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authorJonathan "Geenz" Goodman <geenz@lindenlab.com>2025-10-17 16:56:48 -0400
committerGitHub <noreply@github.com>2025-10-17 16:56:48 -0400
commitaec7bf19ebffd9d6b60c68e31de723eabd6aa98a (patch)
tree9ee0b36fa08a99444260baaf5ea9b019758bb125 /indra/newview/llvocache.cpp
parente81b1de01e2b28f83cd2c85691428211bb9105e9 (diff)
parent57a9e51360aebf142bbbdc2663f68ebacfb7d8f5 (diff)
Merge pull request #4714 from secondlife/release/2025.07
Release/2025.07
Diffstat (limited to 'indra/newview/llvocache.cpp')
-rw-r--r--indra/newview/llvocache.cpp11
1 files changed, 9 insertions, 2 deletions
diff --git a/indra/newview/llvocache.cpp b/indra/newview/llvocache.cpp
index 501828eee8..52a6afc2d0 100644
--- a/indra/newview/llvocache.cpp
+++ b/indra/newview/llvocache.cpp
@@ -486,14 +486,21 @@ void LLVOCacheEntry::updateDebugSettings()
//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;
+
+ F32 draw_radius = gAgentCamera.mDrawDistance;
+ if (LLViewerTexture::isSystemMemoryCritical())
+ {
+ // Factor is intended to go from 1.0 to 2.0
+ // For safety cap reduction at 50%, we don't want to go below half of draw distance
+ draw_radius = llmax(draw_radius / LLViewerTexture::getSystemMemoryBudgetFactor(), draw_radius / 2.f);
+ }
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 max_radius = rear_max_radius_frac * draw_radius;
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);