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authorXiaohong Bao <bao@lindenlab.com>2010-03-25 17:14:27 -0600
committerXiaohong Bao <bao@lindenlab.com>2010-03-25 17:14:27 -0600
commit81350ec5a9b357a99682ba0b524a08ac4a2c3c4f (patch)
treec34aa84636f78d86aec564fa0a90b94d0f15b6aa /indra/newview/llappviewer.cpp
parent11e6e208d43f1347037fb312921a65af138f47b4 (diff)
more fix for EXT-5711: Some textures loading from cache seems jammed.
and possible fix for EXT-5704: FPS drop, and this could be cause freez and crash.
Diffstat (limited to 'indra/newview/llappviewer.cpp')
-rw-r--r--indra/newview/llappviewer.cpp42
1 files changed, 27 insertions, 15 deletions
diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp
index 2384e6c5ba..1f6e3e03c0 100644
--- a/indra/newview/llappviewer.cpp
+++ b/indra/newview/llappviewer.cpp
@@ -1110,12 +1110,15 @@ bool LLAppViewer::mainLoop()
ms_sleep(500);
}
-
+ static const F64 FRAME_SLOW_THRESHOLD = 0.5; //2 frames per seconds
const F64 min_frame_time = 0.0; //(.0333 - .0010); // max video frame rate = 30 fps
const F64 min_idle_time = 0.0; //(.0010); // min idle time = 1 ms
const F64 max_idle_time = run_multiple_threads ? min_idle_time : llmin(.005*10.0*gFrameTimeSeconds, 0.005); // 5 ms a second
idleTimer.reset();
- while(1)
+ bool is_slow = (frameTimer.getElapsedTimeF64() > FRAME_SLOW_THRESHOLD) ;
+ S32 total_work_pending = 0;
+ S32 total_io_pending = 0;
+ while(!is_slow)//do not unpause threads if the frame rates are very low.
{
S32 work_pending = 0;
S32 io_pending = 0;
@@ -1146,6 +1149,8 @@ bool LLAppViewer::mainLoop()
ms_sleep(llmin(io_pending/100,100)); // give the vfs some time to catch up
}
+ total_work_pending += work_pending ;
+ total_io_pending += io_pending ;
F64 frame_time = frameTimer.getElapsedTimeF64();
F64 idle_time = idleTimer.getElapsedTimeF64();
if (frame_time >= min_frame_time &&
@@ -1155,25 +1160,32 @@ bool LLAppViewer::mainLoop()
break;
}
}
- if ((LLStartUp::getStartupState() >= STATE_CLEANUP) &&
- (frameTimer.getElapsedTimeF64() > FRAME_STALL_THRESHOLD))
- {
- gFrameStalls++;
- }
- frameTimer.reset();
// Prevent the worker threads from running while rendering.
// if (LLThread::processorCount()==1) //pause() should only be required when on a single processor client...
if (run_multiple_threads == FALSE)
{
- LLFastTimer ftm(FTM_PAUSE_THREADS);
-
- LLAppViewer::getTextureCache()->pause();
- LLAppViewer::getImageDecodeThread()->pause();
- // LLAppViewer::getTextureFetch()->pause(); // Don't pause the fetch (IO) thread
+ //LLFastTimer ftm(FTM_PAUSE_THREADS); //not necessary.
+
+ if(!total_work_pending) //pause texture fetching threads if nothing to process.
+ {
+ LLAppViewer::getTextureCache()->pause();
+ LLAppViewer::getImageDecodeThread()->pause();
+ LLAppViewer::getTextureFetch()->pause();
+ }
+ if(!total_io_pending) //pause file threads if nothing to process.
+ {
+ LLVFSThread::sLocal->pause();
+ LLLFSThread::sLocal->pause();
+ }
+ }
+
+ if ((LLStartUp::getStartupState() >= STATE_CLEANUP) &&
+ (frameTimer.getElapsedTimeF64() > FRAME_STALL_THRESHOLD))
+ {
+ gFrameStalls++;
}
- //LLVFSThread::sLocal->pause(); // Prevent the VFS thread from running while rendering.
- //LLLFSThread::sLocal->pause(); // Prevent the LFS thread from running while rendering.
+ frameTimer.reset();
resumeMainloopTimeout();