Expose LLVector4a in LLRender

Avoid using a bunch of allocators.
Make sure we use LLVector4a's SSE logic instead of LLVector3's.
Some minor optimizations.
master
Andrey Kleshchev 2024-09-18 17:11:03 +03:00 committed by Andrey Kleshchev
parent b0597e927a
commit 6d842ac0af
7 changed files with 45 additions and 47 deletions

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@ -271,7 +271,7 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
const LLFontGlyphInfo* next_glyph = NULL;
static constexpr S32 GLYPH_BATCH_SIZE = 30;
static thread_local LLVector3 vertices[GLYPH_BATCH_SIZE * 6];
static thread_local LLVector4a vertices[GLYPH_BATCH_SIZE * 6];
static thread_local LLVector2 uvs[GLYPH_BATCH_SIZE * 6];
static thread_local LLColor4U colors[GLYPH_BATCH_SIZE * 6];
@ -1227,42 +1227,42 @@ LLFontGL &LLFontGL::operator=(const LLFontGL &source)
return *this;
}
void LLFontGL::renderTriangle(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);
uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
vertex_out[index].set(screen_rect.mRight, screen_rect.mTop, 0.f);
uv_out[index].set(uv_rect.mRight, uv_rect.mTop);
colors_out[index] = color;
index++;
vertex_out[index] = LLVector3(screen_rect.mLeft, screen_rect.mTop, 0.f);
uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop);
vertex_out[index].set(screen_rect.mLeft, screen_rect.mTop, 0.f);
uv_out[index].set(uv_rect.mLeft, uv_rect.mTop);
colors_out[index] = color;
index++;
vertex_out[index] = LLVector3(screen_rect.mLeft, screen_rect.mBottom, 0.f);
uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
vertex_out[index].set(screen_rect.mLeft, screen_rect.mBottom, 0.f);
uv_out[index].set(uv_rect.mLeft, uv_rect.mBottom);
colors_out[index] = color;
index++;
vertex_out[index] = LLVector3(screen_rect.mRight, screen_rect.mTop, 0.f);
uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
vertex_out[index].set(screen_rect.mRight, screen_rect.mTop, 0.f);
uv_out[index].set(uv_rect.mRight, uv_rect.mTop);
colors_out[index] = color;
index++;
vertex_out[index] = LLVector3(screen_rect.mLeft, screen_rect.mBottom, 0.f);
uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
vertex_out[index].set(screen_rect.mLeft, screen_rect.mBottom, 0.f);
uv_out[index].set(uv_rect.mLeft, uv_rect.mBottom);
colors_out[index] = color;
index++;
vertex_out[index] = LLVector3(screen_rect.mRight, screen_rect.mBottom, 0.f);
uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom);
vertex_out[index].set(screen_rect.mRight, screen_rect.mBottom, 0.f);
uv_out[index].set(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);

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@ -238,8 +238,8 @@ private:
LLFontDescriptor mFontDescriptor;
LLPointer<LLFontFreetype> mFontFreetype;
void renderTriangle(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;

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@ -1298,7 +1298,7 @@ void LLRender::pushUIMatrix()
{
if (mUIOffset.empty())
{
mUIOffset.push_back(LLVector3(0,0,0));
mUIOffset.emplace_back(0.f,0.f,0.f);
}
else
{
@ -1307,7 +1307,7 @@ void LLRender::pushUIMatrix()
if (mUIScale.empty())
{
mUIScale.push_back(LLVector3(1,1,1));
mUIScale.emplace_back(1.f,1.f,1.f);
}
else
{
@ -1718,7 +1718,7 @@ LLVertexBuffer* LLRender::genBuffer(U32 attribute_mask, S32 count)
vb->setBuffer();
vb->setPositionData((LLVector4a*)mVerticesp.get());
vb->setPositionData(mVerticesp.get());
if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0)
{
@ -1774,12 +1774,12 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z)
if (mUIOffset.empty())
{
mVerticesp[mCount] = LLVector3(x,y,z);
mVerticesp[mCount].set(x,y,z);
}
else
{
LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back());
mVerticesp[mCount] = vert;
mVerticesp[mCount].set(vert.mV[VX], vert.mV[VY], vert.mV[VZ]);
}
mCount++;
@ -1788,7 +1788,7 @@ 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)
{
@ -1809,7 +1809,7 @@ 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)
{
@ -1833,7 +1833,7 @@ 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)
{

