If reusing dynamic textures, do not reuse small data length textures that fall below current viewer discard level 2 thresholds.

Viewer LL 3.3.4 and before sometimes fail to properly redisplay dynamic textures that have a small data length compared to pixel size when pulled from cache.
This appears to happen when the data length is smaller than the estimate discard level 2 size the viewer uses when making this GetTexture request.
This commit works around this by always regenerating dynamic textures that fall below this threshold rather than reusing them if ReuseDynamicTextures = true
This can be controlled by the [Textures] ReuseDynamicLowDataTextures config setting which defaults to false.
This commit is contained in:
Justin Clark-Casey (justincc)
2012-09-06 22:12:05 +01:00
parent 9f914327c6
commit 8f02fd926e
8 changed files with 188 additions and 46 deletions

View File

@@ -42,7 +42,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
{
public class DynamicTextureModule : IRegionModule, IDynamicTextureManager
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private const int ALL_SIDES = -1;
@@ -54,6 +54,17 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
/// </summary>
public bool ReuseTextures { get; set; }
/// <summary>
/// If false, then textures which have a low data size are not reused when ReuseTextures = true.
/// </summary>
/// <remarks>
/// LL viewers 3.3.4 and before appear to not fully render textures pulled from the viewer cache if those
/// textures have a relatively high pixel surface but a small data size. Typically, this appears to happen
/// if the data size is smaller than the viewer's discard level 2 size estimate. So if this is setting is
/// false, textures smaller than the calculation in IsSizeReuseable are always regenerated rather than reused
/// to work around this problem.</remarks>
public bool ReuseLowDataTextures { get; set; }
private Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>();
private Dictionary<string, IDynamicTextureRender> RenderPlugins =
@@ -83,18 +94,17 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
/// <summary>
/// Called by code which actually renders the dynamic texture to supply texture data.
/// </summary>
/// <param name="id"></param>
/// <param name="data"></param>
/// <param name="isReuseable">True if the data generated can be reused for subsequent identical requests</param>
public void ReturnData(UUID id, byte[] data, bool isReuseable)
/// <param name="updaterId"></param>
/// <param name="texture"></param>
public void ReturnData(UUID updaterId, IDynamicTexture texture)
{
DynamicTextureUpdater updater = null;
lock (Updaters)
{
if (Updaters.ContainsKey(id))
if (Updaters.ContainsKey(updaterId))
{
updater = Updaters[id];
updater = Updaters[updaterId];
}
}
@@ -103,11 +113,16 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
if (RegisteredScenes.ContainsKey(updater.SimUUID))
{
Scene scene = RegisteredScenes[updater.SimUUID];
UUID newTextureID = updater.DataReceived(data, scene);
UUID newTextureID = updater.DataReceived(texture.Data, scene);
if (ReuseTextures && isReuseable && !updater.BlendWithOldTexture)
if (ReuseTextures
&& !updater.BlendWithOldTexture
&& texture.IsReuseable
&& (ReuseLowDataTextures || IsDataSizeReuseable(texture)))
{
m_reuseableDynamicTextures.Store(
GenerateReusableTextureKey(updater.BodyData, updater.Params), newTextureID);
GenerateReusableTextureKey(texture.InputCommands, texture.InputParams), newTextureID);
}
}
}
@@ -123,6 +138,27 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
}
}
/// <summary>
/// Determines whether the texture is reuseable based on its data size.
/// </summary>
/// <remarks>
/// This is a workaround for a viewer bug where very small data size textures relative to their pixel size
/// are not redisplayed properly when pulled from cache. The calculation here is based on the typical discard
/// level of 2, a 'rate' of 0.125 and 4 components (which makes for a factor of 0.5).
/// </remarks>
/// <returns></returns>
private bool IsDataSizeReuseable(IDynamicTexture texture)
{
// Console.WriteLine("{0} {1}", texture.Size.Width, texture.Size.Height);
int discardLevel2DataThreshold = (int)Math.Ceiling((texture.Size.Width >> 2) * (texture.Size.Height >> 2) * 0.5);
// m_log.DebugFormat(
// "[DYNAMIC TEXTURE MODULE]: Discard level 2 threshold {0}, texture data length {1}",
// discardLevel2DataThreshold, texture.Data.Length);
return discardLevel2DataThreshold < texture.Data.Length;
}
public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
string extraParams, int updateTimer)
{
@@ -293,7 +329,10 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
{
IConfig texturesConfig = config.Configs["Textures"];
if (texturesConfig != null)
{
ReuseTextures = texturesConfig.GetBoolean("ReuseDynamicTextures", false);
ReuseLowDataTextures = texturesConfig.GetBoolean("ReuseDynamicLowDataTextures", false);
}
if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
{