Experimental volume face batching changes (Cursory testing shows: +~10% larger mean batch size).

-Drive pass selection by face pools. Doing such removes a fair bit of redundant (and often buggy) code.
-Ignore irrelivant batch breakers depending on pass/pool type.
-Face sorting algorithm modified to potentially allow larger batches.
-Removed a few unused/broken things (bake_sunlight/no_materials)
-Fullbright handling should hopefully be a little more consistent.
-Prevent fullbright faces from being placed in 'simple' pool. (They are already simple-er)

Fixed attribute error that popped up with bump faces when batching was disabled.
This commit is contained in:
Shyotl
2014-02-18 11:43:50 -06:00
parent ac8d5e5ab3
commit bdc0ad2b8f
5 changed files with 633 additions and 106 deletions

View File

@@ -1526,24 +1526,28 @@ U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* ima
{
alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2);
}
if (alpha && mat)
{
switch (mat->getDiffuseAlphaMode())
{
case 1:
case LLMaterial::DIFFUSE_ALPHA_MODE_BLEND:
alpha = true; // Material's alpha mode is set to blend. Toss it into the alpha draw pool.
break;
case 0: //alpha mode set to none, never go to alpha pool
case 3: //alpha mode set to emissive, never go to alpha pool
case LLMaterial::DIFFUSE_ALPHA_MODE_NONE: //alpha mode set to none, never go to alpha pool
case LLMaterial::DIFFUSE_ALPHA_MODE_EMISSIVE: //alpha mode set to emissive, never go to alpha pool
alpha = color_alpha;
break;
default: //alpha mode set to "mask", go to alpha pool if fullbright
alpha = color_alpha; // Material's alpha mode is set to none, mask, or emissive. Toss it into the opaque material draw pool.
alpha = color_alpha; // Material's alpha mode is set to mask, or default. Toss it into the opaque material draw pool.
break;
}
}
static const LLCachedControl<bool> alt_batching("SHAltBatching",true);
if(!alt_batching)
{
if (alpha)
{
return LLDrawPool::POOL_ALPHA;
@@ -1560,6 +1564,49 @@ U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* ima
{
return LLDrawPool::POOL_SIMPLE;
}
}
else
{
if (alpha)
{
return LLDrawPool::POOL_ALPHA;
}
else if ((!LLPipeline::sRenderDeferred || !mat || mat->getNormalID().isNull()) && LLPipeline::sRenderBump && te->getBumpmap() && te->getBumpmap() < 18)
{
return LLDrawPool::POOL_BUMP; //Bump goes into bump pool unless using deferred and there's a normal map that takes precedence.
}
else if (mat && mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK)
{
if(te->getFullbright())
{
return LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK;
}
else
{
return LLPipeline::sRenderDeferred ? LLDrawPool::POOL_MATERIALS : LLDrawPool::POOL_ALPHA_MASK;
}
}
else if(LLPipeline::sRenderDeferred && mat)
{
if(te->getFullbright() && mat->getEnvironmentIntensity())
{
return LLDrawPool::POOL_FULLBRIGHT;
}
return LLDrawPool::POOL_MATERIALS;
}
else if(te->getFullbright())
{
return (LLPipeline::sRenderBump && te->getShiny()) ? LLDrawPool::POOL_BUMP : LLDrawPool::POOL_FULLBRIGHT;
}
else if (!LLPipeline::sRenderDeferred && LLPipeline::sRenderBump && te->getShiny())
{
return LLDrawPool::POOL_BUMP; //Shiny goes into bump pool when not using deferred rendering.
}
else
{
return LLDrawPool::POOL_SIMPLE;
}
}
}