Merge pull request #119 from secondlife/SL-19389

SL-19389: Fix textures not being optimally loaded after the fix in SL-19338
master
cosmic-linden 2023-03-13 09:56:10 -07:00 committed by GitHub
commit e5d80b6000
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2 changed files with 51 additions and 35 deletions

View File

@ -1113,6 +1113,45 @@ void LLImageGL::postAddToAtlas()
stop_glerror();
}
// Equivalent to calling glSetSubImage2D(target, miplevel, x_offset, y_offset, width, height, pixformat, pixtype, src)
// However, instead there are multiple calls to glSetSubImage2D on smaller slices of the image
void subImageLines(U32 target, S32 miplevel, S32 x_offset, S32 y_offset, S32 width, S32 height, U32 pixformat, U32 pixtype, const U8* src)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
U32 components = LLImageGL::dataFormatComponents(pixformat);
U32 type_width = 0;
switch (pixtype)
{
case GL_UNSIGNED_BYTE:
case GL_BYTE:
case GL_UNSIGNED_INT_8_8_8_8_REV:
type_width = 1;
break;
case GL_UNSIGNED_SHORT:
case GL_SHORT:
type_width = 2;
break;
case GL_UNSIGNED_INT:
case GL_INT:
case GL_FLOAT:
type_width = 4;
break;
default:
LL_ERRS() << "Unknown type: " << pixtype << LL_ENDL;
}
const U32 line_width = width * components * type_width;
const U32 y_offset_end = y_offset + height;
for (U32 y = y_offset; y < y_offset_end; ++y)
{
const S32 y_pos = y + y_offset;
glTexSubImage2D(target, miplevel, x_offset, y_pos, width, 1, pixformat, pixtype, src);
src += line_width;
}
}
BOOL LLImageGL::setSubImage(const U8* datap, S32 data_width, S32 data_height, S32 x_pos, S32 y_pos, S32 width, S32 height, BOOL force_fast_update /* = FALSE */, LLGLuint use_name)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
@ -1193,6 +1232,10 @@ BOOL LLImageGL::setSubImage(const U8* datap, S32 data_width, S32 data_height, S3
if (!res) LL_ERRS() << "LLImageGL::setSubImage(): bindTexture failed" << LL_ENDL;
stop_glerror();
// *TODO: glTexSubImage2D may not work on a subset of the texture if
// the texture is compressed. Make sure the image isn't compressed
// when using this function, then it's safe to replace this call with
// subImageLines, when it is performant to do so (see setManualImage)
glTexSubImage2D(mTarget, 0, x_pos, y_pos, width, height, mFormatPrimary, mFormatType, datap);
gGL.getTexUnit(0)->disable();
stop_glerror();
@ -1359,7 +1402,8 @@ void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 widt
}
}
if (LLImageGL::sCompressTextures && allow_compression)
const bool compress = LLImageGL::sCompressTextures && allow_compression;
if (compress)
{
switch (intformat)
{
@ -1412,11 +1456,11 @@ void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 widt
const bool use_sub_image = false;
#else
// glTexSubImage2D doesn't work with compressed textures on select tested Nvidia GPUs on Windows 10 -Cosmic,2023-03-08
const bool use_sub_image = !allow_compression;
const bool use_sub_image = !compress;
#endif
if (!use_sub_image)
{
LL_PROFILE_ZONE_NAMED("glTexImage2D alloc");
LL_PROFILE_ZONE_NAMED("glTexImage2D alloc + copy");
glTexImage2D(target, miplevel, intformat, width, height, 0, pixformat, pixtype, use_scratch ? scratch : pixels);
}
else
@ -1431,35 +1475,7 @@ void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 widt
if (src)
{
LL_PROFILE_ZONE_NAMED("glTexImage2D copy");
U32 components = dataFormatComponents(pixformat);
U32 type_width = 0;
switch (pixtype)
{
case GL_UNSIGNED_BYTE:
case GL_BYTE:
case GL_UNSIGNED_INT_8_8_8_8_REV:
type_width = 1;
break;
case GL_UNSIGNED_SHORT:
case GL_SHORT:
type_width = 2;
break;
case GL_UNSIGNED_INT:
case GL_INT:
case GL_FLOAT:
type_width = 4;
break;
default:
LL_ERRS() << "Unknown type: " << pixtype << LL_ENDL;
}
U32 line_width = width * components * type_width;
for (U32 y = 0; y < height; ++y)
{
glTexSubImage2D(target, miplevel, 0, y, width, 1, pixformat, pixtype, src);
src += line_width;
}
subImageLines(target, miplevel, 0, 0, width, height, pixformat, pixtype, src);
}
}
alloc_tex_image(width, height, pixformat);

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@ -118,9 +118,9 @@ public:
BOOL createGLTexture(S32 discard_level, const U8* data, BOOL data_hasmips = FALSE, S32 usename = 0, bool defer_copy = false, LLGLuint* tex_name = nullptr);
void setImage(const LLImageRaw* imageraw);
BOOL setImage(const U8* data_in, BOOL data_hasmips = FALSE, S32 usename = 0);
// *NOTE: force_fast_update should only be used if the texture is not
// compressed (i.e. RenderCompressTextures is 0). Partial image updates
// (glTexSubImage2D) do not work on compressed textures.
// *TODO: This function may not work if the textures is compressed (i.e.
// RenderCompressTextures is 0). Partial image updates do not work on
// compressed textures.
BOOL setSubImage(const LLImageRaw* imageraw, S32 x_pos, S32 y_pos, S32 width, S32 height, BOOL force_fast_update = FALSE, LLGLuint use_name = 0);
BOOL setSubImage(const U8* datap, S32 data_width, S32 data_height, S32 x_pos, S32 y_pos, S32 width, S32 height, BOOL force_fast_update = FALSE, LLGLuint use_name = 0);
BOOL setSubImageFromFrameBuffer(S32 fb_x, S32 fb_y, S32 x_pos, S32 y_pos, S32 width, S32 height);