# Conflicts:
#	indra/llrender/llglslshader.cpp
#	indra/newview/lldrawable.cpp
#	indra/newview/llvoavatar.cpp
#	indra/newview/llvovolume.cpp
#	indra/newview/pipeline.cpp
master
Ansariel 2023-05-03 14:59:31 +02:00
commit b318e24f25
14 changed files with 179 additions and 164 deletions

View File

@ -1629,6 +1629,7 @@ namespace LLError
bool debugLoggingEnabled(const std::string& tag)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_APP;
LLMutexTrylock lock(getMutex<LOG_MUTEX>(), 5);
if (!lock.isLocked())
{

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@ -243,9 +243,9 @@ void LLGLSLShader::stopProfile()
}
}
void LLGLSLShader::placeProfileQuery()
void LLGLSLShader::placeProfileQuery(bool for_runtime)
{
if (sProfileEnabled)
if (sProfileEnabled || for_runtime)
{
if (mTimerQuery == 0)
{
@ -254,42 +254,70 @@ void LLGLSLShader::placeProfileQuery()
glGenQueries(1, &mPrimitivesQuery);
}
glBeginQuery(GL_SAMPLES_PASSED, mSamplesQuery);
glBeginQuery(GL_TIME_ELAPSED, mTimerQuery);
glBeginQuery(GL_PRIMITIVES_GENERATED, mPrimitivesQuery);
if (!for_runtime)
{
glBeginQuery(GL_SAMPLES_PASSED, mSamplesQuery);
glBeginQuery(GL_PRIMITIVES_GENERATED, mPrimitivesQuery);
}
}
}
void LLGLSLShader::readProfileQuery()
bool LLGLSLShader::readProfileQuery(bool for_runtime, bool force_read)
{
if (sProfileEnabled)
if (sProfileEnabled || for_runtime)
{
glEndQuery(GL_TIME_ELAPSED);
glEndQuery(GL_SAMPLES_PASSED);
glEndQuery(GL_PRIMITIVES_GENERATED);
if (!mProfilePending)
{
glEndQuery(GL_TIME_ELAPSED);
if (!for_runtime)
{
glEndQuery(GL_SAMPLES_PASSED);
glEndQuery(GL_PRIMITIVES_GENERATED);
}
mProfilePending = for_runtime;
}
if (mProfilePending && for_runtime && !force_read)
{
GLuint64 result = 0;
glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT_AVAILABLE, &result);
if (result != GL_TRUE)
{
return false;
}
}
GLuint64 time_elapsed = 0;
glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed);
GLuint64 samples_passed = 0;
glGetQueryObjectui64v(mSamplesQuery, GL_QUERY_RESULT, &samples_passed);
GLuint64 primitives_generated = 0;
glGetQueryObjectui64v(mPrimitivesQuery, GL_QUERY_RESULT, &primitives_generated);
sTotalTimeElapsed += time_elapsed;
mTimeElapsed += time_elapsed;
mProfilePending = false;
sTotalSamplesDrawn += samples_passed;
mSamplesDrawn += samples_passed;
if (!for_runtime)
{
GLuint64 samples_passed = 0;
glGetQueryObjectui64v(mSamplesQuery, GL_QUERY_RESULT, &samples_passed);
U32 tri_count = (U32)primitives_generated / 3;
GLuint64 primitives_generated = 0;
glGetQueryObjectui64v(mPrimitivesQuery, GL_QUERY_RESULT, &primitives_generated);
sTotalTimeElapsed += time_elapsed;
mTrianglesDrawn += tri_count;
sTotalTrianglesDrawn += tri_count;
sTotalSamplesDrawn += samples_passed;
mSamplesDrawn += samples_passed;
sTotalBinds++;
mBinds++;
U32 tri_count = (U32)primitives_generated / 3;
mTrianglesDrawn += tri_count;
sTotalTrianglesDrawn += tri_count;
sTotalBinds++;
mBinds++;
}
}
return true;
}

