// This method is used to clean up a level from tiles marked as "missing". // The idea is to allow tiles that have been improperly marked missing to be reloaded when retraversing the level again. // When zooming in and out rapidly, some tiles are never properly loaded and, eventually marked missing. // This creates "blue" areas in a subresolution that never got a chance to reload if we don't clean up the level. void LLWorldMipmap::cleanMissedTilesFromLevel(S32 level) { // Check the input data llassert(level <= MAP_LEVELS); llassert(level >= 0); // This happens when the object is first initialized if (level == 0) { return; } // Iterate through the subresolution level and suppress the tiles that are marked as missing // Note: erasing in a map while iterating through it is bug prone. Using a postfix increment is mandatory here. sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level-1]; sublevel_tiles_t::iterator it = level_mipmap.begin(); while (it != level_mipmap.end()) { LLPointer<LLViewerFetchedTexture> img = it->second; if (img->isMissingAsset()) { level_mipmap.erase(it++); } else { ++it; } } return; }
LLPointer<LLViewerFetchedTexture> LLWorldMipmap::getObjectsTile(U32 grid_x, U32 grid_y, S32 level, bool load) { // Check the input data llassert(level <= MAP_LEVELS); llassert(level >= 1); // If the *loading* level changed, cleared the new level from "missed" tiles // so that we get a chance to reload them if (load && (level != mCurrentLevel)) { cleanMissedTilesFromLevel(level); mCurrentLevel = level; } // Build the region handle U64 handle = convertGridToHandle(grid_x, grid_y); // Check if the image is around already sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level-1]; sublevel_tiles_t::iterator found = level_mipmap.find(handle); // If not there and load on, go load it if (found == level_mipmap.end()) { if (load) { // Load it LLPointer<LLViewerFetchedTexture> img = loadObjectsTile(grid_x, grid_y, level); // Insert the image in the map level_mipmap.insert(sublevel_tiles_t::value_type( handle, img )); // Find the element again in the map (it's there now...) found = level_mipmap.find(handle); } else { // Return with NULL if not found and we're not trying to load return NULL; } } // Get the image pointer and check if this asset is missing LLPointer<LLViewerFetchedTexture> img = found->second; if (img->isMissingAsset()) { // Return NULL if asset missing return NULL; } else { // Boost the tile level so to mark it's in use *if* load on if (load) { img->setBoostLevel(LLGLTexture::BOOST_MAP_VISIBLE); } return img; } }
// This method should be called before each use of the mipmap (typically, before each draw), so that to let // the boost level of unused tiles to drop to 0 (BOOST_NONE). // Tiles that are accessed have had their boost level pushed to BOOST_MAP_VISIBLE so we can identify them. // The result of this strategy is that if a tile is not used during 2 consecutive loops, its boost level drops to 0. void LLWorldMipmap::equalizeBoostLevels() { #if DEBUG_TILES_STAT S32 nb_missing = 0; S32 nb_tiles = 0; S32 nb_visible = 0; #endif // DEBUG_TILES_STAT // For each level for (S32 level = 0; level < MAP_LEVELS; level++) { sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level]; // For each tile for (sublevel_tiles_t::iterator iter = level_mipmap.begin(); iter != level_mipmap.end(); iter++) { LLPointer<LLViewerFetchedTexture> img = iter->second; S32 current_boost_level = img->getBoostLevel(); if (current_boost_level == LLGLTexture::BOOST_MAP_VISIBLE) { // If level was BOOST_MAP_VISIBLE, the tile has been used in the last draw so keep it high img->setBoostLevel(LLGLTexture::BOOST_MAP); } else { // If level was BOOST_MAP only (or anything else...), the tile wasn't used in the last draw // so we drop its boost level to BOOST_NONE. img->setBoostLevel(LLGLTexture::BOOST_NONE); } #if DEBUG_TILES_STAT // Increment some stats if compile option on nb_tiles++; if (current_boost_level == LLGLTexture::BOOST_MAP_VISIBLE) { nb_visible++; } if (img->isMissingAsset()) { nb_missing++; } #endif // DEBUG_TILES_STAT } } #if DEBUG_TILES_STAT LL_INFOS("World Map") << "LLWorldMipmap tile stats : total requested = " << nb_tiles << ", visible = " << nb_visible << ", missing = " << nb_missing << LL_ENDL; #endif // DEBUG_TILES_STAT }