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@ -449,9 +449,9 @@ 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);
@ -513,7 +513,7 @@ private:
bool mCurrColorMask[4];
LLPointer<LLVertexBuffer> mBuffer;
LLStrider<LLVector3> mVerticesp;
LLStrider<LLVector4a> mVerticesp;
LLStrider<LLVector2> mTexcoordsp;
LLStrider<LLColor4U> mColorsp;
std::array<LLTexUnit, LL_NUM_TEXTURE_LAYERS> mTexUnits;

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@ -446,15 +446,13 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
ui_translation.mV[VX] + width * ui_scale.mV[VX],
ui_translation.mV[VY]);
LLGLSUIDefault gls_ui;
gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
constexpr S32 NUM_VERTICES = 9 * 2 * 3; // 9 quads, 2 triangles per quad, 3 vertices per triangle
static thread_local LLVector2 uv[NUM_VERTICES];
static thread_local LLVector3 pos[NUM_VERTICES];
static thread_local LLVector4a pos[NUM_VERTICES];
S32 index = 0;
@ -719,8 +717,6 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
return;
}
LLGLSUIDefault gls_ui;
if(image != NULL)
{
gGL.getTexUnit(0)->bind(image, true);
@ -735,8 +731,8 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
if (degrees == 0.f)
{
constexpr S32 NUM_VERTICES = 2 * 3;
static thread_local LLVector2 uv[NUM_VERTICES];
static thread_local LLVector3 pos[NUM_VERTICES];
static thread_local LLVector2 uv[NUM_VERTICES +1];
static thread_local LLVector4a pos[NUM_VERTICES +1];
gGL.begin(LLRender::TRIANGLES);
{

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@ -204,11 +204,11 @@ void renderBadgeBackground(F32 centerX, F32 centerY, F32 width, F32 height, cons
(F32)ll_round(x) + width,
(F32)ll_round(y) + height);
LLVector3 vertices[4];
vertices[0] = LLVector3(screen_rect.mLeft, screen_rect.mTop, 1.0f);
vertices[1] = LLVector3(screen_rect.mRight, 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);
LLVector4a vertices[4];
vertices[0].set(screen_rect.mLeft, screen_rect.mTop, 1.0f);
vertices[1].set(screen_rect.mRight, screen_rect.mTop, 1.0f);
vertices[2].set(screen_rect.mLeft, screen_rect.mBottom, 1.0f);
vertices[3].set(screen_rect.mRight, screen_rect.mBottom, 1.0f);
gGL.begin(LLRender::TRIANGLE_STRIP);
{

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@ -688,10 +688,10 @@ void LLViewerMedia::updateMedia(void *dummy_arg)
static LLCachedControl<bool> inworld_media_enabled(gSavedSettings, "AudioStreamingMedia", true);
static LLCachedControl<bool> inworld_audio_enabled(gSavedSettings, "AudioStreamingMusic", true);
U32 max_instances = gSavedSettings.getU32("PluginInstancesTotal");
U32 max_normal = gSavedSettings.getU32("PluginInstancesNormal");
U32 max_low = gSavedSettings.getU32("PluginInstancesLow");
F32 max_cpu = gSavedSettings.getF32("PluginInstancesCPULimit");
static LLCachedControl<U32> max_instances(gSavedSettings, "PluginInstancesTotal", 8);
static LLCachedControl<U32> max_normal(gSavedSettings, "PluginInstancesNormal", 2);
static LLCachedControl<U32> max_low(gSavedSettings, "PluginInstancesLow", 4);
static LLCachedControl<F32> max_cpu(gSavedSettings, "PluginInstancesCPULimit", 0.9);
// Setting max_cpu to 0.0 disables CPU usage checking.
bool check_cpu_usage = (max_cpu != 0.0f);
@ -829,7 +829,8 @@ void LLViewerMedia::updateMedia(void *dummy_arg)
}
else
{
if(gAudiop && LLViewerMedia::hasParcelAudio() && restore_parcel_audio && gSavedSettings.getBOOL("MediaTentativeAutoPlay"))
static LLCachedControl<bool> auto_play(gSavedSettings, "MediaTentativeAutoPlay", true);
if(gAudiop && LLViewerMedia::hasParcelAudio() && restore_parcel_audio && auto_play())
{
LLViewerAudio::getInstance()->startInternetStreamWithAutoFade(LLViewerMedia::getParcelAudioURL());
restore_parcel_audio = false;
@ -880,7 +881,8 @@ void LLViewerMedia::updateMedia(void *dummy_arg)
}
}
if(gSavedSettings.getBOOL("MediaPerformanceManagerDebug"))
static LLCachedControl<bool> perf_debug(gSavedSettings, "MediaPerformanceManagerDebug", false);
if(perf_debug())
{
// Give impls the same ordering as the priority list
// they're already in the right order for this.