diff options
author | Xiaohong Bao <bao@lindenlab.com> | 2010-03-25 17:14:27 -0600 |
---|---|---|
committer | Xiaohong Bao <bao@lindenlab.com> | 2010-03-25 17:14:27 -0600 |
commit | 81350ec5a9b357a99682ba0b524a08ac4a2c3c4f (patch) | |
tree | c34aa84636f78d86aec564fa0a90b94d0f15b6aa /indra/newview/llappviewer.cpp | |
parent | 11e6e208d43f1347037fb312921a65af138f47b4 (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.cpp | 42 |
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(); |