void LLTextureView::draw() { if (!mFreezeView) { // LLViewerObject *objectp; // S32 te; for_each(mTextureBars.begin(), mTextureBars.end(), DeletePointer()); mTextureBars.clear(); delete mGLTexMemBar; mGLTexMemBar = 0; typedef std::multiset<decode_pair_t, compare_decode_pair > display_list_t; display_list_t display_image_list; if (mPrintList) { llinfos << "ID\tMEM\tBOOST\tPRI\tWIDTH\tHEIGHT\tDISCARD" << llendl; } for (LLViewerImageList::image_priority_list_t::iterator iter = gImageList.mImageList.begin(); iter != gImageList.mImageList.end(); ) { LLPointer<LLViewerImage> imagep = *iter++; S32 cur_discard = imagep->getDiscardLevel(); S32 desired_discard = imagep->mDesiredDiscardLevel; if (mPrintList) { llinfos << imagep->getID() << "\t" << imagep->mTextureMemory << "\t" << imagep->getBoostLevel() << "\t" << imagep->getDecodePriority() << "\t" << imagep->getWidth() << "\t" << imagep->getHeight() << "\t" << cur_discard << llendl; } #if 0 if (imagep->getDontDiscard()) { continue; } if (imagep->isMissingAsset()) { continue; } #endif #define HIGH_PRIORITY 100000000.f F32 pri; if (mOrderFetch) { pri = ((F32)imagep->mFetchPriority)/256.f; } else { pri = imagep->getDecodePriority(); } if (sDebugImages.find(imagep) != sDebugImages.end()) { pri += 4*HIGH_PRIORITY; } if (!mOrderFetch) { #if 1 if (pri < HIGH_PRIORITY && LLSelectMgr::getInstance()) { struct f : public LLSelectedTEFunctor { LLViewerImage* mImage; f(LLViewerImage* image) : mImage(image) {} virtual bool apply(LLViewerObject* object, S32 te) { return (mImage == object->getTEImage(te)); } } func(imagep); const bool firstonly = true; bool match = LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func, firstonly); if (match) { pri += 3*HIGH_PRIORITY; } } #endif #if 1 if (pri < HIGH_PRIORITY && (cur_discard< 0 || desired_discard < cur_discard)) { LLViewerObject *objectp = gHoverView->getLastHoverObject(); if (objectp) { S32 tex_count = objectp->getNumTEs(); for (S32 i = 0; i < tex_count; i++) { if (imagep == objectp->getTEImage(i)) { pri += 2*HIGH_PRIORITY; break; } } } } #endif #if 1 if (pri > 0.f && pri < HIGH_PRIORITY) { if (imagep->mLastPacketTimer.getElapsedTimeF32() < 1.f || imagep->mFetchDeltaTime < 0.25f) { pri += 1*HIGH_PRIORITY; } } #endif } if (pri > 0.0f) { display_image_list.insert(std::make_pair(pri, imagep)); } } if (mPrintList) { mPrintList = FALSE; } static S32 max_count = 50; S32 count = 0; for (display_list_t::iterator iter = display_image_list.begin(); iter != display_image_list.end(); iter++) { LLViewerImage* imagep = iter->second; S32 hilite = 0; F32 pri = iter->first; if (pri >= 1 * HIGH_PRIORITY) { hilite = (S32)((pri+1) / HIGH_PRIORITY) - 1; } if ((hilite || count < max_count-10) && (count < max_count)) { if (addBar(imagep, hilite)) { count++; } } } if (mOrderFetch) sortChildren(LLTextureBar::sort_fetch()); else sortChildren(LLTextureBar::sort()); mGLTexMemBar = new LLGLTexMemBar("gl texmem bar", this); addChild(mGLTexMemBar); reshape(getRect().getWidth(), getRect().getHeight(), TRUE); /* count = gImageList.getNumImages(); std::string info_string; info_string = llformat("Global Info:\nTexture Count: %d", count); mInfoTextp->setText(info_string); */ for (child_list_const_iter_t child_iter = getChildList()->begin(); child_iter != getChildList()->end(); ++child_iter) { LLView *viewp = *child_iter; if (viewp->getRect().mBottom < 0) { viewp->setVisible(FALSE); } } } LLContainerView::draw(); }
LLPointer<LLViewerImage> LLWorldMipmap::getObjectsTile(U32 grid_x, U32 grid_y, S32 level, bool load) { // Check the input data llassert(level <= MAP_LEVELS); llassert(level >= 1); // If the *loading* level changed, cleared the new level from "missed" tiles // so that we get a chance to reload them if (load && (level != mCurrentLevel)) { cleanMissedTilesFromLevel(level); mCurrentLevel = level; } // Build the region handle U64 handle = convertGridToHandle(grid_x, grid_y); // Check if the image is around already sublevel_tiles_t& level_mipmap = mWorldObjectsMipMap[level-1]; sublevel_tiles_t::iterator found = level_mipmap.find(handle); // If not there and load on, go load it if (found == level_mipmap.end()) { if (load) { // Load it LLPointer<LLViewerImage> img; // <edit> //this is a hack for opensims. if(LLViewerLogin::getInstance()->getGridChoice() < GRID_INFO_OTHER) img = loadObjectsTile(grid_x, grid_y, level); else { LLSimInfo* info = LLWorldMap::getInstance()->simInfoFromHandle(handle); if(info) { img = gImageList.getImage(info->getMapImageID(), MIPMAP_TRUE, FALSE); img->setBoostLevel(LLViewerImageBoostLevel::BOOST_MAP); } else return NULL; } // </edit> // Insert the image in the map level_mipmap.insert(sublevel_tiles_t::value_type( handle, img )); // Find the element again in the map (it's there now...) found = level_mipmap.find(handle); } else { // Return with NULL if not found and we're not trying to load return NULL; } } // Get the image pointer and check if this asset is missing LLPointer<LLViewerImage> img = found->second; if (img->isMissingAsset()) { // Return NULL if asset missing return NULL; } else { // Boost the tile level so to mark it's in use *if* load on if (load) { img->setBoostLevel(LLViewerImageBoostLevel::BOOST_MAP_VISIBLE); } return img; } }