phoenix-firestorm/indra/newview/llviewertexlayer.cpp

354 lines
10 KiB
C++

/**
* @file llviewertexlayer.cpp
* @brief Viewer texture layer. Used for avatars.
*
* $LicenseInfo:firstyear=2012&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llviewertexlayer.h"
#include "llagent.h"
#include "llimagej2c.h"
#include "llnotificationsutil.h"
#include "llviewerregion.h"
#include "llglslshader.h"
#include "llvoavatarself.h"
#include "pipeline.h"
#include "llviewercontrol.h"
// runway consolidate
extern std::string self_av_string();
//-----------------------------------------------------------------------------
// LLViewerTexLayerSetBuffer
// The composite image that a LLViewerTexLayerSet writes to. Each LLViewerTexLayerSet has one.
//-----------------------------------------------------------------------------
// static
S32 LLViewerTexLayerSetBuffer::sGLByteCount = 0;
LLViewerTexLayerSetBuffer::LLViewerTexLayerSetBuffer(LLTexLayerSet* const owner,
S32 width, S32 height) :
// ORDER_LAST => must render these after the hints are created.
LLTexLayerSetBuffer(owner),
LLViewerDynamicTexture(width, height, 4, LLViewerDynamicTexture::ORDER_LAST, false),
mNeedsUpdate(true),
mNumLowresUpdates(0)
{
mGLTexturep->setNeedsAlphaAndPickMask(false);
LLViewerTexLayerSetBuffer::sGLByteCount += getSize();
mNeedsUpdateTimer.start();
}
LLViewerTexLayerSetBuffer::~LLViewerTexLayerSetBuffer()
{
LLViewerTexLayerSetBuffer::sGLByteCount -= getSize();
destroyGLTexture();
for( S32 order = 0; order < ORDER_COUNT; order++ )
{
LLViewerDynamicTexture::sInstances[order].erase(this); // will fail in all but one case.
}
}
//virtual
S8 LLViewerTexLayerSetBuffer::getType() const
{
return LLViewerDynamicTexture::LL_TEX_LAYER_SET_BUFFER ;
}
//virtual
void LLViewerTexLayerSetBuffer::restoreGLTexture()
{
LLViewerDynamicTexture::restoreGLTexture() ;
}
//virtual
void LLViewerTexLayerSetBuffer::destroyGLTexture()
{
LLViewerDynamicTexture::destroyGLTexture() ;
}
// static
void LLViewerTexLayerSetBuffer::dumpTotalByteCount()
{
LL_INFOS() << "Composite System GL Buffers: " << (LLViewerTexLayerSetBuffer::sGLByteCount/1024) << "KB" << LL_ENDL;
}
void LLViewerTexLayerSetBuffer::requestUpdate()
{
restartUpdateTimer();
mNeedsUpdate = true;
mNumLowresUpdates = 0;
}
void LLViewerTexLayerSetBuffer::restartUpdateTimer()
{
mNeedsUpdateTimer.reset();
mNeedsUpdateTimer.start();
}
// virtual
bool LLViewerTexLayerSetBuffer::needsRender()
{
llassert(mTexLayerSet->getAvatarAppearance() == gAgentAvatarp);
if (!isAgentAvatarValid()) return false;
const bool update_now = mNeedsUpdate && isReadyToUpdate();
// Don't render if we don't want to (or aren't ready to) update.
if (!update_now)
{
return false;
}
// Don't render if we're animating our appearance.
if (gAgentAvatarp->getIsAppearanceAnimating())
{
return false;
}
// Don't render if we are trying to create a skirt texture but aren't wearing a skirt.
if (gAgentAvatarp->getBakedTE(getViewerTexLayerSet()) == LLAvatarAppearanceDefines::TEX_SKIRT_BAKED &&
!gAgentAvatarp->isWearingWearableType(LLWearableType::WT_SKIRT))
{
return false;
}
// Render if we have at least minimal level of detail for each local texture.
return getViewerTexLayerSet()->isLocalTextureDataAvailable();
}
// virtual
void LLViewerTexLayerSetBuffer::preRenderTexLayerSet()
{
LLTexLayerSetBuffer::preRenderTexLayerSet();
// keep depth buffer, we don't need to clear it
LLViewerDynamicTexture::preRender(false);
}
// virtual
void LLViewerTexLayerSetBuffer::postRenderTexLayerSet(bool success)
{
LLTexLayerSetBuffer::postRenderTexLayerSet(success);
LLViewerDynamicTexture::postRender(success);
}
// virtual
void LLViewerTexLayerSetBuffer::midRenderTexLayerSet(bool success)
{
const bool update_now = mNeedsUpdate && isReadyToUpdate();
if (update_now)
{
doUpdate();
}
// *TODO: Old logic does not check success before setGLTextureCreated
// we have valid texture data now
mGLTexturep->setGLTextureCreated(true);
}
bool LLViewerTexLayerSetBuffer::isInitialized(void) const
{
return mGLTexturep.notNull() && mGLTexturep->isGLTextureCreated();
}
bool LLViewerTexLayerSetBuffer::isReadyToUpdate() const
{
// If we requested an update and have the final LOD ready, then update.
if (getViewerTexLayerSet()->isLocalTextureDataFinal()) return true;
// If we haven't done an update yet, then just do one now regardless of state of textures.
if (mNumLowresUpdates == 0) return true;
// Update if we've hit a timeout. Unlike for uploads, we can make this timeout fairly small
// since render unnecessarily doesn't cost much.