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@ -168,8 +168,16 @@ public:
void unload();
void clearStats();
void dumpStats();
void placeProfileQuery();
void readProfileQuery();
// place query objects for profiling if profiling is enabled
// if for_runtime is true, will place timer query only whether or not profiling is enabled
void placeProfileQuery(bool for_runtime = false);
// Readback query objects if profiling is enabled
// If for_runtime is true, will readback timer query iff query is available
// Will return false if a query is pending (try again later)
// If force_read is true, will force an immediate readback (severe performance penalty)
bool readProfileQuery(bool for_runtime = false, bool force_read = false);
BOOL createShader(std::vector<LLStaticHashedString>* attributes,
std::vector<LLStaticHashedString>* uniforms,
@ -292,6 +300,7 @@ public:
defines_map_t mDefines;
//statistics for profiling shader performance
bool mProfilePending = false;
U32 mTimerQuery;
U32 mSamplesQuery;
U32 mPrimitivesQuery;
@ -308,6 +317,9 @@ public:
// this pointer should be set to whichever shader represents this shader's rigged variant
LLGLSLShader* mRiggedVariant = nullptr;
// hacky flag used for optimization in LLDrawPoolAlpha
bool mCanBindFast = false;
#ifdef LL_PROFILER_ENABLE_RENDER_DOC
void setLabel(const char* label);
#endif

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@ -5036,8 +5036,6 @@ void LLWindowWin32::LLWindowWin32Thread::updateVRAMUsage()
{ // current usage is sometimes unreliable on Intel GPUs, fall back to estimated usage
cu_mb = llmax((U32)1, eu_mb);
}
F32 eu_error = (F32)((S32)eu_mb - (S32)cu_mb) / (F32)cu_mb;
U32 target_mb = budget_mb;
if (target_mb > 4096) // if 4GB are installed, try to leave 2GB free
@ -5051,6 +5049,9 @@ void LLWindowWin32::LLWindowWin32Thread::updateVRAMUsage()
mAvailableVRAM = cu_mb < target_mb ? target_mb - cu_mb : 0;
#if 0
F32 eu_error = (F32)((S32)eu_mb - (S32)cu_mb) / (F32)cu_mb;
LL_INFOS("Window") << "\nLocal\nAFR: " << info.AvailableForReservation / 1024 / 1024
<< "\nBudget: " << info.Budget / 1024 / 1024
<< "\nCR: " << info.CurrentReservation / 1024 / 1024
@ -5058,12 +5059,7 @@ void LLWindowWin32::LLWindowWin32Thread::updateVRAMUsage()
<< "\nEU: " << eu_mb << llformat(" (%.2f)", eu_error)
<< "\nTU: " << target_mb
<< "\nAM: " << mAvailableVRAM << LL_ENDL;
/*mDXGIAdapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &info);
LL_INFOS("Window") << "\nNon-Local\nAFR: " << info.AvailableForReservation / 1024 / 1024
<< "\nBudget: " << info.Budget / 1024 / 1024
<< "\nCR: " << info.CurrentReservation / 1024 / 1024
<< "\nCU: " << info.CurrentUsage / 1024 / 1024 << LL_ENDL;*/
#endif
}
else if (mD3DDevice != NULL)
{ // fallback to D3D9

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@ -921,14 +921,6 @@ void LLDrawable::updateDistance(LLCamera& camera, bool force_update)
LLVector3 cam_pos_from_agent = LLViewerCamera::getInstance()->getOrigin();
LLVector3 cam_to_box_offset = point_to_box_offset(cam_pos_from_agent, av_box);
mDistanceWRTCamera = llmax(0.01f, ll_round(cam_to_box_offset.magVec(), 0.01f));
// <FS:Beq> Remove debug that has measurable impact even when disabled.
// LL_DEBUGS("DynamicBox") << volume->getAvatar()->getFullname()
// << " pos (ignored) " << pos
// << " cam pos " << cam_pos_from_agent
// << " box " << av_box[0] << "," << av_box[1]
// << " -> dist " << mDistanceWRTCamera
// << LL_ENDL;
// </FS:Beq>
mVObjp->updateLOD();
return;
}

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@ -108,12 +108,10 @@ static void prepare_alpha_shader(LLGLSLShader* shader, bool textureGamma, bool d
// i.e. shaders\class1\deferred\alphaF.glsl
if (deferredEnvironment)
{
gPipeline.bindDeferredShader( *shader );
}
else
{
shader->bind();
shader->mCanBindFast = false;
}
shader->bind();
shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
if (LLPipeline::sRenderingHUDs)

