Merge pull request #2441 from secondlife/2438-eliminate-execution-time-outliers-for-updateimagedecodepriority

#2438 Address frame stalls in updateImageDecodePriority
meow-7.2.2
cosmic-linden 2024-08-28 11:37:56 -07:00 committed by GitHub
commit 6a4d7b2de6
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GPG Key ID: B5690EEEBB952194
4 changed files with 81 additions and 65 deletions

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@ -2143,7 +2143,7 @@ F32 LLFace::getTextureVirtualSize()
face_area = mPixelArea / llclamp(texel_area, 0.015625f, 128.f);
}
face_area = LLFace::adjustPixelArea(mImportanceToCamera, face_area) ;
face_area = LLFace::adjustPixelArea(mImportanceToCamera, face_area);
if(face_area > LLViewerTexture::sMinLargeImageSize) //if is large image, shrink face_area by considering the partial overlapping.
{
if(mImportanceToCamera > LEAST_IMPORTANCE_FOR_LARGE_IMAGE && mTexture[LLRender::DIFFUSE_MAP].notNull() && mTexture[LLRender::DIFFUSE_MAP]->isLargeImage())
@ -2161,7 +2161,6 @@ bool LLFace::calcPixelArea(F32& cos_angle_to_view_dir, F32& radius)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_FACE;
//VECTORIZE THIS
//get area of circle around face
LLVector4a center;
@ -2286,6 +2285,7 @@ const F32 FACE_IMPORTANCE_TO_CAMERA_OVER_ANGLE[FACE_IMPORTANCE_LEVEL][2] = //
//static
F32 LLFace::calcImportanceToCamera(F32 cos_angle_to_view_dir, F32 dist)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_FACE;
F32 importance = 0.f ;
if(cos_angle_to_view_dir > LLViewerCamera::getInstance()->getCosHalfFov() &&

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@ -209,7 +209,6 @@ public:
void setDrawInfo(LLDrawInfo* draw_info);
F32 getTextureVirtualSize() ;
F32 getImportanceToCamera()const {return mImportanceToCamera ;}
void resetVirtualSize();
void setHasMedia(bool has_media) { mHasMedia = has_media ;}
@ -265,6 +264,11 @@ public:
// return mSkinInfo->mHash or 0 if mSkinInfo is null
U64 getSkinHash();
// true if face was recently in the main camera frustum according to LLViewerTextureList updates
bool mInFrustum = false;
// value of gFrameCount the last time the face was touched by LLViewerTextureList::updateImageDecodePriority
U32 mLastTextureUpdate = 0;
private:
LLPointer<LLVertexBuffer> mVertexBuffer;
LLPointer<LLVertexBuffer> mVertexBufferGLTF;

