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Debugging.
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5 changed files with 30 additions and 17 deletions
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@ -1117,6 +1117,8 @@ void Application::paintGL() {
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_inPaint = true;
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Finally clearFlagLambda([this] { _inPaint = false; });
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_lastPaintWait = (float)(now - _paintWaitStart) / (float)USECS_PER_SECOND;
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_lastInstantaneousFps = instantaneousFps;
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// Some LOD-like controls need to know a smoothly varying "potential" frame rate that doesn't
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// include time waiting for vsync, and which can report a number above target if we've got the headroom.
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// For example, if we're shooting for 75fps and paintWait is 3.3333ms (= 75% * 13.33ms), our deducedNonVSyncFps
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@ -1126,20 +1128,20 @@ void Application::paintGL() {
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// Time between previous paintGL call and this one, which can vary not only with vSync misses, but also with QT timing.
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// We're using this as a proxy for the time between vsync and displayEnd, below. (Not exact, but tends to be the same over time.)
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// This is not the same as update(deltaTime), because the latter attempts to throttle to 60hz and also clamps to 1/4 second.
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//const float actualPeriod = diff / (float)USECS_PER_SECOND; // same as 1/instantaneousFps but easier for compiler to optimize
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/* const float actualPeriod = diff / (float)USECS_PER_SECOND; // same as 1/instantaneousFps but easier for compiler to optimize
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// Note that _lastPaintWait (stored at end of last call) is for the same paint cycle.
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float deducedNonVSyncPeriod = (float) getActiveDisplayPlugin()->getLastSynchronizedElapsed() / (float) MSECS_PER_SECOND; /*actualPeriod - _lastPaintWait + _marginForDeducedFramePeriod; // plus a some non-zero time for machinery we can't measure
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float deducedNonVSyncPeriod = actualPeriod - _lastPaintWait + _marginForDeducedFramePeriod; // plus a some non-zero time for machinery we can't measure
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// We don't know how much time to allow for that, but if we went over the target period, we know it's at least the portion
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// of paintWait up to the next vSync. This gives us enough of a penalty so that when actualPeriod crosses two cycles,
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// the key part (and not an exagerated part) of _lastPaintWait is accounted for.
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const float targetPeriod = getTargetFramePeriod();
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if (_lastPaintWait > EPSILON && actualPeriod > targetPeriod) {
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// Don't use C++ remainder(). It's authors are mathematically insane.
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deducedNonVSyncPeriod += fmod(actualPeriod, _lastPaintWait);
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}*/
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deducedNonVSyncPeriod += fmod(targetPeriod, _lastPaintWait);
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}
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_lastDeducedNonVSyncFps = 1.0f / deducedNonVSyncPeriod;
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_lastInstantaneousFps = instantaneousFps;
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*/
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auto displayPlugin = getActiveDisplayPlugin();
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// FIXME not needed anymore?
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_offscreenContext->makeCurrent();
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@ -1375,7 +1377,6 @@ void Application::paintGL() {
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}
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// deliver final composited scene to the display plugin
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uint64_t displayStart = usecTimestampNow();
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{
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PROFILE_RANGE(__FUNCTION__ "/pluginOutput");
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PerformanceTimer perfTimer("pluginOutput");
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@ -1415,9 +1416,7 @@ void Application::paintGL() {
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batch.resetStages();
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});
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}
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uint64_t displayEnd = usecTimestampNow();
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const float displayPeriodUsec = (float)(displayEnd - displayStart); // usecs
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_lastPaintWait = displayPeriodUsec / (float)USECS_PER_SECOND;
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_paintWaitStart = usecTimestampNow();
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}
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void Application::runTests() {
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@ -443,6 +443,7 @@ private:
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QElapsedTimer _lastTimeUpdated;
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float _lastInstantaneousFps { 0.0f };
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float _lastPaintWait { 0.0f };
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uint64_t _paintWaitStart { 0 };
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float _lastDeducedNonVSyncFps { 0.0f };
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float _marginForDeducedFramePeriod{ 0.002f }; // 2ms, adjustable
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@ -174,14 +174,14 @@ void Avatar::simulate(float deltaTime) {
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_shouldSkipRender = false;
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_skeletonModel.setVisibleInScene(true, qApp->getMain3DScene());
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if (!isControllerLogging) { // Test for isMyAvatar is prophylactic. Never occurs in current code.
