diff options
Diffstat (limited to 'indra/newview/llviewercontrol.cpp')
| -rw-r--r-- | indra/newview/llviewercontrol.cpp | 88 |
1 files changed, 51 insertions, 37 deletions
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index a4a7f1fd20..dd2357ae8f 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -112,45 +112,60 @@ static bool handleRenderAvatarMouselookChanged(const LLSD& newvalue) return true; } +// Per-tier texture quality preset. Data-driven so adding a setting is +// "add a column", and the tier values are visible side-by-side. Index is +// RenderTextureQuality: 0=Low, 1=Medium, 2=High, 3=Ultra. +namespace +{ + struct TexturePreset + { + const char* name; + U32 max_resolution; + F32 pixel_to_texel_ratio; // TexturePixelToTexelRatio (R_max, texels per pixel) + F32 pressure_tighten_rate; // TexturePressureTightenRate (ratio units/sec) + F32 pressure_relax_rate; // TexturePressureRelaxRate (ratio units/sec) + F32 channel_ratio_normal; // TextureChannelRatioNormal + F32 channel_ratio_basecolor; // TextureChannelRatioBaseColor + F32 channel_ratio_specular; // TextureChannelRatioSpecular + F32 channel_ratio_emissive; // TextureChannelRatioEmissive + }; + + // Tier values: Low (2-4GB), Medium (4-8GB), High (8-16GB), Ultra (16+GB). + // Quality ladder, expressed in pixel:texel (texels per pixel): + // - pixel_to_texel_ratio is the baseline quality: how many texels per + // screen pixel the tier allocates when VRAM is comfortable (1.0 = 1:1). + // Under pressure the runtime drives the global ratio below this with no + // floor (down to 0 = deepest mips), so there is no per-tier minimum. + // - the channel ratios coarsen specular/emissive/normal relative to base + // color (each is a multiplier on the global ratio). + // The pressure water marks (TexturePressureHighWater/LowWater) are NOT tiered - they're a + // physical "crossed the budget" threshold (0.90 / 0.70), constant across + // tiers. Lower tiers start blurrier (lower R_max) and tighten faster. + // max_res Rmax tight relax N BC S E + static constexpr TexturePreset TEXTURE_PRESETS[4] = { + /* 0 Low */ { "Low", 1024, 0.10f, 0.50f, 0.05f, 0.50f, 1.00f, 0.25f, 0.25f }, + /* 1 Medium */ { "Medium", 2048, 0.40f, 0.35f, 0.08f, 1.00f, 1.00f, 0.50f, 0.50f }, + /* 2 High */ { "High", 2048, 0.80f, 0.25f, 0.10f, 1.00f, 1.00f, 0.50f, 1.00f }, + /* 3 Ultra */ { "Ultra", 2048, 1.00f, 0.15f, 0.12f, 1.00f, 1.00f, 1.00f, 1.00f }, + }; +} + static bool handleRenderTextureQualityChanged(const LLSD& newvalue) { - // 0=Low, 1=Medium, 2=High, 3=Ultra. Drives RenderMaxTextureResolution, - // the four TextureChannel* exponents (Normal/BaseColor/Spec/Emissive), - // and TextureDistanceDiscardPower. U32 quality = (U32)newvalue.asInteger(); - U32 max_res = 2048; - F32 ch_normal = 1.0f; - F32 ch_basecolor = 0.75f; - F32 ch_specular = 0.5f; - F32 ch_emissive = 0.75f; - F32 distance_power = 0.5f; - switch (quality) - { - case 0: // Low - max_res = 1024; - ch_normal = 0.5f; ch_basecolor = 0.75f; ch_specular = 0.1f; ch_emissive = 0.5f; - distance_power = 0.15f; - break; - case 1: // Medium - ch_normal = 0.75f; ch_basecolor = 0.75f; ch_specular = 0.3f; ch_emissive = 0.75f; - distance_power = 0.25f; - break; - case 2: // High - // channel defaults above - distance_power = 0.35f; - break; - case 3: // Ultra - default: - ch_normal = 1.f; ch_basecolor = 1.f; ch_specular = 1.f; ch_emissive = 1.f; - distance_power = 0.5f; - break; - } - gSavedSettings.setU32("RenderMaxTextureResolution", max_res); - gSavedSettings.setF32("TextureChannelNormal", ch_normal); - gSavedSettings.setF32("TextureChannelBaseColor", ch_basecolor); - gSavedSettings.setF32("TextureChannelSpecular", ch_specular); - gSavedSettings.setF32("TextureChannelEmissive", ch_emissive); - gSavedSettings.setF32("TextureDistanceDiscardPower", distance_power); + if (quality > 3) quality = 3; + const TexturePreset& p = TEXTURE_PRESETS[quality]; + + gSavedSettings.setU32("RenderMaxTextureResolution", p.max_resolution); + gSavedSettings.setF32("TexturePixelToTexelRatio", p.pixel_to_texel_ratio); + gSavedSettings.setF32("TexturePressureTightenRate", p.pressure_tighten_rate); + gSavedSettings.setF32("TexturePressureRelaxRate", p.pressure_relax_rate); + gSavedSettings.setF32("TextureChannelRatioNormal", p.channel_ratio_normal); + gSavedSettings.setF32("TextureChannelRatioBaseColor", p.channel_ratio_basecolor); + gSavedSettings.setF32("TextureChannelRatioSpecular", p.channel_ratio_specular); + gSavedSettings.setF32("TextureChannelRatioEmissive", p.channel_ratio_emissive); + + LL_INFOS("TextureStream") << "Applied texture quality preset: " << p.name << LL_ENDL; return true; } @@ -869,7 +884,6 @@ void settings_setup_listeners() setting_setup_signal_listener(gSavedSettings, "OctreeMaxNodeCapacity", handleRepartition); setting_setup_signal_listener(gSavedSettings, "OctreeAlphaDistanceFactor", handleRepartition); setting_setup_signal_listener(gSavedSettings, "OctreeAttachmentSizeFactor", handleRepartition); - setting_setup_signal_listener(gSavedSettings, "RenderMaxTextureIndex", handleSetShaderChanged); setting_setup_signal_listener(gSavedSettings, "RenderUIBuffer", handleWindowResized); setting_setup_signal_listener(gSavedSettings, "RenderDepthOfField", handleReleaseGLBufferChanged); setting_setup_signal_listener(gSavedSettings, "RenderFSAAType", handleReleaseGLBufferChanged); |