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@ -889,80 +889,91 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag
{
llassert(!gCubeSnapshot);
static LLCachedControl<F32> bias_distance_scale(gSavedSettings, "TextureBiasDistanceScale", 1.f);
static LLCachedControl<F32> texture_scale_min(gSavedSettings, "TextureScaleMinAreaFactor", 0.04f);
static LLCachedControl<F32> texture_scale_max(gSavedSettings, "TextureScaleMaxAreaFactor", 25.f);
F32 max_vsize = 0.f;
bool on_screen = false;
LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i)
if (imagep->getBoostLevel() < LLViewerFetchedTexture::BOOST_HIGH) // don't bother checking face list for boosted textures
{
for (S32 fi = 0; fi < imagep->getNumFaces(i); ++fi)
static LLCachedControl<F32> bias_distance_scale(gSavedSettings, "TextureBiasDistanceScale", 1.f);
static LLCachedControl<F32> texture_scale_min(gSavedSettings, "TextureScaleMinAreaFactor", 0.04f);
static LLCachedControl<F32> texture_scale_max(gSavedSettings, "TextureScaleMaxAreaFactor", 25.f);
F32 max_vsize = 0.f;
bool on_screen = false;
U32 face_count = 0;
F32 bias = (F32) llroundf(powf(4, LLViewerTexture::sDesiredDiscardBias - 1.f));
LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i)
{
LLFace* face = (*(imagep->getFaceList(i)))[fi];
if (face && face->getViewerObject())
for (S32 fi = 0; fi < imagep->getNumFaces(i); ++fi)
{
F32 radius;
F32 cos_angle_to_view_dir;
static LLCachedControl<F32> bias_unimportant_threshold(gSavedSettings, "TextureBiasUnimportantFactor", 0.25f);
F32 vsize = face->getPixelArea();
bool in_frustum = face->calcPixelArea(cos_angle_to_view_dir, radius);
LLFace* face = (*(imagep->getFaceList(i)))[fi];
on_screen = in_frustum;
// Scale desired texture resolution higher or lower depending on texture scale
//
// Minimum usage examples: a 1024x1024 texture with aplhabet, runing string
// shows one letter at a time
//
// Maximum usage examples: huge chunk of terrain repeats texture
S32 te_offset = face->getTEOffset(); // offset is -1 if not inited
LLViewerObject* objp = face->getViewerObject();
const LLTextureEntry* te = (te_offset < 0 || te_offset >= objp->getNumTEs()) ? nullptr : objp->getTE(te_offset);
F32 min_scale = te ? llmin(fabsf(te->getScaleS()), fabsf(te->getScaleT())) : 1.f;
min_scale = llclamp(min_scale * min_scale, texture_scale_min(), texture_scale_max());
vsize /= min_scale;
// if bias is > 2, apply to on-screen textures as well
bool apply_bias = LLViewerTexture::sDesiredDiscardBias > 2.f;
// apply bias to off screen objects or objects that are small on screen all the time
if (!in_frustum || !face->getDrawable()->isVisible() || face->getImportanceToCamera() < bias_unimportant_threshold)
{ // further reduce by discard bias when off screen or occluded
apply_bias = true;
}
if (apply_bias)
if (face && face->getViewerObject())
{
F32 bias = powf(4, LLViewerTexture::sDesiredDiscardBias - 1.f);
bias = (F32) llround(bias);
vsize /= bias;
}
++face_count;
F32 radius;
F32 cos_angle_to_view_dir;
static LLCachedControl<F32> bias_unimportant_threshold(gSavedSettings, "TextureBiasUnimportantFactor", 0.25f);
max_vsize = llmax(max_vsize, vsize);
if ((gFrameCount - face->mLastTextureUpdate) > 10)
{ // only call calcPixelArea at most once every 10 frames for a given face
// this helps eliminate redundant calls to calcPixelArea for faces that have multiple textures
// assigned to them, such as is the case with GLTF materials or Blinn-Phong materials
face->mInFrustum = face->calcPixelArea(cos_angle_to_view_dir, radius);
face->mLastTextureUpdate = gFrameCount;
}
F32 vsize = face->getPixelArea();
on_screen = face->mInFrustum;
// Scale desired texture resolution higher or lower depending on texture scale
//
// Minimum usage examples: a 1024x1024 texture with aplhabet, runing string
// shows one letter at a time
//
// Maximum usage examples: huge chunk of terrain repeats texture
// TODO: make this work with the GLTF texture transforms
S32 te_offset = face->getTEOffset(); // offset is -1 if not inited
LLViewerObject* objp = face->getViewerObject();
const LLTextureEntry* te = (te_offset < 0 || te_offset >= objp->getNumTEs()) ? nullptr : objp->getTE(te_offset);
F32 min_scale = te ? llmin(fabsf(te->getScaleS()), fabsf(te->getScaleT())) : 1.f;
min_scale = llclamp(min_scale * min_scale, texture_scale_min(), texture_scale_max());
vsize /= min_scale;
// apply bias to offscreen faces all the time, but only to onscreen faces when bias is large
if (!face->mInFrustum || LLViewerTexture::sDesiredDiscardBias > 2.f)
{
vsize /= bias;
}
max_vsize = llmax(max_vsize, vsize);
}
}
}
}
if (imagep->getType() == LLViewerTexture::LOD_TEXTURE && imagep->getBoostLevel() == LLViewerTexture::BOOST_NONE)
{ // conditionally reset max virtual size for unboosted LOD_TEXTURES
// this is an alternative to decaying mMaxVirtualSize over time
// that keeps textures from continously downrezzing and uprezzing in the background
if (LLViewerTexture::sDesiredDiscardBias > 2.f ||
(!on_screen && LLViewerTexture::sDesiredDiscardBias > 1.f))
{
imagep->mMaxVirtualSize = 0.f;
if (face_count > 1024)
{ // this texture is used in so many places we should just boost it and not bother checking its vsize
// this is especially important because the above is not time sliced and can hit multiple ms for a single texture
imagep->setBoostLevel(LLViewerFetchedTexture::BOOST_HIGH);
}
if (imagep->getType() == LLViewerTexture::LOD_TEXTURE && imagep->getBoostLevel() == LLViewerTexture::BOOST_NONE)
{ // conditionally reset max virtual size for unboosted LOD_TEXTURES
// this is an alternative to decaying mMaxVirtualSize over time
// that keeps textures from continously downrezzing and uprezzing in the background
if (LLViewerTexture::sDesiredDiscardBias > 2.f ||
(!on_screen && LLViewerTexture::sDesiredDiscardBias > 1.f))
{
imagep->mMaxVirtualSize = 0.f;
}
}
imagep->addTextureStats(max_vsize);
}
imagep->addTextureStats(max_vsize);
#if 0
imagep->setDebugText(llformat("%d/%d - %d/%d -- %d/%d",
(S32)sqrtf(max_vsize),

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@ -3219,6 +3219,7 @@ void LLVOVolume::updateSpotLightPriority()
{
return;
}
LL_PROFILE_ZONE_SCOPED_CATEGORY_VOLUME;
F32 r = getLightRadius();
LLVector3 pos = mDrawable->getPositionAgent();