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Diffstat (limited to 'indra/newview/llperfstats.cpp')
-rw-r--r-- | indra/newview/llperfstats.cpp | 566 |
1 files changed, 566 insertions, 0 deletions
diff --git a/indra/newview/llperfstats.cpp b/indra/newview/llperfstats.cpp new file mode 100644 index 0000000000..395ac0e788 --- /dev/null +++ b/indra/newview/llperfstats.cpp @@ -0,0 +1,566 @@ +/** +* @file llperfstats.cpp +* @brief Statistics collection to support autotune and perf flaoter. +* +* $LicenseInfo:firstyear=2022&license=viewerlgpl$ +* Second Life Viewer Source Code +* Copyright (C) 2022, Linden Research, Inc. +* +* This library is free software; you can redistribute it and/or +* modify it under the terms of the GNU Lesser General Public +* License as published by the Free Software Foundation; +* version 2.1 of the License only. +* +* This library is distributed in the hope that it will be useful, +* but WITHOUT ANY WARRANTY; without even the implied warranty of +* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +* Lesser General Public License for more details. +* +* You should have received a copy of the GNU Lesser General Public +* License along with this library; if not, write to the Free Software +* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA +* +* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA +* $/LicenseInfo$ +*/ + +#include "llviewerprecompiledheaders.h" +#include "llperfstats.h" +#include "llcontrol.h" +#include "pipeline.h" +#include "llagentcamera.h" +#include "llviewerwindow.h" +#include "llvoavatar.h" +#include "llwindow.h" +#include "llworld.h" +#include <llthread.h> + +extern LLControlGroup gSavedSettings; + +namespace LLPerfStats +{ + // avatar timing metrics in ms (updated once per mainloop iteration) + std::atomic<F32> sTotalAvatarTime = 0.f; + std::atomic<F32> sAverageAvatarTime = 0.f; + std::atomic<F32> sMaxAvatarTime = 0.f; + + std::atomic<int64_t> tunedAvatars{0}; + std::atomic<U64> renderAvatarMaxART_ns{(U64)(ART_UNLIMITED_NANOS)}; // highest render time we'll allow without culling features + bool belowTargetFPS{false}; + U32 lastGlobalPrefChange{0}; + U32 lastSleepedFrame{0}; + U64 meanFrameTime{0}; + std::mutex bufferToggleLock{}; + + F64 cpu_hertz{0.0}; + U32 vsync_max_fps{60}; + + Tunables tunables; + + std::atomic<int> StatsRecorder::writeBuffer{0}; + bool StatsRecorder::collectionEnabled{true}; + LLUUID StatsRecorder::focusAv{LLUUID::null}; + bool StatsRecorder::autotuneInit{false}; + std::array<StatsRecorder::StatsTypeMatrix,2> StatsRecorder::statsDoubleBuffer{ {} }; + std::array<StatsRecorder::StatsSummaryArray,2> StatsRecorder::max{ {} }; + std::array<StatsRecorder::StatsSummaryArray,2> StatsRecorder::sum{ {} }; + + void Tunables::applyUpdates() + { + assert_main_thread(); + // these following variables are proxies for pipeline statics we do not need a two way update (no llviewercontrol handler) + if( tuningFlag & NonImpostors ){ gSavedSettings.setU32("IndirectMaxNonImpostors", nonImpostors); }; + if( tuningFlag & ReflectionDetail ){ gSavedSettings.setS32("RenderReflectionDetail", reflectionDetail); }; + if( tuningFlag & FarClip ){ gSavedSettings.setF32("RenderFarClip", farClip); }; + if( tuningFlag & UserMinDrawDistance ){ gSavedSettings.setF32("AutoTuneRenderFarClipMin", userMinDrawDistance); }; + if( tuningFlag & UserTargetDrawDistance ){ gSavedSettings.setF32("AutoTuneRenderFarClipTarget", userTargetDrawDistance); }; + if( tuningFlag & UserImpostorDistance ){ gSavedSettings.setF32("AutoTuneImpostorFarAwayDistance", userImpostorDistance); }; + if( tuningFlag & UserImpostorDistanceTuningEnabled ){ gSavedSettings.setBOOL("AutoTuneImpostorByDistEnabled", userImpostorDistanceTuningEnabled); }; + if( tuningFlag & UserFPSTuningStrategy ){ gSavedSettings.setU32("TuningFPSStrategy", userFPSTuningStrategy); }; + if( tuningFlag & UserAutoTuneEnabled ){ gSavedSettings.setBOOL("AutoTuneFPS", userAutoTuneEnabled); }; + if( tuningFlag & UserAutoTuneLock ){ gSavedSettings.setBOOL("AutoTuneLock", userAutoTuneLock); }; + if( tuningFlag & UserTargetFPS ){ gSavedSettings.setU32("TargetFPS", userTargetFPS); }; + // Note: The Max ART slider is logarithmic and thus we have an intermediate proxy value + if( tuningFlag & UserARTCutoff ){ gSavedSettings.setF32("RenderAvatarMaxART", userARTCutoffSliderValue); }; + resetChanges(); + } + + void Tunables::updateRenderCostLimitFromSettings() + { + assert_main_thread(); + const auto newval = gSavedSettings.getF32("RenderAvatarMaxART"); + if(newval < log10(LLPerfStats::ART_UNLIMITED_NANOS/1000)) + { + LLPerfStats::renderAvatarMaxART_ns = pow(10,newval)*1000; + } + else + { + LLPerfStats::renderAvatarMaxART_ns = 0; + } + } + + // static + void Tunables::updateSettingsFromRenderCostLimit() + { + if( userARTCutoffSliderValue != log10( ( (F32)LLPerfStats::renderAvatarMaxART_ns )/1000 ) ) + { + if( LLPerfStats::renderAvatarMaxART_ns != 0 ) + { + updateUserARTCutoffSlider(log10( ( (F32)LLPerfStats::renderAvatarMaxART_ns )/1000 ) ); + } + else + { + updateUserARTCutoffSlider(log10( (F32)LLPerfStats::ART_UNLIMITED_NANOS/1000 ) ); + } + } + } + + void Tunables::initialiseFromSettings() + { + assert_main_thread(); + // the following variables are two way and have "push" in llviewercontrol + LLPerfStats::tunables.userMinDrawDistance = gSavedSettings.getF32("AutoTuneRenderFarClipMin"); + LLPerfStats::tunables.userTargetDrawDistance = gSavedSettings.getF32("AutoTuneRenderFarClipTarget"); + LLPerfStats::tunables.userImpostorDistance = gSavedSettings.getF32("AutoTuneImpostorFarAwayDistance"); + LLPerfStats::tunables.userImpostorDistanceTuningEnabled = gSavedSettings.getBOOL("AutoTuneImpostorByDistEnabled"); + LLPerfStats::tunables.userFPSTuningStrategy = gSavedSettings.getU32("TuningFPSStrategy"); + LLPerfStats::tunables.userTargetFPS = gSavedSettings.getU32("TargetFPS"); + LLPerfStats::tunables.vsyncEnabled = gSavedSettings.getBOOL("RenderVSyncEnable"); + + LLPerfStats::tunables.userAutoTuneLock = gSavedSettings.getBOOL("AutoTuneLock") && gSavedSettings.getU32("KeepAutoTuneLock"); + + if(gSavedSettings.getBOOL("AutoTuneLock") && !gSavedSettings.getU32("KeepAutoTuneLock")) + { + gSavedSettings.setBOOL("AutoTuneLock", FALSE); + } + + LLPerfStats::tunables.userAutoTuneEnabled = LLPerfStats::tunables.userAutoTuneLock; + + if (LLPerfStats::tunables.userAutoTuneEnabled && !gSavedSettings.getBOOL("AutoTuneFPS")) + { + gSavedSettings.setBOOL("AutoTuneFPS", TRUE); + } + + // Note: The Max ART slider is logarithmic and thus we have an intermediate proxy value + updateRenderCostLimitFromSettings(); + resetChanges(); + } + + StatsRecorder::StatsRecorder():q(1024*16) + { + // create a queue + tunables.initialiseFromSettings(); + LLPerfStats::cpu_hertz = (F64)LLTrace::BlockTimer::countsPerSecond(); + LLPerfStats::vsync_max_fps = gViewerWindow->getWindow()->getRefreshRate(); + } + + // static + void StatsRecorder::toggleBuffer() + { + LL_PROFILE_ZONE_SCOPED_CATEGORY_STATS; + using ST = StatType_t; + + bool