firstyear=2012&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llviewertexlayer.h" #include "llagent.h" #include "llimagej2c.h" #include "llnotificationsutil.h" #include "llviewerregion.h" #include "llglslshader.h" #include "llvoavatarself.h" #include "pipeline.h" #include "llviewercontrol.h" // runway consolidate extern std::string self_av_string(); //----------------------------------------------------------------------------- // LLViewerTexLayerSetBuffer // The composite image that a LLViewerTexLayerSet writes to. Each LLViewerTexLayerSet has one. //----------------------------------------------------------------------------- // static S32 LLViewerTexLayerSetBuffer::sGLByteCount = 0; LLViewerTexLayerSetBuffer::LLViewerTexLayerSetBuffer(LLTexLayerSet* const owner, S32 width, S32 height) : // ORDER_LAST => must render these after the hints are created. LLTexLayerSetBuffer(owner), LLViewerDynamicTexture(width, height, 4, LLViewerDynamicTexture::ORDER_LAST, false), mNeedsUpdate(true), mNumLowresUpdates(0) { mGLTexturep->setNeedsAlphaAndPickMask(false); LLViewerTexLayerSetBuffer::sGLByteCount += getSize(); mNeedsUpdateTimer.start(); } LLViewerTexLayerSetBuffer::~LLViewerTexLayerSetBuffer() { LLViewerTexLayerSetBuffer::sGLByteCount -= getSize(); destroyGLTexture(); for( S32 order = 0; order < ORDER_COUNT; order++ ) { LLViewerDynamicTexture::sInstances[order].erase(this); // will fail in all but one case. } } //virtual S8 LLViewerTexLayerSetBuffer::getType() const { return LLViewerDynamicTexture::LL_TEX_LAYER_SET_BUFFER ; } //virtual void LLViewerTexLayerSetBuffer::restoreGLTexture() { LLViewerDynamicTexture::restoreGLTexture() ; } //virtual void LLViewerTexLayerSetBuffer::destroyGLTexture() { LLViewerDynamicTexture::destroyGLTexture() ; } // static void LLViewerTexLayerSetBuffer::dumpTotalByteCount() { LL_INFOS() << "Composite System GL Buffers: " << (LLViewerTexLayerSetBuffer::sGLByteCount/1024) << "KB" << LL_ENDL; } void LLViewerTexLayerSetBuffer::requestUpdate() { restartUpdateTimer(); mNeedsUpdate = true; mNumLowresUpdates = 0; } void LLViewerTexLayerSetBuffer::restartUpdateTimer() { mNeedsUpdateTimer.reset(); mNeedsUpdateTimer.start(); } // virtual bool LLViewerTexLayerSetBuffer::needsRender() { llassert(mTexLayerSet->getAvatarAppearance() == gAgentAvatarp); if (!isAgentAvatarValid()) return false; const bool update_now = mNeedsUpdate && isReadyToUpdate(); // Don't render if we don't want to (or aren't ready to) update. if (!update_now) { return false; } // Don't render if we're animating our appearance. if (gAgentAvatarp->getIsAppearanceAnimating()) { return false; } // Don't render if we are trying to create a skirt texture but aren't wearing a skirt. if (gAgentAvatarp->getBakedTE(getViewerTexLayerSet()) == LLAvatarAppearanceDefines::TEX_SKIRT_BAKED && !gAgentAvatarp->isWearingWearableType(LLWearableType::WT_SKIRT)) { return false; } // Render if we have at least minimal level of detail for each local texture. return getViewerTexLayerSet()->isLocalTextureDataAvailable(); } // virtual void LLViewerTexLayerSetBuffer::preRenderTexLayerSet() { LLTexLayerSetBuffer::preRenderTexLayerSet(); // keep depth buffer, we don't need to clear it LLViewerDynamicTexture::preRender(false); } // virtual void LLViewerTexLayerSetBuffer::postRenderTexLayerSet(bool success) { LLTexLayerSetBuffer::postRenderTexLayerSet(success); LLViewerDynamicTexture::postRender(success); } // virtual void LLViewerTexLayerSetBuffer::midRenderTexLayerSet(bool success) { const bool update_now = mNeedsUpdate && isReadyToUpdate(); if (update_now) { doUpdate(); } // *TODO: Old logic does not check success before setGLTextureCreated // we have valid texture data now mGLTexturep->setGLTextureCreated(true); } bool LLViewerTexLayerSetBuffer::isInitialized(void) const { return mGLTexturep.notNull() && mGLTexturep->isGLTextureCreated(); } bool LLViewerTexLayerSetBuffer::isReadyToUpdate() const { // If we requested an update and have the final LOD ready, then update. if (getViewerTexLayerSet()->isLocalTextureDataFinal()) return true; // If we haven't done an update yet, then just do one now regardless of state of textures. if (mNumLowresUpdates == 0) return true; // Update if we've hit a timeout. Unlike for uploads, we can make this timeout fairly small // since render unnecessarily doesn't cost much. const U32 TEXTURE_TIMEOUT = 10; if (TEXTURE_TIMEOUT != 0) { // If