secondlife/viewer#2991: Fix PBR terrain sometimes not loading textures

master
Cosmic Linden 2024-11-06 17:04:01 -08:00 committed by Andrey Kleshchev
parent 9f86209963
commit feb6b39060
3 changed files with 21 additions and 30 deletions

View File

@ -31,10 +31,14 @@
#include "llviewertexture.h"
class LLGLSLShader;
class LLGLTFMaterialList;
class LLTerrainMaterials;
class LLFetchedGLTFMaterial: public LLGLTFMaterial
{
friend class LLGLTFMaterialList; // for lifetime management
// for lifetime management
friend class LLGLTFMaterialList;
friend class LLTerrainMaterials;
public:
LLFetchedGLTFMaterial();
virtual ~LLFetchedGLTFMaterial();

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@ -102,14 +102,6 @@ namespace
}
};
LLTerrainMaterials::LLTerrainMaterials()
{
for (S32 i = 0; i < ASSET_COUNT; ++i)
{
mMaterialTexturesSet[i] = false;
}
}
LLTerrainMaterials::~LLTerrainMaterials()
{
unboost();
@ -199,7 +191,6 @@ void LLTerrainMaterials::setDetailAssetID(S32 asset, const LLUUID& id)
LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[asset];
mat = id.isNull() ? nullptr : gGLTFMaterialList.getMaterial(id);
mDetailRenderMaterials[asset] = nullptr;
mMaterialTexturesSet[asset] = false;
}
const LLGLTFMaterial* LLTerrainMaterials::getMaterialOverride(S32 asset) const
@ -262,11 +253,17 @@ bool LLTerrainMaterials::makeMaterialsReady(bool boost, bool strict)
if (!material_asset_ready(mat)) { continue; }
LLPointer<LLFetchedGLTFMaterial>& render_mat = mDetailRenderMaterials[i];
// This will be mutated by materialTexturesReady, due to the way that
// function is implemented.
bool render_material_textures_set = bool(render_mat);
if (!render_mat)
{
render_mat = new LLFetchedGLTFMaterial();
*render_mat = *mat;
// This render_mat is effectively already loaded, because it gets its data from mat.
// However, its textures may not be loaded yet.
render_mat->materialBegin();
render_mat->materialComplete(true);
LLPointer<LLGLTFMaterial>& override_mat = mDetailMaterialOverrides[i];
if (override_mat)
@ -275,7 +272,8 @@ bool LLTerrainMaterials::makeMaterialsReady(bool boost, bool strict)
}
}
ready[i] = materialTexturesReady(render_mat, mMaterialTexturesSet[i], boost, strict);
ready[i] = materialTexturesReady(render_mat, render_material_textures_set, boost, strict);
llassert(render_material_textures_set);
}
#if 1
@ -414,16 +412,6 @@ bool LLTerrainMaterials::materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>&
return true;
}
// Boost the loading priority of every known texture in the material
// Return true when ready to use
// static
bool LLTerrainMaterials::makeMaterialReady(LLPointer<LLFetchedGLTFMaterial> &mat, bool &textures_set, bool boost, bool strict)
{
if (!material_asset_ready(mat)) { return false; }
return materialTexturesReady(mat, textures_set, boost, strict);
}
// static
const LLUUID (&LLVLComposition::getDefaultTextures())[ASSET_COUNT]
{

View File

@ -27,18 +27,17 @@
#ifndef LL_LLVLCOMPOSITION_H
#define LL_LLVLCOMPOSITION_H
#include "llfetchedgltfmaterial.h"
#include "llimage.h"
#include "llpointer.h"
#include "llterrainpaintmap.h"
#include "llviewerlayer.h"
#include "llviewershadermgr.h"
#include "llviewertexture.h"
#include "llpointer.h"
#include "llimage.h"
class LLSurface;
class LLViewerFetchedTexture;
class LLGLTFMaterial;
class LLFetchedGLTFMaterial;
class LLModifyRegion
{
@ -52,7 +51,7 @@ class LLTerrainMaterials : public LLModifyRegion
public:
friend class LLDrawPoolTerrain;
LLTerrainMaterials();
LLTerrainMaterials() {}
virtual ~LLTerrainMaterials();
void apply(const LLModifyRegion& other);
@ -93,15 +92,15 @@ protected:
static bool makeTextureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost);
// strict = true -> all materials must be sufficiently loaded
// strict = false -> at least one material must be loaded
static bool makeMaterialReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict);
// *NOTE: Prefer calling makeMaterialReady if mat is known to be LLFetchedGLTFMaterial
static bool materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict);
LLPointer<LLViewerFetchedTexture> mDetailTextures[ASSET_COUNT];
// *NOTE: Unlike mDetailRenderMaterials, the textures in this are not
// guaranteed to be set or loaded after a true return from
// makeMaterialsReady.
LLPointer<LLFetchedGLTFMaterial> mDetailMaterials[ASSET_COUNT];
LLPointer<LLGLTFMaterial> mDetailMaterialOverrides[ASSET_COUNT];
LLPointer<LLFetchedGLTFMaterial> mDetailRenderMaterials[ASSET_COUNT];
bool mMaterialTexturesSet[ASSET_COUNT];
U32 mPaintType = TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE;
LLPointer<LLViewerTexture> mPaintMap;