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