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@ -4762,6 +4762,7 @@ LLMeshCostData::LLMeshCostData()
bool LLMeshCostData::init(const LLSD& header)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_VOLUME;
mSizeByLOD.resize(4);
mEstTrisByLOD.resize(4);

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@ -4117,6 +4117,7 @@ U32 LLViewerObject::recursiveGetTriangleCount(S32* vcount) const
// prim's scale. Should revisit at some point.
F32 LLViewerObject::recursiveGetScaledSurfaceArea() const
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_VOLUME;
F32 area = 0.f;
const LLDrawable* drawable = mDrawable;
if (drawable)

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@ -2868,6 +2868,10 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time)
if ((LLFrameTimer::getFrameCount() + mID.mData[0]) % compl_upd_freq == 0)
{
// DEPRECATED
// replace with LLPipeline::profileAvatar?
// Avatar profile takes ~ 0.5ms while idleUpdateRenderComplexity takes ~5ms
// (both are unacceptably costly)
idleUpdateRenderComplexity();
}
idleUpdateDebugInfo();
@ -11979,6 +11983,7 @@ void LLVOAvatar::accountRenderComplexityForObject(
std::map<LLUUID, U32>& temp_item_complexity)
// </FS:Ansariel>
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
if (attached_object && !attached_object->isHUDAttachment())
{
mAttachmentVisibleTriangleCount += attached_object->recursiveGetTriangleCount();
@ -12136,25 +12141,25 @@ void LLVOAvatar::accountRenderComplexityForObject(
// Calculations for mVisualComplexity value
void LLVOAvatar::calculateUpdateRenderComplexity()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
/*****************************************************************
* This calculation should not be modified by third party viewers,
* since it is used to limit rendering and should be uniform for
* everyone. If you have suggested improvements, submit them to
* the official viewer for consideration.
*****************************************************************/
static const U32 COMPLEXITY_BODY_PART_COST = 200;
static LLCachedControl<F32> max_complexity_setting(gSavedSettings,"MaxAttachmentComplexity");
F32 max_attachment_complexity = max_complexity_setting;
max_attachment_complexity = llmax(max_attachment_complexity, DEFAULT_MAX_ATTACHMENT_COMPLEXITY);
// Diagnostic list of all textures on our avatar
// <FS:Ansariel> Disable useless diagnostics
//static std::set<LLUUID> all_textures;
if (mVisualComplexityStale)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
static const U32 COMPLEXITY_BODY_PART_COST = 200;
static LLCachedControl<F32> max_complexity_setting(gSavedSettings, "MaxAttachmentComplexity");
F32 max_attachment_complexity = max_complexity_setting;
max_attachment_complexity = llmax(max_attachment_complexity, DEFAULT_MAX_ATTACHMENT_COMPLEXITY);
// Diagnostic list of all textures on our avatar
// <FS:Ansariel> Disable useless diagnostics
//static std::set<LLUUID> all_textures;
// <FS:Ansariel> Show per-item complexity in COF
std::map<LLUUID, U32> item_complexity;
std::map<LLUUID, U32> temp_item_complexity;
@ -12684,6 +12689,44 @@ BOOL LLVOAvatar::isTextureVisible(LLAvatarAppearanceDefines::ETextureIndex type,
return FALSE;
}
void LLVOAvatar::placeProfileQuery()
{
if (mGPUTimerQuery == 0)
{
glGenQueries(1, &mGPUTimerQuery);
}
glBeginQuery(GL_TIME_ELAPSED, mGPUTimerQuery);
}
void LLVOAvatar::readProfileQuery(S32 retries)
{
if (!mGPUProfilePending)
{
glEndQuery(GL_TIME_ELAPSED);
mGPUProfilePending = true;
}
GLuint64 result = 0;
glGetQueryObjectui64v(mGPUTimerQuery, GL_QUERY_RESULT_AVAILABLE, &result);
if (result == GL_TRUE || --retries <= 0)
{ // query available, readback result
GLuint64 time_elapsed = 0;
glGetQueryObjectui64v(mGPUTimerQuery, GL_QUERY_RESULT, &time_elapsed);
mGPURenderTime = time_elapsed / 1000000.f;
mGPUProfilePending = false;
}
else
{ // wait until next frame
LLUUID id = getID();
LL::WorkQueue::getInstance("mainloop")->post([id, retries] {
LLVOAvatar* avatar = (LLVOAvatar*) gObjectList.findObject(id);
avatar->readProfileQuery(retries);
});
}
}
// <FS:Ansariel> [Legacy Bake]
//-----------------------------------------------------------------------------

