diff options
author | Howard Stearns <aech@lindenlab.com> | 2022-05-27 20:29:56 +0000 |
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committer | Howard Stearns <aech@lindenlab.com> | 2022-05-27 20:29:56 +0000 |
commit | 266568bf6f0afc347abdbef4e79ba8c96f408210 (patch) | |
tree | 0330ef4560a6cc665761b7b6c5ab1d8c612ae4a9 /indra/newview/llvocache.cpp | |
parent | 4cfa59d3f1b856f62ab18543b1dbefbc574fb218 (diff) | |
parent | f55c1ff40562a6f46a5508c7308d335a9aadb68f (diff) |
Merged in SL-15937 (pull request #991)
SL-15937 - adjust memory limit / cache code
Approved-by: Andrey Lihatskiy
Approved-by: Vir Linden
Diffstat (limited to 'indra/newview/llvocache.cpp')
-rw-r--r-- | indra/newview/llvocache.cpp | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/indra/newview/llvocache.cpp b/indra/newview/llvocache.cpp index db8ad183f0..55fc663496 100644 --- a/indra/newview/llvocache.cpp +++ b/indra/newview/llvocache.cpp @@ -366,15 +366,6 @@ void LLVOCacheEntry::updateDebugSettings() } timer.reset(); - //the number of frames invisible objects stay in memory - static LLCachedControl<U32> inv_obj_time(gSavedSettings,"NonvisibleObjectsInMemoryTime"); - sMinFrameRange = inv_obj_time - 1; //make 0 to be the maximum - - //min radius: all objects within this radius remain loaded in memory - static LLCachedControl<F32> min_radius(gSavedSettings,"SceneLoadMinRadius"); - sNearRadius = llmin((F32)min_radius, gAgentCamera.mDrawDistance); //can not exceed the draw distance - sNearRadius = llmax(sNearRadius, 1.f); //minimum value is 1.0m - //objects within the view frustum whose visible area is greater than this threshold will be loaded static LLCachedControl<F32> front_pixel_threshold(gSavedSettings,"SceneLoadFrontPixelThreshold"); sFrontPixelThreshold = front_pixel_threshold; @@ -384,29 +375,38 @@ void LLVOCacheEntry::updateDebugSettings() sRearPixelThreshold = rear_pixel_threshold; sRearPixelThreshold = llmax(sRearPixelThreshold, sFrontPixelThreshold); //can not be smaller than sFrontPixelThreshold. - // a percentage of draw distance beyond which all objects outside of view frustum will be unloaded, regardless of pixel threshold - static LLCachedControl<F32> rear_max_radius_frac(gSavedSettings,"SceneLoadRearMaxRadiusFraction"); - sRearFarRadius = llmax(rear_max_radius_frac * gAgentCamera.mDrawDistance / 100.f, 1.0f); //minimum value is 1.0m - sRearFarRadius = llmax(sRearFarRadius, (F32)min_radius); //can not be less than "SceneLoadMinRadius". - sRearFarRadius = llmin(sRearFarRadius, gAgentCamera.mDrawDistance); //can not be more than the draw distance. - - //make the above parameters adaptive to memory usage + //make parameters adaptive to memory usage //starts to put restrictions from low_mem_bound_MB, apply tightest restrictions when hits high_mem_bound_MB static LLCachedControl<U32> low_mem_bound_MB(gSavedSettings,"SceneLoadLowMemoryBound"); static LLCachedControl<U32> high_mem_bound_MB(gSavedSettings,"SceneLoadHighMemoryBound"); LLMemory::updateMemoryInfo() ; U32 allocated_mem = LLMemory::getAllocatedMemKB().value(); - allocated_mem /= 1024; //convert to MB. - if(allocated_mem < low_mem_bound_MB) - { - return; - } - F32 adjust_factor = llmax(0.f, (F32)(high_mem_bound_MB - allocated_mem) / (high_mem_bound_MB - low_mem_bound_MB)); - - sRearFarRadius = llmin(adjust_factor * sRearFarRadius, 96.f); //[0.f, 96.f] - sMinFrameRange = (U32)llclamp(adjust_factor * sMinFrameRange, 10.f, 64.f); //[10, 64] - sNearRadius = llmax(adjust_factor * sNearRadius, 1.0f); + static const F32 KB_to_MB = 1.f / 1024.f; + U32 clamped_memory = llclamp(allocated_mem * KB_to_MB, (F32) low_mem_bound_MB, (F32) high_mem_bound_MB); + const F32 adjust_range = high_mem_bound_MB - low_mem_bound_MB; + const F32 adjust_factor = (high_mem_bound_MB - clamped_memory) / adjust_range; // [0, 1] + + //min radius: all objects within this radius remain loaded in memory + static LLCachedControl<F32> min_radius(gSavedSettings,"SceneLoadMinRadius"); + static const F32 MIN_RADIUS = 1.0f; + const F32 draw_radius = gAgentCamera.mDrawDistance; + const F32 clamped_min_radius = llclamp((F32) min_radius, MIN_RADIUS, draw_radius); // [1, mDrawDistance] + sNearRadius = MIN_RADIUS + ((clamped_min_radius - MIN_RADIUS) * adjust_factor); + + // a percentage of draw distance beyond which all objects outside of view frustum will be unloaded, regardless of pixel threshold + static LLCachedControl<F32> rear_max_radius_frac(gSavedSettings,"SceneLoadRearMaxRadiusFraction"); + const F32 min_radius_plus_one = sNearRadius + 1.f; + const F32 max_radius = rear_max_radius_frac * gAgentCamera.mDrawDistance; + const F32 clamped_max_radius = llclamp(max_radius, min_radius_plus_one, draw_radius); // [sNearRadius, mDrawDistance] + sRearFarRadius = min_radius_plus_one + ((clamped_max_radius - min_radius_plus_one) * adjust_factor); + + //the number of frames invisible objects stay in memory + static LLCachedControl<U32> inv_obj_time(gSavedSettings,"NonvisibleObjectsInMemoryTime"); + static const U32 MIN_FRAMES = 10; + static const U32 MAX_FRAMES = 64; + const U32 clamped_frames = inv_obj_time ? llclamp((U32) inv_obj_time, MIN_FRAMES, MAX_FRAMES) : MAX_FRAMES; // [10, 64], with zero => 64 + sMinFrameRange = MIN_FRAMES + ((clamped_frames - MIN_FRAMES) * adjust_factor); } //static |