unreliable{false}; + LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_FRAME); + auto& sceneStats = statsDoubleBuffer[writeBuffer][static_cast<size_t>(ObjType_t::OT_GENERAL)][LLUUID::null]; + auto& lastStats = statsDoubleBuffer[writeBuffer ^ 1][static_cast<size_t>(ObjType_t::OT_GENERAL)][LLUUID::null]; + + static constexpr std::initializer_list<StatType_t> sceneStatsToAvg = { + StatType_t::RENDER_FRAME, + StatType_t::RENDER_DISPLAY, + StatType_t::RENDER_HUDS, + StatType_t::RENDER_UI, + StatType_t::RENDER_SWAP, + // RENDER_LFS, + // RENDER_MESHREPO, + StatType_t::RENDER_IDLE }; + +#if 0 + static constexpr std::initializer_list<StatType_t> avatarStatsToAvg = { + StatType_t::RENDER_GEOMETRY, + StatType_t::RENDER_SHADOWS, + StatType_t::RENDER_COMBINED, + StatType_t::RENDER_IDLE }; +#endif + + + if( /*sceneStats[static_cast<size_t>(StatType_t::RENDER_FPSLIMIT)] != 0 ||*/ sceneStats[static_cast<size_t>(StatType_t::RENDER_SLEEP)] != 0 ) + { + unreliable = true; + //lastStats[static_cast<size_t>(StatType_t::RENDER_FPSLIMIT)] = sceneStats[static_cast<size_t>(StatType_t::RENDER_FPSLIMIT)]; + lastStats[static_cast<size_t>(StatType_t::RENDER_SLEEP)] = sceneStats[static_cast<size_t>(StatType_t::RENDER_SLEEP)]; + lastStats[static_cast<size_t>(StatType_t::RENDER_FRAME)] = sceneStats[static_cast<size_t>(StatType_t::RENDER_FRAME)]; // bring over the total frame render time to deal with region crossing overlap issues + } + + if(!unreliable) + { + // only use these stats when things are reliable. + + for(auto & statEntry : sceneStatsToAvg) + { + auto avg = lastStats[static_cast<size_t>(statEntry)]; + auto val = sceneStats[static_cast<size_t>(statEntry)]; + sceneStats[static_cast<size_t>(statEntry)] = avg + (val / SMOOTHING_PERIODS) - (avg / SMOOTHING_PERIODS); + // LL_INFOS("scenestats") << "Scenestat: " << static_cast<size_t>(statEntry) << " before=" << avg << " new=" << val << " newavg=" << statsDoubleBuffer[writeBuffer][static_cast<size_t>(ObjType_t::OT_GENERAL)][LLUUID::null][static_cast<size_t>(statEntry)] << LL_ENDL; + } + } + + // swap the buffers + if(enabled()) + { + std::lock_guard<std::mutex> lock{bufferToggleLock}; + writeBuffer ^= 1; + }; // note we are relying on atomic updates here. The risk is low and would cause minor errors in the stats display. + + // clean the write maps in all cases. + auto& statsTypeMatrix = statsDoubleBuffer[writeBuffer]; + for(auto& statsMapByType : statsTypeMatrix) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_STATS("Clear stats maps"); + for(auto& stat_entry : statsMapByType) + { + std::fill_n(stat_entry.second.begin() ,static_cast<size_t>(ST::STATS_COUNT),0); + } + statsMapByType.clear(); + } + for(int i=0; i< static_cast<size_t>(ObjType_t::OT_COUNT); i++) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_STATS("clear max/sum"); + max[writeBuffer][i].fill(0); + sum[writeBuffer][i].fill(0); + } + + // and now adjust the proxy vars so that the main thread can adjust the visuals. + if(autotuneInit && tunables.userAutoTuneEnabled) + { + updateAvatarParams(); + } + } + + // clear buffers when we change region or need a hard reset. + // static + void StatsRecorder::clearStatsBuffers() + { + LL_PROFILE_ZONE_SCOPED_CATEGORY_STATS; + using ST = StatType_t; + + auto& statsTypeMatrix = statsDoubleBuffer[writeBuffer]; + for(auto& statsMap : statsTypeMatrix) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_STATS("Clear stats maps"); + for(auto& stat_entry : statsMap) + { + std::fill_n(stat_entry.second.begin() ,static_cast<size_t>(ST::STATS_COUNT),0); + } + statsMap.clear(); + } + for(int