diff options
author | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2020-03-24 17:29:40 +0200 |
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committer | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2020-03-24 17:29:40 +0200 |
commit | dd2c12b15809c3448ed4c8e7e9f3072a7bab414f (patch) | |
tree | 45cdb4b9eaab84330be565b7113f89829da8646d /indra/newview/llvoavatar.cpp | |
parent | ada02267718df63b152ef663c3a58b6798ebe885 (diff) |
SL-12237 Small adjustment to render complexity performance
Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r-- | indra/newview/llvoavatar.cpp | 41 |
1 files changed, 39 insertions, 2 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 959d7df038..4976846790 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -2410,6 +2410,7 @@ S32 LLVOAvatar::setTETexture(const U8 te, const LLUUID& uuid) } static LLTrace::BlockTimerStatHandle FTM_AVATAR_UPDATE("Avatar Update"); +static LLTrace::BlockTimerStatHandle FTM_AVATAR_UPDATE_COMPLEXITY("Avatar Update Complexity"); static LLTrace::BlockTimerStatHandle FTM_JOINT_UPDATE("Update Joints"); //------------------------------------------------------------------------ @@ -2459,7 +2460,6 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) } // Update should be happening max once per frame. - const S32 upd_freq = 4; // force update every upd_freq frames. if ((mLastAnimExtents[0]==LLVector3())|| (mLastAnimExtents[1])==LLVector3()) { @@ -2467,6 +2467,7 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) } else { + const S32 upd_freq = 4; // force update every upd_freq frames. mNeedsExtentUpdate = ((LLDrawable::getCurrentFrame()+mID.mData[0])%upd_freq==0); } @@ -2551,7 +2552,39 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) } idleUpdateNameTag( mLastRootPos ); - idleUpdateRenderComplexity(); + + // Complexity has stale mechanics, but updates still can be very rapid + // so spread avatar complexity calculations over frames to lesen load from + // rapid updates and to make sure all avatars are not calculated at once. + S32 compl_upd_freq = 20; + if (isControlAvatar()) + { + // animeshes do not (or won't) have impostors nor change outfis, + // no need for high frequency + compl_upd_freq = 100; + } + else if (mLastRezzedStatus <= 0) //cloud or init + { + compl_upd_freq = 60; + } + else if (isSelf()) + { + compl_upd_freq = 5; + } + else if (mLastRezzedStatus == 1) //'grey', not fully loaded + { + compl_upd_freq = 40; + } + else if (isInMuteList()) //cheap, buffers value from search + { + compl_upd_freq = 100; + } + + if ((LLFrameTimer::getFrameCount() + mID.mData[0]) % compl_upd_freq == 0) + { + idleUpdateRenderComplexity(); + } + idleUpdateDebugInfo(); } void LLVOAvatar::idleUpdateVoiceVisualizer(bool voice_enabled) @@ -4345,6 +4378,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) } else { + // Might be better to do HIDDEN_UPDATE if cloud updateMotions(LLCharacter::NORMAL_UPDATE); } @@ -10075,7 +10109,10 @@ void LLVOAvatar::idleUpdateRenderComplexity() // Render Complexity calculateUpdateRenderComplexity(); // Update mVisualComplexity if needed +} +void LLVOAvatar::idleUpdateDebugInfo() +{ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_AVATAR_DRAW_INFO)) { std::string info_line; |