const U32 TEXTURE_TIMEOUT = 10;
if (TEXTURE_TIMEOUT != 0)
{
// If we hit our timeout and have textures available at even lower resolution, then update.
const bool is_update_textures_timeout = mNeedsUpdateTimer.getElapsedTimeF32() >= TEXTURE_TIMEOUT;
const bool has_lower_lod = getViewerTexLayerSet()->isLocalTextureDataAvailable();
if (has_lower_lod && is_update_textures_timeout) return true;
}
return false;
}
bool LLViewerTexLayerSetBuffer::requestUpdateImmediate()
{
mNeedsUpdate = true;
bool result = false;
if (needsRender())
{
preRender(false);
result = render();
postRender(result);
}
return result;
}
// Mostly bookkeeping; don't need to actually "do" anything since
// render() will actually do the update.
void LLViewerTexLayerSetBuffer::doUpdate()
{
LLViewerTexLayerSet* layer_set = getViewerTexLayerSet();
const bool highest_lod = layer_set->isLocalTextureDataFinal();
if (highest_lod)
{
mNeedsUpdate = false;
}
else
{
mNumLowresUpdates++;
}
restartUpdateTimer();
// need to switch to using this layerset if this is the first update
// after getting the lowest LOD
layer_set->getAvatar()->updateMeshTextures();
// Print out notification that we updated this texture.
if (gSavedSettings.getBOOL("DebugAvatarRezTime"))
{
const bool highest_lod = layer_set->isLocalTextureDataFinal();
const std::string lod_str = highest_lod ? "HighRes" : "LowRes";
LLSD args;
args["EXISTENCE"] = llformat("%d",(U32)layer_set->getAvatar()->debugGetExistenceTimeElapsedF32());
args["TIME"] = llformat("%d",(U32)mNeedsUpdateTimer.getElapsedTimeF32());
args["BODYREGION"] = layer_set->getBodyRegionName();
args["RESOLUTION"] = lod_str;
LLNotificationsUtil::add("AvatarRezSelfBakedTextureUpdateNotification",args);
LL_DEBUGS("Avatar") << self_av_string() << "Locally updating [ name: " << layer_set->getBodyRegionName() << " res:" << lod_str << " time:" << (U32)mNeedsUpdateTimer.getElapsedTimeF32() << " ]" << LL_ENDL;
}
}
//-----------------------------------------------------------------------------
// LLViewerTexLayerSet
// An ordered set of texture layers that get composited into a single texture.
//-----------------------------------------------------------------------------
LLViewerTexLayerSet::LLViewerTexLayerSet(LLAvatarAppearance* const appearance) :
LLTexLayerSet(appearance),
mUpdatesEnabled( false )
{
}
// virtual
LLViewerTexLayerSet::~LLViewerTexLayerSet()
{
}
// Returns true if at least one packet of data has been received for each of the textures that this layerset depends on.
bool LLViewerTexLayerSet::isLocalTextureDataAvailable() const
{
if (!mAvatarAppearance->isSelf()) return false;
return getAvatar()->isLocalTextureDataAvailable(this);
}
// Returns true if all of the data for the textures that this layerset depends on have arrived.
bool LLViewerTexLayerSet::isLocalTextureDataFinal() const
{
if (!mAvatarAppearance->isSelf()) return false;
return getAvatar()->isLocalTextureDataFinal(this);
}
// virtual
void LLViewerTexLayerSet::requestUpdate()
{
if( mUpdatesEnabled )
{
createComposite();
getViewerComposite()->requestUpdate();
}
}
void LLViewerTexLayerSet::updateComposite()
{
createComposite();
getViewerComposite()->requestUpdateImmediate();
}
// virtual
void LLViewerTexLayerSet::createComposite()
{
if(!mComposite)
{
S32 width = mInfo->getWidth();
S32 height = mInfo->getHeight();
// Composite other avatars at reduced resolution
if( !mAvatarAppearance->isSelf() )
{
LL_ERRS() << "composites should not be created for non-self avatars!" << LL_ENDL;
}
mComposite = new LLViewerTexLayerSetBuffer( this, width, height );
}
}
void LLViewerTexLayerSet::setUpdatesEnabled( bool b )
{
mUpdatesEnabled = b;
}
LLVOAvatarSelf* LLViewerTexLayerSet::getAvatar()
{
return dynamic_cast<LLVOAvatarSelf*> (mAvatarAppearance);
}
const LLVOAvatarSelf* LLViewerTexLayerSet::getAvatar() const
{
return dynamic_cast<const LLVOAvatarSelf*> (mAvatarAppearance);
}
LLViewerTexLayerSetBuffer* LLViewerTexLayerSet::getViewerComposite()
{
return dynamic_cast<LLViewerTexLayerSetBuffer*> (getComposite());
}
const LLViewerTexLayerSetBuffer* LLViewerTexLayerSet::getViewerComposite() const
{
return dynamic_cast<const LLViewerTexLayerSetBuffer*> (getComposite());
}
const std::string LLViewerTexLayerSetBuffer::dumpTextureInfo() const
{
if (!isAgentAvatarValid()) return "";
const bool is_high_res = true;
const U32 num_low_res = 0;
const std::string local_texture_info = gAgentAvatarp->debugDumpLocalTextureDataInfo(getViewerTexLayerSet());
std::string text = llformat("[HiRes:%d LoRes:%d] %s",
is_high_res, num_low_res,
local_texture_info.c_str());
return text;
}