From 8f02fd926e14dfad7f5eb77a67a6701f449511e0 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 6 Sep 2012 22:12:05 +0100
Subject: 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.
---
.../DynamicTexture/DynamicTextureModule.cs | 59 ++++++++++++++++++----
1 file changed, 49 insertions(+), 10 deletions(-)
(limited to 'OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs')
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
index e09f1a9..1f340df 100644
--- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
@@ -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
///
public bool ReuseTextures { get; set; }
+ ///
+ /// If false, then textures which have a low data size are not reused when ReuseTextures = true.
+ ///
+ ///
+ /// 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.
+ public bool ReuseLowDataTextures { get; set; }
+
private Dictionary RegisteredScenes = new Dictionary();
private Dictionary RenderPlugins =
@@ -83,18 +94,17 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
///
/// Called by code which actually renders the dynamic texture to supply texture data.
///
- ///
- ///
- /// True if the data generated can be reused for subsequent identical requests
- public void ReturnData(UUID id, byte[] data, bool isReuseable)
+ ///
+ ///
+ 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
}
}
+ ///
+ /// Determines whether the texture is reuseable based on its data size.
+ ///
+ ///
+ /// 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).
+ ///
+ ///
+ 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))
{
--
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