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@ -320,6 +320,9 @@ public:
static const U32 VISUAL_COMPLEXITY_UNKNOWN;
void updateVisualComplexity();
void placeProfileQuery();
void readProfileQuery(S32 retries);
// get the GPU time in ms of rendering this avatar including all attachments
// returns -1 if this avatar has not been profiled using gPipeline.profileAvatar
F32 getGPURenderTime() { return mGPURenderTime; }
@ -328,18 +331,11 @@ public:
// return -1 if this avatar has not been profiled using gPipeline.mProfileAvatar
F32 getCPURenderTime() { return mCPURenderTime; }
// get the number of samples passed during the avatar profile
// return -1 if this avatar has not been profiled using gPipeline.mProfileAvatar
S32 getGPUSamplesPassed() { return mGPUSamplesPassed; }
// get the number of triangles rendered during the avatar profile
// return -1 if this avatar has not been profiled using gPipeline.mProfileAvatar
S32 getGPUTrianglesRendered() { return mGPUTrianglesRendered; }
// DEPRECATED -- obsolete avatar render cost
// avatar render cost
U32 getVisualComplexity() { return mVisualComplexity; };
// DEPRECATED -- obsolete surface area calculation
// surface area calculation
F32 getAttachmentSurfaceArea() { return mAttachmentSurfaceArea; };
U32 getReportedVisualComplexity() { return mReportedVisualComplexity; }; // Numbers as reported by the SL server
@ -582,20 +578,18 @@ private:
S32 mUpdatePeriod;
S32 mNumInitFaces; //number of faces generated when creating the avatar drawable, does not inculde splitted faces due to long vertex buffer.
// profile handle
U32 mGPUTimerQuery = 0;
// profile results
// GPU render time in ms
F32 mGPURenderTime = -1.f;
bool mGPUProfilePending = false;
// CPU render time in ms
F32 mCPURenderTime = -1.f;
// number of samples passed according to GPU
S32 mGPUSamplesPassed = -1;
// number of triangles rendered according to GPU
S32 mGPUTrianglesRendered = -1;
// the isTooComplex method uses these mutable values to avoid recalculating too frequently
// DEPRECATED -- obsolete avatar render cost values
mutable U32 mVisualComplexity;

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@ -1615,6 +1615,7 @@ LLViewerJointAttachment* LLVOAvatarSelf::getWornAttachmentPoint(const LLUUID& id
bool LLVOAvatarSelf::getAttachedPointName(const LLUUID& inv_item_id, std::string& name) const
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
if (!gInventory.getItem(inv_item_id))
{
name = "ATTACHMENT_MISSING_ITEM";