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qCDebug(interfaceapp) << "Rerendering" << (isMyAvatar() ? "myself" : getSessionUUID()) << "for distance" << renderDistance;
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//qCDebug(interfaceapp) << "Rerendering" << (isMyAvatar() ? "myself" : getSessionUUID()) << "for distance" << renderDistance;
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}
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}
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} else if (distance > renderDistance * (1.0f + SKIP_HYSTERESIS_PROPORTION)) {
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_shouldSkipRender = true;
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_skeletonModel.setVisibleInScene(false, qApp->getMain3DScene());
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if (!isControllerLogging) {
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qCDebug(interfaceapp) << "Unrendering" << (isMyAvatar() ? "myself" : getSessionUUID()) << "for distance" << renderDistance;
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//qCDebug(interfaceapp) << "Unrendering" << (isMyAvatar() ? "myself" : getSessionUUID()) << "for distance" << renderDistance;
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}
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}
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@ -111,7 +111,7 @@ void AvatarManager::init() {
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_renderDistanceController.setKP(0.0008f); // Usually about 0.6 of largest that doesn't oscillate when other parameters 0.
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_renderDistanceController.setKI(0.0006f); // Big enough to bring us to target with the above KP.
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_renderDistanceController.setKD(0.000001f); // A touch of kd increases the speed by which we get there.
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_renderDistanceController.setHistorySize("av", 240); //FIXME
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//_renderDistanceController.setHistorySize("av", 240); //FIXME
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}
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void AvatarManager::updateMyAvatar(float deltaTime) {
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@ -130,7 +130,7 @@ void AvatarManager::updateMyAvatar(float deltaTime) {
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_lastSendAvatarDataTime = now;
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}
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}
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#include "InterfaceLogging.h"
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void AvatarManager::updateOtherAvatars(float deltaTime) {
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// lock the hash for read to check the size
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QReadLocker lock(&_hashLock);
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@ -151,8 +151,21 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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// The measured value is frame rate. When the controlled value (1 / render cutoff distance)
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// goes up, the render cutoff distance gets closer, the number of rendered avatars is less, and frame rate
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// goes up.
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const float deduced = qApp->getLastDeducedNonVSyncFps();
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const float distance = 1.0f / _renderDistanceController.update(deduced, deltaTime, false, qApp->getLastPaintWait(), qApp->getLastInstanteousFps());
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const float targetFps = 60.0f;
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const float instantaneousFps = qApp->getLastInstanteousFps();
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const float paintWait = qApp->getLastPaintWait();
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const float actual = 1.0f / instantaneousFps;
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const float firstAdjusted = actual - paintWait + 0.002f;
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const float machinery = (paintWait > 0.0001f) ? fmod(1.0f / targetFps, paintWait) : 0.0f;
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const float secondAdjusted = firstAdjusted + machinery;
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const float deduced = 1.0f / secondAdjusted;
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qCDebug(interfaceapp) << "dump " << instantaneousFps << (1000.0f * paintWait)
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<< "(" << paintWait << actual
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<< "(" << firstAdjusted << machinery << secondAdjusted
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<< ")" << deduced << ")";
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//const float deduced = qApp->getLastDeducedNonVSyncFps();
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const float distance = 1.0f / _renderDistanceController.update(deduced, deltaTime, false, paintWait, instantaneousFps);
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_renderDistanceAverage.updateAverage(distance);
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_renderDistance = _renderDistanceAverage.getAverage();
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int renderableCount = 0;
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@ -70,7 +70,7 @@ void PIDController::reportHistory() {
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for (int i = 0; i < _history.size(); i++) {
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Row& row = _history[i];
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qCDebug(shared) << row.measured << row.dt <<
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row.fixme1 << row.fixme2 <<
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(row.fixme1 * 1000.0f) << (row.fixme2) <<
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"||" << row.error << row.accumulated << row.changed <<
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"||" << row.p << row.i << row.d << row.computed << 1.0f/row.computed;
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}
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