i=0; i< static_cast<size_t>(ObjType_t::OT_COUNT); i++) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_STATS("clear max/sum"); + max[writeBuffer][i].fill(0); + sum[writeBuffer][i].fill(0); + } + // swap the clean buffers in + if(enabled()) + { + std::lock_guard<std::mutex> lock{bufferToggleLock}; + writeBuffer ^= 1; + }; + // repeat before we start processing new stuff + for(auto& statsMap : statsTypeMatrix) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_STATS("Clear stats maps"); + for(auto& stat_entry : statsMap) + { + std::fill_n(stat_entry.second.begin() ,static_cast<size_t>(ST::STATS_COUNT),0); + } + statsMap.clear(); + } + for(int i=0; i< static_cast<size_t>(ObjType_t::OT_COUNT); i++) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_STATS("clear max/sum"); + max[writeBuffer][i].fill(0); + sum[writeBuffer][i].fill(0); + } + } + + // called once per main loop iteration on main thread + void updateClass() + { + LL_PROFILE_ZONE_SCOPED_CATEGORY_STATS; + + sTotalAvatarTime = LLVOAvatar::getTotalGPURenderTime(); + sAverageAvatarTime = LLVOAvatar::getAverageGPURenderTime(); + sMaxAvatarTime = LLVOAvatar::getMaxGPURenderTime(); + + auto general = LL::WorkQueue::getInstance("General"); + + if (general) + { + general->post([] { StatsRecorder::update(); }); + } + } + + // called once per main loop iteration on General thread + void StatsRecorder::update() + { + LL_PROFILE_ZONE_SCOPED_CATEGORY_STATS; + StatsRecord upd; + auto& instance{ StatsRecorder::getInstance() }; + + while (enabled() && !LLApp::isQuitting() && instance.q.tryPop(upd)) + { + instance.processUpdate(upd); + } + } + + //static + int StatsRecorder::countNearbyAvatars(S32 distance) + { + const auto our_pos = gAgentCamera.getCameraPositionGlobal(); + + std::vector<LLVector3d> positions; + uuid_vec_t avatar_ids; + LLWorld::getInstance()->getAvatars(&avatar_ids, &positions, our_pos, distance); + return positions.size(); + } + + const U32 NUM_PERIODS = 50; + void StatsRecorder::updateMeanFrameTime(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()); + + LLPerfStats::meanFrameTime = (buf.size() % 2 == 0) ? (buf[buf.size() / 2 - 1] + buf[buf.size() / 2]) / 2 : buf[buf.size() / 2]; + } + U64 StatsRecorder::getMeanTotalFrameTime() + { + return LLPerfStats::meanFrameTime; + } + + // static + void StatsRecorder::updateAvatarParams() + { + LL_PROFILE_ZONE_SCOPED_CATEGORY_STATS; + + if(tunables.autoTuneTimeout) + { + LLPerfStats::lastSleepedFrame = gFrameCount; + tunables.autoTuneTimeout = false; + return; + } + // sleep time is basically forced sleep when window out of focus + auto tot_sleep_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_SLEEP); + // similar to sleep time, induced by FPS limit + //auto tot_limit_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_FPSLIMIT); + + + // the time spent this frame on the "doFrame" call. Treated as "tot time for frame" + auto tot_frame_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_FRAME); + + if( tot_sleep_time_raw != 0 ) + { + // Note: we do not average sleep + // if at some point we need to, the averaging will need to take this into account or + // we forever think we're in the background due to residuals. + LL_DEBUGS() << "No tuning when not in focus" << LL_ENDL; + LLPerfStats::lastSleepedFrame = gFrameCount; + return; + } + + U32 target_fps = tunables.vsyncEnabled ? std::min(LLPerfStats::vsync_max_fps, tunables.userTargetFPS) : tunables.userTargetFPS; + + if(LLPerfStats::lastSleepedFrame != 0) + { + // wait a short