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@ -1777,7 +1777,9 @@ BOOL LLVOVolume::updateLOD()
{
return FALSE;
}
LL_PROFILE_ZONE_SCOPED_CATEGORY_VOLUME;
BOOL lod_changed = FALSE;
if (!LLSculptIDSize::instance().isUnloaded(getVolume()->getParams().getSculptID()))
@ -1791,20 +1793,6 @@ BOOL LLVOVolume::updateLOD()
if (lod_changed)
{
//<FS:Beq> avoid unfortunate sleep during trylock by static check
//if(debugLoggingEnabled("AnimatedObjectsLinkset"))
static auto debug_logging_on = debugLoggingEnabled("AnimatedObjectsLinkset");
if (debug_logging_on)
//</FS:Beq>
{
if (isAnimatedObject() && isRiggedMesh())
{
std::string vobj_name = llformat("Vol%p", this);
F32 est_tris = getEstTrianglesMax();
LL_DEBUGS("AnimatedObjectsLinkset") << vobj_name << " updateLOD to " << getLOD() << ", tris " << est_tris << LL_ENDL;
}
}
gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, FALSE);
mLODChanged = TRUE;
}
@ -4139,6 +4127,7 @@ const LLMatrix4 LLVOVolume::getRenderMatrix() const
// children, and cost should only be increased for unique textures -Nyx
U32 LLVOVolume::getRenderCost(texture_cost_t &textures) const
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_VOLUME;
/*****************************************************************
* This calculation should not be modified by third party viewers,
* since it is used to limit rendering and should be uniform for
@ -4773,20 +4762,6 @@ const LLMatrix4& LLVOVolume::getWorldMatrix(LLXformMatrix* xform) const
void LLVOVolume::markForUpdate(BOOL priority)
{
//<FS:Beq> avoid unfortunate sleep during trylock by static check
//if(debugLoggingEnabled("AnimatedObjectsLinkset"))
static auto debug_logging_on = debugLoggingEnabled("AnimatedObjectsLinkset");
if (debug_logging_on)
//</FS:Beq>
{
if (isAnimatedObject() && isRiggedMesh())
{
std::string vobj_name = llformat("Vol%p", this);
F32 est_tris = getEstTrianglesMax();
LL_DEBUGS("AnimatedObjectsLinkset") << vobj_name << " markForUpdate, tris " << est_tris << LL_ENDL;
}
}
if (mDrawable)
{
shrinkWrap();
@ -6436,19 +6411,6 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group)
if (!vobj) continue;
//<FS:Beq> avoid unfortunate sleep during trylock by static check
//if(debugLoggingEnabled("AnimatedObjectsLinkset"))
static auto debug_logging_on = debugLoggingEnabled("AnimatedObjectsLinkset");
if (debug_logging_on)
//</FS:Beq>
{
if (vobj->isAnimatedObject() && vobj->isRiggedMesh())
{
std::string vobj_name = llformat("Vol%p", vobj);
F32 est_tris = vobj->getEstTrianglesMax();
LL_DEBUGS("AnimatedObjectsLinkset") << vobj_name << " rebuildMesh, tris " << est_tris << LL_ENDL;
}
}
if (vobj->isNoLOD()) continue;
vobj->preRebuild();