we hit our timeout and have textures available at even lower resolution, then update. const bool is_update_textures_timeout = mNeedsUpdateTimer.getElapsedTimeF32() >= TEXTURE_TIMEOUT; const bool has_lower_lod = getViewerTexLayerSet()->isLocalTextureDataAvailable(); if (has_lower_lod && is_update_textures_timeout) return true; } return false; } bool LLViewerTexLayerSetBuffer::requestUpdateImmediate() { mNeedsUpdate = true; bool result = false; if (needsRender()) { preRender(false); result = render(); postRender(result); } return result; } // Mostly bookkeeping; don't need to actually "do" anything since // render() will actually do the update. void LLViewerTexLayerSetBuffer::doUpdate() { LLViewerTexLayerSet* layer_set = getViewerTexLayerSet(); const bool highest_lod = layer_set->isLocalTextureDataFinal(); if (highest_lod) { mNeedsUpdate = false; } else { mNumLowresUpdates++; } restartUpdateTimer(); // need to switch to using this layerset if this is the first update // after getting the lowest LOD layer_set->getAvatar()->updateMeshTextures(); // Print out notification that we updated this texture. if (gSavedSettings.getBOOL("DebugAvatarRezTime")) { const bool highest_lod = layer_set->isLocalTextureDataFinal(); const std::string lod_str = highest_lod ? "HighRes" : "LowRes"; LLSD args; args["EXISTENCE"] = llformat("%d",(U32)layer_set->getAvatar()->debugGetExistenceTimeElapsedF32()); args["TIME"] = llformat("%d",(U32)mNeedsUpdateTimer.getElapsedTimeF32()); args["BODYREGION"] = layer_set->getBodyRegionName(); args["RESOLUTION"] = lod_str; LLNotificationsUtil::add("AvatarRezSelfBakedTextureUpdateNotification",args); LL_DEBUGS("Avatar") << self_av_string() << "Locally updating [ name: " << layer_set->getBodyRegionName() << " res:" << lod_str << " time:" << (U32)mNeedsUpdateTimer.getElapsedTimeF32() << " ]" << LL_ENDL; } } //----------------------------------------------------------------------------- // LLViewerTexLayerSet // An ordered set of texture layers that get composited into a single texture. //----------------------------------------------------------------------------- LLViewerTexLayerSet::LLViewerTexLayerSet(LLAvatarAppearance* const appearance) : LLTexLayerSet(appearance), mUpdatesEnabled( false ) { } // virtual LLViewerTexLayerSet::~LLViewerTexLayerSet() { } // Returns true if at least one packet of data has been received for each of the textures that this layerset depends on. bool LLViewerTexLayerSet::isLocalTextureDataAvailable() const { if (!mAvatarAppearance->isSelf()) return false; return getAvatar()->isLocalTextureDataAvailable(this); } // Returns true if all of the data for the textures that this layerset depends on have arrived. bool LLViewerTexLayerSet::isLocalTextureDataFinal() const { if (!mAvatarAppearance->isSelf()) return false; return getAvatar()->isLocalTextureDataFinal(this); } // virtual void LLViewerTexLayerSet::requestUpdate() { if( mUpdatesEnabled ) { createComposite(); getViewerComposite()->requestUpdate(); } } void LLViewerTexLayerSet::updateComposite() { createComposite(); getViewerComposite()->requestUpdateImmediate(); } // virtual void LLViewerTexLayerSet::createComposite() { if(!mComposite) { S32 width = mInfo->getWidth(); S32 height = mInfo->getHeight(); // Composite other avatars at reduced resolution if( !mAvatarAppearance->isSelf() ) { LL_ERRS() << "composites should not be created for non-self avatars!" << LL_ENDL; } mComposite = new LLViewerTexLayerSetBuffer( this, width, height ); } } void LLViewerTexLayerSet::setUpdatesEnabled( bool b ) { mUpdatesEnabled = b; } LLVOAvatarSelf* LLViewerTexLayerSet::getAvatar() { return dynamic_cast (mAvatarAppearance); } const LLVOAvatarSelf* LLViewerTexLayerSet::getAvatar() const { return dynamic_cast (mAvatarAppearance); } LLViewerTexLayerSetBuffer* LLViewerTexLayerSet::getViewerComposite() { return dynamic_cast (getComposite()); } const LLViewerTexLayerSetBuffer* LLViewerTexLayerSet::getViewerComposite() const { return dynamic_cast (getComposite()); } const std::string LLViewerTexLayerSetBuffer::dumpTextureInfo() const { if (!isAgentAvatarValid()) return ""; const bool is_high_res = true; const U32 num_low_res = 0; const std::string local_texture_info = gAgentAvatarp->debugDumpLocalTextureDataInfo(getViewerTexLayerSet()); std::string text = llformat("[HiRes:%d LoRes:%d] %s", is_high_res, num_low_res, local_texture_info.c_str()); return text; }