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+/**
+* @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
+ }
+ }
+ }
+ }
+ }
+}