/** * @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 extern LLControlGroup gSavedSettings; namespace LLPerfStats { // avatar timing metrics in ms (updated once per mainloop iteration) std::atomic sTotalAvatarTime = 0.f; std::atomic sAverageAvatarTime = 0.f; std::atomic sMaxAvatarTime = 0.f; std::atomic tunedAvatars{0}; std::atomic 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 StatsRecorder::writeBuffer{0}; bool StatsRecorder::collectionEnabled{true}; LLUUID StatsRecorder::focusAv{LLUUID::null}; bool StatsRecorder::autotuneInit{false}; std::array StatsRecorder::statsDoubleBuffer{ {} }; std::array StatsRecorder::max{ {} }; std::array 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("RenderAvatarMaxNonImpostors", 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() { // 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(ObjType_t::OT_GENERAL)][LLUUID::null]; auto& lastStats = statsDoubleBuffer[writeBuffer ^ 1][static_cast(ObjType_t::OT_GENERAL)][LLUUID::null]; static constexpr std::initializer_list 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 avatarStatsToAvg = { StatType_t::RENDER_GEOMETRY, StatType_t::RENDER_SHADOWS, StatType_t::RENDER_COMBINED, StatType_t::RENDER_IDLE }; #endif if( /*sceneStats[static_cast(StatType_t::RENDER_FPSLIMIT)] != 0 ||*/ sceneStats[static_cast(StatType_t::RENDER_SLEEP)] != 0 ) { unreliable = true; //lastStats[static_cast(StatType_t::RENDER_FPSLIMIT)] = sceneStats[static_cast(StatType_t::RENDER_FPSLIMIT)]; lastStats[static_cast(StatType_t::RENDER_SLEEP)] = sceneStats[static_cast(StatType_t::RENDER_SLEEP)]; lastStats[static_cast(StatType_t::RENDER_FRAME)] = sceneStats[static_cast(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(statEntry)]; auto val = sceneStats[static_cast(statEntry)]; sceneStats[static_cast(statEntry)] = avg + (val / SMOOTHING_PERIODS) - (avg / SMOOTHING_PERIODS); // LL_INFOS("scenestats") << "Scenestat: " << static_cast(statEntry) << " before=" << avg << " new=" << val << " newavg=" << statsDoubleBuffer[writeBuffer][static_cast(ObjType_t::OT_GENERAL)][LLUUID::null][static_cast(statEntry)] << LL_ENDL; } } // swap the buffers if(enabled()) { std::lock_guard 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(ST::STATS_COUNT),0); } statsMapByType.clear(); } for(int i=0; i< static_cast(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(ST::STATS_COUNT),0); } statsMap.clear(); } for(int i=0; i< static_cast(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 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(ST::STATS_COUNT),0); } statsMap.clear(); } for(int i=0; i< static_cast(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(); } //static int StatsRecorder::countNearbyAvatars(S32 distance) { const auto our_pos = gAgentCamera.getCameraPositionGlobal(); std::vector 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 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 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 : 0 ); 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 } } } } } }