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-rw-r--r--indra/newview/app_settings/settings.xml6
-rw-r--r--indra/newview/llvocache.cpp52
2 files changed, 29 insertions, 29 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index bc0d5c27d2..dbc2131ce8 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -7113,13 +7113,13 @@
<key>NonvisibleObjectsInMemoryTime</key>
<map>
<key>Comment</key>
- <string>Number of frames non-visible objects stay in memory before being removed. 0 means never to remove.</string>
+ <string>Number of frames non-visible objects stay in memory before being removed. 0 means max.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>U32</string>
<key>Value</key>
- <integer>300</integer>
+ <integer>64</integer>
</map>
<key>NoPreload</key>
<map>
@@ -11025,7 +11025,7 @@
<key>Type</key>
<string>U32</string>
<key>Value</key>
- <integer>1024</integer>
+ <integer>2048</integer>
</map>
<key>SceneLoadLowMemoryBound</key>
<map>
diff --git a/indra/newview/llvocache.cpp b/indra/newview/llvocache.cpp
index db8ad183f0..55fc663496 100644
--- a/indra/newview/llvocache.cpp
+++ b/indra/newview/llvocache.cpp
@@ -366,15 +366,6 @@ void LLVOCacheEntry::updateDebugSettings()
}
timer.reset();
- //the number of frames invisible objects stay in memory
- static LLCachedControl<U32> inv_obj_time(gSavedSettings,"NonvisibleObjectsInMemoryTime");
- sMinFrameRange = inv_obj_time - 1; //make 0 to be the maximum
-
- //min radius: all objects within this radius remain loaded in memory
- static LLCachedControl<F32> min_radius(gSavedSettings,"SceneLoadMinRadius");
- sNearRadius = llmin((F32)min_radius, gAgentCamera.mDrawDistance); //can not exceed the draw distance
- sNearRadius = llmax(sNearRadius, 1.f); //minimum value is 1.0m
-
//objects within the view frustum whose visible area is greater than this threshold will be loaded
static LLCachedControl<F32> front_pixel_threshold(gSavedSettings,"SceneLoadFrontPixelThreshold");
sFrontPixelThreshold = front_pixel_threshold;
@@ -384,29 +375,38 @@ void LLVOCacheEntry::updateDebugSettings()
sRearPixelThreshold = rear_pixel_threshold;
sRearPixelThreshold = llmax(sRearPixelThreshold, sFrontPixelThreshold); //can not be smaller than sFrontPixelThreshold.
- // 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");
- sRearFarRadius = llmax(rear_max_radius_frac * gAgentCamera.mDrawDistance / 100.f, 1.0f); //minimum value is 1.0m
- sRearFarRadius = llmax(sRearFarRadius, (F32)min_radius); //can not be less than "SceneLoadMinRadius".
- sRearFarRadius = llmin(sRearFarRadius, gAgentCamera.mDrawDistance); //can not be more than the draw distance.
-
- //make the above parameters adaptive to memory usage
+ //make parameters adaptive to memory usage
//starts to put restrictions from low_mem_bound_MB, apply tightest restrictions when hits high_mem_bound_MB
static LLCachedControl<U32> low_mem_bound_MB(gSavedSettings,"SceneLoadLowMemoryBound");
static LLCachedControl<U32> high_mem_bound_MB(gSavedSettings,"SceneLoadHighMemoryBound");
LLMemory::updateMemoryInfo() ;
U32 allocated_mem = LLMemory::getAllocatedMemKB().value();
- allocated_mem /= 1024; //convert to MB.
- if(allocated_mem < low_mem_bound_MB)
- {
- return;
- }
- F32 adjust_factor = llmax(0.f, (F32)(high_mem_bound_MB - allocated_mem) / (high_mem_bound_MB - low_mem_bound_MB));
-
- sRearFarRadius = llmin(adjust_factor * sRearFarRadius, 96.f); //[0.f, 96.f]
- sMinFrameRange = (U32)llclamp(adjust_factor * sMinFrameRange, 10.f, 64.f); //[10, 64]
- sNearRadius = llmax(adjust_factor * sNearRadius, 1.0f);
+ static const F32 KB_to_MB = 1.f / 1024.f;
+ U32 clamped_memory = llclamp(allocated_mem * KB_to_MB, (F32) low_mem_bound_MB, (F32) high_mem_bound_MB);
+ const F32 adjust_range = high_mem_bound_MB - low_mem_bound_MB;
+ const F32 adjust_factor = (high_mem_bound_MB - clamped_memory) / adjust_range; // [0, 1]
+
+ //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;
+ 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 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);
+
+ //the number of frames invisible objects stay in memory
+ static LLCachedControl<U32> inv_obj_time(gSavedSettings,"NonvisibleObjectsInMemoryTime");
+ static const U32 MIN_FRAMES = 10;
+ static const U32 MAX_FRAMES = 64;
+ const U32 clamped_frames = inv_obj_time ? llclamp((U32) inv_obj_time, MIN_FRAMES, MAX_FRAMES) : MAX_FRAMES; // [10, 64], with zero => 64
+ sMinFrameRange = MIN_FRAMES + ((clamped_frames - MIN_FRAMES) * adjust_factor);
}
//static