time after viewer regains focus + if((gFrameCount - LLPerfStats::lastSleepedFrame) > target_fps * 5) + { + LLPerfStats::lastSleepedFrame = 0; + } + else + { + return; + } + } + updateMeanFrameTime(tot_frame_time_raw); + + if(tunables.userImpostorDistanceTuningEnabled) + { + // if we have less than the user's "max Non-Impostors" avatars within the desired range then adjust the limit. + // also adjusts back up again for nearby crowds. + auto count = countNearbyAvatars(std::min(LLPipeline::RenderFarClip, tunables.userImpostorDistance)); + if( count != tunables.nonImpostors ) + { + tunables.updateNonImposters( (count < LLVOAvatar::NON_IMPOSTORS_MAX_SLIDER)?count : LLVOAvatar::NON_IMPOSTORS_MAX_SLIDER ); + LL_DEBUGS("AutoTune") << "There are " << count << "avatars within " << std::min(LLPipeline::RenderFarClip, tunables.userImpostorDistance) << "m of the camera" << LL_ENDL; + } + } + + auto av_render_max_raw = ms_to_raw(sMaxAvatarTime); + // Is our target frame time lower than current? If so we need to take action to reduce draw overheads. + // cumulative avatar time (includes idle processing, attachments and base av) + auto tot_avatar_time_raw = ms_to_raw(sTotalAvatarTime); + + // The frametime budget we have based on the target FPS selected + 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 > 50?inferredFPS:50}; + /*if( tot_limit_time_raw != 0) + { + // 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 + time_buf) <= tot_frame_time_raw) + { + if (target_frame_time_raw - time_buf >= getMeanTotalFrameTime()) + { + belowTargetFPS = false; + LLPerfStats::lastGlobalPrefChange = gFrameCount; + return; + } + + if(belowTargetFPS == false) + { + // this is the first frame under. hold fire to add a little hysteresis + belowTargetFPS = true; + LLPerfStats::lastGlobalPrefChange = gFrameCount; + } + // if so we've got work to do + + // how much of the frame was spent on non avatar related work? + U64 non_avatar_time_raw = tot_frame_time_raw > tot_avatar_time_raw ? tot_frame_time_raw - tot_avatar_time_raw : 0; + + // If the target frame time < scene time (estimated as non_avatar time) + U64 target_avatar_time_raw; + if(target_frame_time_raw < non_avatar_time_raw) + { + // we cannnot do this by avatar adjustment alone. + if((gFrameCount - LLPerfStats::lastGlobalPrefChange) > settingsChangeFrequency) // give changes a short time to take effect. + { + if(tunables.userFPSTuningStrategy != TUNE_AVATARS_ONLY) + { + // 1 - hack the water to opaque. all non opaque have a significant hit, this is a big boost for (arguably) a minor visual hit. + // the other reflection options make comparatively little change and if this overshoots we'll be stepping back up later +# if 0 // TODO RenderReflectionDetail went away + if(LLPipeline::RenderReflectionDetail != -2) + { + LLPerfStats::tunables.updateReflectionDetail(-2); + LLPerfStats::lastGlobalPrefChange = gFrameCount; + return; + } + else // deliberately "else" here so we only do one of these in any given frame +#endif + { + // step down the DD by 10m per update + auto new_dd = (LLPipeline::RenderFarClip - DD_STEP > tunables.userMinDrawDistance)?