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-rw-r--r--indra/newview/llperfstats.cpp31
1 files changed, 29 insertions, 2 deletions
diff --git a/indra/newview/llperfstats.cpp b/indra/newview/llperfstats.cpp
index 334fdbbb6e..0e575f0626 100644
--- a/indra/newview/llperfstats.cpp
+++ b/indra/newview/llperfstats.cpp
@@ -302,6 +302,23 @@ namespace LLPerfStats
return positions.size();
}
+ const U32 NUM_PERIODS = 50;
+ U64 StatsRecorder::getMeanTotalFrameTime(U64 cur_frame_time_raw)
+ {
+ static std::deque<U64> frame_time_deque;
+ frame_time_deque.push_front(cur_frame_time_raw);
+ if (frame_time_deque.size() > NUM_PERIODS)
+ {
+ frame_time_deque.pop_back();
+ }
+
+ std::vector<U64> buf(frame_time_deque.begin(), frame_time_deque.end());
+ std::sort(buf.begin(), buf.end());
+
+ U64 mean = (buf.size() % 2 == 0) ? (buf[buf.size() / 2 - 1] + buf[buf.size() / 2]) / 2 : buf[buf.size() / 2];
+ return mean;
+ }
+
// static
void StatsRecorder::updateAvatarParams()
{
@@ -358,7 +375,7 @@ namespace LLPerfStats
// The frametime budget we have based on the target FPS selected
- auto target_frame_time_raw = (U64)llround(LLPerfStats::cpu_hertz/(tunables.userTargetFPS==0?1:tunables.userTargetFPS));
+ auto target_frame_time_raw = (U64)llround(LLPerfStats::cpu_hertz / (target_fps == 0 ? 1 : target_fps));
// LL_INFOS() << "Effective FPS(raw):" << tot_frame_time_raw << " Target:" << target_frame_time_raw << LL_ENDL;
auto inferredFPS{1000/(U32)std::max(raw_to_ms(tot_frame_time_raw),1.0)};
U32 settingsChangeFrequency{inferredFPS > 25?inferredFPS:25};
@@ -367,9 +384,19 @@ namespace LLPerfStats
// This could be problematic.
tot_frame_time_raw -= tot_limit_time_raw;
}*/
+
+ F64 time_buf = target_frame_time_raw * 0.1;
+
// 1) Is the target frame time lower than current?
- if( target_frame_time_raw <= tot_frame_time_raw )
+ if ((target_frame_time_raw + time_buf) <= tot_frame_time_raw)
{
+ if (target_frame_time_raw - time_buf >= getMeanTotalFrameTime(tot_frame_time_raw))
+ {
+ belowTargetFPS = false;
+ LLPerfStats::lastGlobalPrefChange = gFrameCount;
+ return;
+ }
+
if(belowTargetFPS == false)
{
// this is the first frame under. hold fire to add a little hysteresis