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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 "llvoavatar.h"
#include "llworld.h"
#include <llthread.h>
extern LLControlGroup gSavedSettings;
namespace LLPerfStats
{
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};
std::mutex bufferToggleLock{};
F64 cpu_hertz{0.0};
Tunables tunables;
std::atomic<int> StatsRecorder::writeBuffer{0};
bool StatsRecorder::collectionEnabled{true};
LLUUID StatsRecorder::focusAv{LLUUID::null};
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); };
if( tuningFlag & UserTargetReflections ){ gSavedSettings.setS32("UserTargetReflections", userTargetReflections); };
// 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.userTargetReflections = gSavedSettings.getS32("UserTargetReflections");
LLPerfStats::tunables.userAutoTuneEnabled = gSavedSettings.getBOOL("AutoTuneFPS");
LLPerfStats::tunables.userAutoTuneLock = gSavedSettings.getBOOL("AutoTuneLock");
// Note: The Max ART slider is logarithmic and thus we have an intermediate proxy value
updateRenderCostLimitFromSettings();
resetChanges();
}
StatsRecorder::StatsRecorder():q(1024*16),t(&StatsRecorder::run)
{
// create a queue
// create a thread to consume from the queue
tunables.initialiseFromSettings();
LLPerfStats::cpu_hertz = (F64)LLTrace::BlockTimer::countsPerSecond();
t.detach();
}
// 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 };
static constexpr std::initializer_list<StatType_t> avatarStatsToAvg = {
StatType_t::RENDER_GEOMETRY,
StatType_t::RENDER_SHADOWS,
StatType_t::RENDER_COMBINED,
StatType_t::RENDER_IDLE };
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;
}
}
// Allow attachment times etc to update even when FPS limited or sleeping.
auto& statsMap = statsDoubleBuffer[writeBuffer][static_cast<size_t>(ObjType_t::OT_ATTACHMENT)];
for(auto& stat_entry : statsMap)
{
auto val = stat_entry.second[static_cast<size_t>(ST::RENDER_COMBINED)];
if(val > SMOOTHING_PERIODS){
auto avg = statsDoubleBuffer[writeBuffer ^ 1][static_cast<size_t>(ObjType_t::OT_ATTACHMENT)][stat_entry.first][static_cast<size_t>(ST::RENDER_COMBINED)];
stat_entry.second[static_cast<size_t>(ST::RENDER_COMBINED)] = avg + (val / SMOOTHING_PERIODS) - (avg / SMOOTHING_PERIODS);
}
}
auto& statsMapAv = statsDoubleBuffer[writeBuffer][static_cast<size_t>(ObjType_t::OT_AVATAR)];
for(auto& stat_entry : statsMapAv)
{
for(auto& stat : avatarStatsToAvg)
{
auto val = stat_entry.second[static_cast<size_t>(stat)];
if(val > SMOOTHING_PERIODS)
{
auto avg = statsDoubleBuffer[writeBuffer ^ 1][static_cast<size_t>(ObjType_t::OT_AVATAR)][stat_entry.first][static_cast<size_t>(stat)];
stat_entry.second[static_cast<size_t>(stat)] = avg + (val / SMOOTHING_PERIODS) - (avg / SMOOTHING_PERIODS);
}
}
}
// 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(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);
}
}
//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();
}
// static
void StatsRecorder::updateAvatarParams()
{
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 = LLPerfStats::StatsRecorder::getMax(ObjType_t::OT_AVATAR, LLPerfStats::StatType_t::RENDER_COMBINED);
// 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 = LLPerfStats::StatsRecorder::getSum(ObjType_t::OT_AVATAR, LLPerfStats::StatType_t::RENDER_COMBINED);
// 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;
return;
}
// The frametime budget we have based on the target FPS selected
auto target_frame_time_raw = (U64)llround(LLPerfStats::cpu_hertz/(tunables.userTargetFPS==0?1:tunables.userTargetFPS));
// 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 > 25?inferredFPS:25};
/*if( tot_limit_time_raw != 0)
{
// This could be problematic.
tot_frame_time_raw -= tot_limit_time_raw;
}*/
// 1) Is the target frame time lower than current?
if( target_frame_time_raw <= tot_frame_time_raw )
{
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;
// 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_SCENE_AND_AVATARS)
{
// 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(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
{
// 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 )
{
// 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;
}
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) )
{
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 )
{
// if we have more time to spare let's shift up little in the hope we'll restore an avatar.
renderAvatarMaxART_ns += LLPerfStats::ART_MIN_ADJUST_UP_NANOS;
tunables.updateSettingsFromRenderCostLimit();
return;
}
if(tunables.userFPSTuningStrategy == TUNE_SCENE_AND_AVATARS)
{
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.
LLPerfStats::tunables.updateReflectionDetail( std::min(LLPipeline::RenderReflectionDetail + 1, tunables.userTargetReflections) );
}
}
}
}
}
}
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