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@ -3135,22 +3135,6 @@ void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags f
{
if (drawablep && !drawablep->isDead() && assertInitialized())
{
//<FS:Beq> avoid unfortunate sleep during trylock by static check
//if(debugLoggingEnabled("AnimatedObjectsLinkset"))
static auto debug_logging_on = debugLoggingEnabled("AnimatedObjectsLinkset");
if (debug_logging_on)
//</FS:Beq>
{
LLVOVolume *vol_obj = drawablep->getVOVolume();
if (vol_obj && vol_obj->isAnimatedObject() && vol_obj->isRiggedMesh())
{
std::string vobj_name = llformat("Vol%p", vol_obj);
F32 est_tris = vol_obj->getEstTrianglesMax();
LL_DEBUGS("AnimatedObjectsLinkset") << vobj_name << " markRebuild, tris " << est_tris
<< " priority " << (S32) priority << " flag " << std::hex << flag << LL_ENDL;
}
}
if (!drawablep->isState(LLDrawable::BUILT))
{
priority = true;
@ -7863,10 +7847,18 @@ void LLPipeline::bindShadowMaps(LLGLSLShader& shader)
void LLPipeline::bindDeferredShaderFast(LLGLSLShader& shader)
{
shader.bind();
bindLightFunc(shader);
bindShadowMaps(shader);
bindReflectionProbes(shader);
if (shader.mCanBindFast)
{ // was previously fully bound, use fast path
shader.bind();
bindLightFunc(shader);
bindShadowMaps(shader);
bindReflectionProbes(shader);
}
else
{ //wasn't previously bound, use slow path
bindDeferredShader(shader);
shader.mCanBindFast = true;
}
}
void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target)
@ -10234,30 +10226,24 @@ void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture)
}
}
static LLTrace::BlockTimerStatHandle FTM_GENERATE_IMPOSTOR("Generate Impostor");
void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments)
{
if (gGLManager.mGLVersion < 3.25f)
{ // profiling requires GL 3.3 or later
return;
}
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
LLGLSLShader* cur_shader = LLGLSLShader::sCurBoundShaderPtr;
mRT->deferredScreen.bindTarget();
mRT->deferredScreen.clear();
bool profile_enabled = LLGLSLShader::sProfileEnabled;
LLGLSLShader::sProfileEnabled = true;
if (!profile_attachments)
{
// profile entire avatar all at once
// use gDebugProgram as a proxy for getting profile results
gDebugProgram.clearStats();
gDebugProgram.placeProfileQuery();
LLGLSLShader::sProfileEnabled = false;
// profile entire avatar all at once and readback asynchronously
avatar->placeProfileQuery();
LLTimer cpu_timer;
@ -10265,13 +10251,7 @@ void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments)
avatar->mCPURenderTime = (F32)cpu_timer.getElapsedTimeF32() * 1000.f;
LLGLSLShader::sProfileEnabled = true;
gDebugProgram.readProfileQuery();
avatar->mGPURenderTime = gDebugProgram.mTimeElapsed / 1000000.f;
avatar->mGPUSamplesPassed = gDebugProgram.mSamplesDrawn;
avatar->mGPUTrianglesRendered = gDebugProgram.mTrianglesDrawn;
avatar->readProfileQuery(5); // allow up to 5 frames of latency
}
else
{
@ -10292,23 +10272,19 @@ void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments)
LLViewerObject* attached_object = attachment_iter->get();
if (attached_object)
{
// use gDebugProgram to do the GPU queries
gDebugProgram.clearStats();
gDebugProgram.placeProfileQuery();
LLGLSLShader::sProfileEnabled = false;
gDebugProgram.placeProfileQuery(true);
generateImpostor(avatar, false, true, attached_object);
LLGLSLShader::sProfileEnabled = true;
gDebugProgram.readProfileQuery();
gDebugProgram.readProfileQuery(true, true);
attached_object->mGPURenderTime = gDebugProgram.mTimeElapsed / 1000000.f;
// TODO: maybe also record triangles and samples
}
}
}
}
LLGLSLShader::sProfileEnabled = profile_enabled;
mRT->deferredScreen.flush();
if (cur_shader)
@ -10319,7 +10295,7 @@ void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments)
void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool for_profile, LLViewerObject* specific_attachment)
{
LL_RECORD_BLOCK_TIME(FTM_GENERATE_IMPOSTOR);
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
LL_PROFILE_GPU_ZONE("generateImpostor");
LLGLState::checkStates();
@ -10367,6 +10343,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool
RENDER_TYPE_TREE,
RENDER_TYPE_VOIDWATER,
RENDER_TYPE_WATER,
RENDER_TYPE_ALPHA_POST_WATER,
RENDER_TYPE_PASS_GRASS,
RENDER_TYPE_HUD,
RENDER_TYPE_PARTICLES,
@ -10564,9 +10541,9 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool
LLDrawPoolAvatar::sMinimumAlpha = 0.f;
}
if (preview_avatar)
if (preview_avatar || for_profile)
{
// previews don't care about imposters
// previews and profiles don't care about imposters
renderGeomDeferred(camera);
renderGeomPostDeferred(camera);
}
@ -10687,7 +10664,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
if (!preview_avatar)
if (!preview_avatar && !for_profile)
{
avatar->mNeedsImpostorUpdate = FALSE;
avatar->cacheImpostorValues();

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@ -132,8 +132,17 @@ public:
bool allocateShadowBuffer(U32 resX, U32 resY);
void resetVertexBuffers(LLDrawable* drawable);
// perform a profile of the given avatar
// if profile_attachments is true, run a profile for each attachment
void profileAvatar(LLVOAvatar* avatar, bool profile_attachments = false);
// generate an impostor for the given avatar
// preview_avatar - if true, a preview window render is being performed
// for_profile - if true, a profile is being performed, do not update actual impostor
// specific_attachment - specific attachment to profile, or nullptr to profile entire avatar
void generateImpostor(LLVOAvatar* avatar, bool preview_avatar = false, bool for_profile = false, LLViewerObject* specific_attachment = nullptr);
void bindScreenToTexture();
void renderFinalize();
void copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst);