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Bake proxies in PBR materials draw the local bake, hide the system body, and refresh - #533
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- 🪄 Fix comments: Fix CodeRabbit comments on this PR
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Review comments at @indra/newview/alviewermenu.cpp:
- Around line 419-429: Update the PBR texture refresh handling around
getRenderTexture() in object_texture_refresh to recognize resolved
LLViewerTexLayerSetBuffer local composites and call requestUpdate() on them,
while preserving the existing faces_per_tex UUID tracking and fetched-texture
handling. Include the necessary LLViewerTexLayerSetBuffer declaration/header and
use a mutable texture pointer for the type check.
Review comments at @indra/newview/llviewerobject.cpp:
- Around line 5498-5502: Update the material completion callback in the GLTF
material loading path to capture te, reinitialize the per-face render material
via initRenderMaterial(te) when the object, face, and GLTF material still exist,
then mark the object for update. In fetch_texture, distinguish the per-face
material from the shared base material and skip bake-proxy IDs when the shared
material remains selected; do not fetch those IDs as ordinary textures.
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📒 Files selected for processing: 11
indra/newview/alselectionoutline.cppindra/newview/alviewermenu.cppindra/newview/lldrawpool.cppindra/newview/llfetchedgltfmaterial.cppindra/newview/llfetchedgltfmaterial.hindra/newview/llviewerobject.cppindra/newview/llviewerobject.hindra/newview/llvoavatar.cppindra/newview/llvoavatar.hindra/newview/llvovolume.cppindra/newview/llvovolume.h
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… completes A new object's render material IDs are read before it has faces: LLVOVolume::processUpdateMessage sets the volume, which makes them, after the base class has unpacked the extra params, so setRenderMaterialIDs set none. Each face takes its material at its first rebuild, in the fallback in updateTEMaterialTextures, and where the material was still fetching there its completion only marked the object for update. initRenderMaterial saw the material's empty textures when the face took it and never ran again, so a material naming a bake proxy kept no copy of its own unless an override arrived. The face drew the material every object using it shares, and each rebuild resolved its own avatar's bake into it: two avatars wearing one body's material could show each other's skin. The system body part stayed shown too, as the visibility check runs from initRenderMaterial. The fallback came from LL in 2022. onRenderMaterialFetched does what setRenderMaterialID's completion did for a material that was fetching: initRenderMaterial, then the avatar's mesh visibility from nothing. Both completions call it. CodeRabbit found this on #533. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
… completes A new object's render material IDs are read before it has faces: LLVOVolume::processUpdateMessage sets the volume, which makes them, after the base class has unpacked the extra params, so setRenderMaterialIDs set none. Each face takes its material at its first rebuild, in the fallback in updateTEMaterialTextures, and where the material was still fetching there its completion only marked the object for update. initRenderMaterial saw the material's empty textures when the face took it and never ran again, so a material naming a bake proxy kept no copy of its own unless an override arrived. The face drew the material every object using it shares, and each rebuild resolved its own avatar's bake into it: two avatars wearing one body's material could show each other's skin. The system body part stayed shown too, as the visibility check runs from initRenderMaterial. The fallback came from LL in 2022. onRenderMaterialFetched does what setRenderMaterialID's completion did for a material that was fetching: initRenderMaterial, then the avatar's mesh visibility from nothing. Both completions call it. CodeRabbit found this on #533. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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…material A bake proxy (IMG_USE_BAKED_*) in any of a PBR material's four slots hid the system body part it is baked for, so a layer using IMG_USE_BAKED_UPPER as its emissive or ORM map hid the upper body. A legacy material's normal and specular maps hide nothing; only a face's image does, and the base colour is the slot that stands for it. updateMeshVisibility also counted the materials on the HUD attachment points, where getBakedTextureForMagicId resolves no bake, so a HUD naming one hid a body part it does not draw. ALBakeProxies holds the bake sets, apart from LLVOAvatar so that the viewer's tests reach them. drawnBy counts a face's image and its render material's base colour, and of a HUD's face its image alone, as Linden's viewer counts it. updateAvatarMeshVisibility asks nothing when a HUD's material changes. Found reviewing #533. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A PBR material slot naming a bake proxy (IMG_USE_BAKED_*) drew white in edit appearance mode, and normal, ORM and emissive slots fell to their defaults the same way. LLVOAvatar::getBakedTexture returns the local composite there, an LLViewerTexLayerSetBuffer, which is a dynamic texture. LLFetchedGLTFMaterial's slots hold only fetched textures, so updateTEMaterialTextures cast it away with a dynamic_cast to LLViewerFetchedTexture, and both bind paths drew the empty slot with their stand-in. Leaving the mode put the server bake, a fetched texture, back. The cast came from LL in 1a437cb and the slot type in de4c018. LLFetchedGLTFMaterial::mBakedTextures now holds what each bake slot resolved to, of any texture type, and updateTEMaterialTextures fetches nothing for those slots. getRenderTexture gives a slot's bake, else its fetched texture, and is what bind, pushGLTFBatchIndexed, the faces' texture channels and the selection outline read. The fetched slots keep their type for the terrain, preview and upload code, which never see a bake. refreshBakeTexture looked only at the face's own image, so a PBR face whose image named no bake was refreshed only when something else rebuilt it. It now resolves the bakes the face's render material names, and where one resolves to another texture calls changeTEMaterialTextures, which LLVOVolume follows with the rebuild changeTEImage asks for. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An attachment face whose image is a bake proxy (IMG_USE_BAKED_*) hides the system body part that bake is for. One that names the proxy only in its PBR material did not: LLVOAvatar::updateMeshVisibility read each face's image ID alone, and only a change to an image asked for it again (LLViewerObject::updateAvatarMeshVisibility). A mesh body whose material named BAKED_UPPER drew over the system upper body unless its image named it too. LL's develop reads image IDs alone as well. LLVOAvatar::getBakesDrawnBy gives the bakes a face draws, from its image and every slot of its render material, and updateMeshVisibility gathers them in place of its two copies of eleven compares. The image's part is the same test, through assetIdToBakedTextureIndex. An overload of updateAvatarMeshVisibility takes a face and the render material it had before, and asks the avatar again where the bakes the two name differ: initRenderMaterial calls it, for a material that completes, an override or a face added, and so does setRenderMaterialID. It compares the bakes rather than asking whenever either names one, as the image overload does, because every texture entry update rebuilds a PBR face's render material, and an alpha HUD sends many at once. A material still fetching when a face took it named nothing then and fills in its textures in place, so setRenderMaterialID's completion callback asks again from nothing rather than from the material. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
object_texture_refresh took a PBR face's textures from its render material's texture IDs, while it takes the image from getTEImage, the texture drawn. For a slot naming a bake proxy (IMG_USE_BAKED_*) the ID is the proxy's own, so the bake the face draws was never refreshed, and destroy_texture, which made a fetched texture of any ID to clear it, started a download of the proxy that nothing draws. Each slot's ID now comes from LLFetchedGLTFMaterial::getRenderTexture, as the image's does from getTEImage. destroy_texture finds the texture in gTextureList rather than making one. An ID no fetched texture has, as the local composite's while the avatar edits its appearance, which getTEImage and getRenderTexture both give, has nothing to clear. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
… completes A new object's render material IDs are read before it has faces: LLVOVolume::processUpdateMessage sets the volume, which makes them, after the base class has unpacked the extra params, so setRenderMaterialIDs set none. Each face takes its material at its first rebuild, in the fallback in updateTEMaterialTextures, and where the material was still fetching there its completion only marked the object for update. initRenderMaterial saw the material's empty textures when the face took it and never ran again, so a material naming a bake proxy kept no copy of its own unless an override arrived. The face drew the material every object using it shares, and each rebuild resolved its own avatar's bake into it: two avatars wearing one body's material could show each other's skin. The system body part stayed shown too, as the visibility check runs from initRenderMaterial. The fallback came from LL in 2022. onRenderMaterialFetched does what setRenderMaterialID's completion did for a material that was fetching: initRenderMaterial, then the avatar's mesh visibility from nothing. Both completions call it. CodeRabbit found this on #533. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…material A bake proxy (IMG_USE_BAKED_*) in any of a PBR material's four slots hid the system body part it is baked for, so a layer using IMG_USE_BAKED_UPPER as its emissive or ORM map hid the upper body. A legacy material's normal and specular maps hide nothing; only a face's image does, and the base colour is the slot that stands for it. updateMeshVisibility also counted the materials on the HUD attachment points, where getBakedTextureForMagicId resolves no bake, so a HUD naming one hid a body part it does not draw. ALBakeProxies holds the bake sets, apart from LLVOAvatar so that the viewer's tests reach them. drawnBy counts a face's image and its render material's base colour, and of a HUD's face its image alone, as Linden's viewer counts it. updateAvatarMeshVisibility asks nothing when a HUD's material changes. Found reviewing #533. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…em body A new attachment's faces take their material in updateTEMaterialTextures' fallback, at their first build, after attachObject has asked for the body's visibility. Where the material was already loaded, as when a body is worn again within half a minute or another avatar nearby wears the same one, initRenderMaterial compared the face's copy with the material set on the face a line before, which names the same bakes, and asked nothing: the system body drew through a body whose PBR material named its bake until the next appearance message. The fallback now asks from nothing, as onRenderMaterialFetched does for a material still fetching. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each face that asked for updateMeshVisibility had it run there and then, and it walks every face of every attachment. When a material a body's faces share completes, each face's onRenderMaterialFetched asked in turn: a few hundred walks of a few thousand faces in one callback. A body's images do the same as its texture entries arrive. The faces now mark the avatar (dirtyMeshVisibility), and its idle update runs it once. The callers that attach, detach or change the avatar's appearance still run it straight away, which clears the mark. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…r it took it updateTEMaterialTextures resolves a material's bake proxies for the object's avatar into whatever the face draws, which is the material gGLTFMaterialList shares when the face has no copy of its own. The face that took a material still fetching now gets its copy when it completes, but a face can still reach a build drawing the shared material: a copied LLTextureEntry keeps no render material, and LLVOVolume::setNumTEs copies the last face into the new ones when it plays media. The bakes of the avatar built last were then drawn on every face drawing the material. A face drawing a material that names a bake now takes its copy there, before anything is resolved into it. ALBakeProxies::anyNamedBy is the test, which initRenderMaterial makes too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
object_texture_refresh refreshed a PBR slot only where getRenderTexture gave a texture. A copy initRenderMaterial makes holds none until the face's next build, as when an override arrives during one, and Refresh Textures then skipped every slot of the face. Such a slot refreshes its own ID, which is what the face will draw. For a bake proxy that clears only a fetched texture of the proxy, which a HUD or an animated object draws. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The spot shadow cache (#544) digests an alpha-tested GLTF caster's base colour from mBaseColorTexture, which holds nothing for a slot naming a bake proxy now that the bake is LLFetchedGLTFMaterial::mBakedTextures'. A caster masked by its bake kept its cached shadow when the bake changed, and while the avatar edits its appearance the local composite, a dynamic texture that marks the casters changing, went unseen. The digest reads getRenderTexture, the texture the shadow pass binds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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A bake proxy (
IMG_USE_BAKED_*) behaved differently in a face's PBR material than in its legacy texture: PBR faces turned white while you edited your appearance, didn't hide the system body, and Refresh Textures refreshed the proxy instead of the bake.White in edit appearance mode (ca9043a, 5cc8430)
LLVOAvatar::getBakedTexturereturns the local composite, anLLViewerTexLayerSetBuffer, which is a dynamic texture.LLFetchedGLTFMaterial's slots hold only fetched textures, soupdateTEMaterialTexturesdropped it with adynamic_cast, and both bind paths drew the empty slot with their stand-in: white base colour, flat normal, white ORM. Leaving the mode put the server bake back. The cast and the slot type came from LL (1a437cb, de4c018).mBakedTextures, of any texture type, and everything that draws reads throughgetRenderTexture:bind,pushGLTFBatchIndexed, the faces' texture channels and the selection outline. The fetched slots keep their type for the terrain, preview and upload code, which never see a bake.refreshBakeTextureonly looked at a face's legacy texture. It now also resolves a PBR face's bake slots again where one changed, throughchangeTEMaterialTextures, whichLLVOVolumefollows with the same rebuildchangeTEImageasks for.getRenderTexturetoo, so a caster masked by its bake draws its shadow again when the bake changes, and every frame while it is the local composite.System body not hidden (ce67354, 6b6f8cd, a1d931a, b71807b)
updateMeshVisibilityhid a system body part only when an attachment face's legacy texture was its proxy, so a body that namedBAKED_UPPERonly in its PBR material drew over the system upper body. LL's develop does the same.ALBakeProxies::drawnBycounts a face's legacy texture, the same test as before, and its render material's base colour, the slot that stands for that texture. A bake in the normal, ORM or emissive slot shades the surface without hiding anything, as a legacy material's maps hide nothing. Of a HUD's face only the legacy texture counts, as in LL's viewer: a HUD resolves no bake, so its material draws none.updateAvatarMeshVisibility, called frominitRenderMaterialandsetRenderMaterialID, asks the avatar again when the bake a face's material draws changes. It compares those rather than asking whenever either names a bake, since every texture entry update rebuilds a PBR face's render material and an alpha HUD sends many at once. A material still downloading when a face takes it fills in its IDs in place, so its completion callback compares against nothing, and so does a face that takes an already loaded material at its first build.LLVOAvatar::dirtyMeshVisibility, which the avatar's idle update serves once: a material a body's faces share completes for all of them at once, and each asking straight away walked every attachment face again. Attaching, detaching and appearance messages still update at once.One avatar's bake on another's body (03d9e9b, 7aaeae9)
onRenderMaterialFetched), andupdateTEMaterialTexturesgives any face still drawing a shared material that names a bake its copy before resolving anything into it, as one whose texture entry was copied, which keeps no render material.Refresh Textures (8738946, 1e5a7d7)
destroy_texture, which created a fetched texture for any ID to clear it, started a download of the proxy that nothing draws.getRenderTexture, as the legacy image's comes fromgetTEImage, anddestroy_texturelooks the texture up rather than creating one. The local composite, which both give in edit appearance mode, then has nothing to clear. A copy not yet built since it was made draws nothing yet, and its slots refresh their own IDs, which are what it will draw.Tested. On Windows (RelWithDebInfo), in-world, PBR bake faces show the local composite in edit appearance mode (checked before the rebase onto develop). On develop, every file the PR changes compiles, and all 75
newview_testspass, among themalbakeproxies_test, which covers which slots and faces hide a body part and fails against the earlier rule. Hiding the system body and Refresh Textures haven't been checked in-world yet.Not changed. In edit appearance mode, the texture picker's preview of a bake proxy and the PBR material preview still can't show the composite. The picker's code is shared with legacy texture controls.
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