(LLPipeline::RenderFarClip - DD_STEP) : tunables.userMinDrawDistance; + if(new_dd != LLPipeline::RenderFarClip) + { + LLPerfStats::tunables.updateFarClip( new_dd ); + LLPerfStats::lastGlobalPrefChange = gFrameCount; + return; + } + } + } + // if we reach here, we've no more changes to make to tune scenery so we'll resort to agressive Avatar tuning + // Note: moved from outside "if changefrequency elapsed" to stop fallthrough and allow scenery changes time to take effect. + target_avatar_time_raw = 0; + } + else + { + // we made a settings change recently so let's give it time. + return; + } + } + else + { + // set desired avatar budget. + target_avatar_time_raw = target_frame_time_raw - non_avatar_time_raw; + } + + if ((target_avatar_time_raw < tot_avatar_time_raw) && (tunables.userFPSTuningStrategy != TUNE_SCENE_ONLY)) + { + // we need to spend less time drawing avatars to meet our budget + auto new_render_limit_ns {LLPerfStats::raw_to_ns(av_render_max_raw)}; + // max render this frame may be higher than the last (cos new entrants and jitter) so make sure we are heading in the right direction + if( new_render_limit_ns > renderAvatarMaxART_ns ) + { + new_render_limit_ns = renderAvatarMaxART_ns; + } + + if (new_render_limit_ns > LLPerfStats::ART_MIN_ADJUST_DOWN_NANOS) + { + new_render_limit_ns -= LLPerfStats::ART_MIN_ADJUST_DOWN_NANOS; + } + + // bounce at the bottom to prevent "no limit" + new_render_limit_ns = std::max((U64)new_render_limit_ns, (U64)LLPerfStats::ART_MINIMUM_NANOS); + + // assign the new value + if(renderAvatarMaxART_ns != new_render_limit_ns) + { + renderAvatarMaxART_ns = new_render_limit_ns; + tunables.updateSettingsFromRenderCostLimit(); + } + // LL_DEBUGS() << "AUTO_TUNE: avatar_budget adjusted to:" << new_render_limit_ns << LL_ENDL; + } + // LL_DEBUGS() << "AUTO_TUNE: Target frame time:"<< LLPerfStats::raw_to_us(target_frame_time_raw) << "usecs (non_avatar is " << LLPerfStats::raw_to_us(non_avatar_time_raw) << "usecs) Max cost limited=" << renderAvatarMaxART_ns << LL_ENDL; + } + else if(( LLPerfStats::raw_to_ns(target_frame_time_raw) > (LLPerfStats::raw_to_ns(tot_frame_time_raw) + renderAvatarMaxART_ns) ) || + (tunables.vsyncEnabled && (target_fps == LLPerfStats::vsync_max_fps) && (target_frame_time_raw > getMeanTotalFrameTime()))) + { + if(belowTargetFPS == true) + { + // we reached target, force a pause + lastGlobalPrefChange = gFrameCount; + belowTargetFPS = false; + } + + // once we're over the FPS target we slow down further + if((gFrameCount - lastGlobalPrefChange) > settingsChangeFrequency*3) + { + if(!tunables.userAutoTuneLock) + { + // we've reached the target and stayed long enough to consider stable. + // turn off if we are not locked. + tunables.updateUserAutoTuneEnabled(false); + } + if(renderAvatarMaxART_ns != 0 && LLPerfStats::tunedAvatars > 0 && (tunables.userFPSTuningStrategy != TUNE_SCENE_ONLY) ) + { + // if we have more time to spare let's shift up little in the hope we'll restore an avatar. + U64 up_step = LLPerfStats::tunedAvatars > 2 ? LLPerfStats::ART_MIN_ADJUST_UP_NANOS : LLPerfStats::ART_MIN_ADJUST_UP_NANOS * 2; + renderAvatarMaxART_ns += up_step; + tunables.updateSettingsFromRenderCostLimit(); + return; + } + if(tunables.userFPSTuningStrategy != TUNE_AVATARS_ONLY) + { + if( LLPipeline::RenderFarClip < tunables.userTargetDrawDistance ) + { + LLPerfStats::tunables.updateFarClip( std::min(LLPipeline::RenderFarClip + DD_STEP, tunables.userTargetDrawDistance) ); + LLPerfStats::lastGlobalPrefChange = gFrameCount; + return; + } + if( (tot_frame_time_raw * 1.5) < target_frame_time_raw ) + { + // if everything else is "max" and we have >50% headroom let's knock the water quality up a notch at a time. +# if 0 // RenderReflectionDetail went away + LLPerfStats::tunables.updateReflectionDetail( std::min(LLPipeline::RenderReflectionDetail + 1, tunables.userTargetReflections) ); +#endif + } + } + } + } + } +} |