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288 lines
11 KiB
C++
288 lines
11 KiB
C++
//
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// LODManager.cpp
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// interface/src/LODManager.h
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//
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// Created by Clement on 1/16/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <SettingHandle.h>
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#include <OctreeUtils.h>
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#include <Util.h>
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#include "Application.h"
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#include "ui/DialogsManager.h"
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#include "InterfaceLogging.h"
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#include "LODManager.h"
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Setting::Handle<float> desktopLODDecreaseFPS("desktopLODDecreaseFPS", DEFAULT_DESKTOP_LOD_DOWN_FPS);
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Setting::Handle<float> hmdLODDecreaseFPS("hmdLODDecreaseFPS", DEFAULT_HMD_LOD_DOWN_FPS);
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LODManager::LODManager() {
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}
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float LODManager::getLODDecreaseFPS() {
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if (qApp->isHMDMode()) {
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return getHMDLODDecreaseFPS();
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}
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return getDesktopLODDecreaseFPS();
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}
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float LODManager::getLODIncreaseFPS() {
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if (qApp->isHMDMode()) {
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return getHMDLODIncreaseFPS();
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}
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return getDesktopLODIncreaseFPS();
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}
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void LODManager::autoAdjustLOD(float batchTime, float engineRunTime, float deltaTimeSec) {
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// NOTE: our first ~100 samples at app startup are completely all over the place, and we don't
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// really want to count them in our average, so we will ignore the real frame rates and stuff
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// our moving average with simulated good data
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const int IGNORE_THESE_SAMPLES = 100;
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if (_fpsAverageUpWindow.getSampleCount() < IGNORE_THESE_SAMPLES) {
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_lastStable = _lastUpShift = _lastDownShift = usecTimestampNow();
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}
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// compute time-weighted running average renderTime
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const float OVERLAY_AND_SWAP_TIME_BUDGET = 2.0f; // msec
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float renderTime = batchTime + OVERLAY_AND_SWAP_TIME_BUDGET;
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float maxTime = glm::max(renderTime, engineRunTime);
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const float BLEND_TIMESCALE = 0.3f; // sec
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const float MIN_DELTA_TIME = 0.001f;
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const float safeDeltaTime = glm::max(deltaTimeSec, MIN_DELTA_TIME);
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float blend = BLEND_TIMESCALE / safeDeltaTime;
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if (blend > 1.0f) {
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blend = 1.0f;
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}
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_avgRenderTime = (1.0f - blend) * _avgRenderTime + blend * maxTime; // msec
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// translate into fps for legacy implementation
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float currentFPS = (float)MSECS_PER_SECOND / _avgRenderTime;
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_fpsAverageStartWindow.updateAverage(currentFPS);
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_fpsAverageDownWindow.updateAverage(currentFPS);
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_fpsAverageUpWindow.updateAverage(currentFPS);
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quint64 now = usecTimestampNow();
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quint64 elapsedSinceDownShift = now - _lastDownShift;
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quint64 elapsedSinceUpShift = now - _lastUpShift;
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quint64 lastStableOrUpshift = glm::max(_lastUpShift, _lastStable);
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quint64 elapsedSinceStableOrUpShift = now - lastStableOrUpshift;
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if (_automaticLODAdjust) {
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bool changed = false;
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// LOD Downward adjustment
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// If we've been downshifting, we watch a shorter downshift window so that we will quickly move toward our
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// target frame rate. But if we haven't just done a downshift (either because our last shift was an upshift,
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// or because we've just started out) then we look at a much longer window to consider whether or not to start
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// downshifting.
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bool doDownShift = false;
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if (_isDownshifting) {
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// only consider things if our DOWN_SHIFT time has elapsed...
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if (elapsedSinceDownShift > DOWN_SHIFT_ELPASED) {
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doDownShift = _fpsAverageDownWindow.getAverage() < getLODDecreaseFPS();
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if (!doDownShift) {
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qCDebug(interfaceapp) << "---- WE APPEAR TO BE DONE DOWN SHIFTING -----";
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_isDownshifting = false;
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_lastStable = now;
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}
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}
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} else {
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doDownShift = (elapsedSinceStableOrUpShift > START_SHIFT_ELPASED
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&& _fpsAverageStartWindow.getAverage() < getLODDecreaseFPS());
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}
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if (doDownShift) {
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// Octree items... stepwise adjustment
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if (_octreeSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) {
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_octreeSizeScale *= ADJUST_LOD_DOWN_BY;
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if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {
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_octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;
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}
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changed = true;
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}
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if (changed) {
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if (_isDownshifting) {
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// subsequent downshift
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qCDebug(interfaceapp) << "adjusting LOD DOWN..."
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<< "average fps for last "<< DOWN_SHIFT_WINDOW_IN_SECS <<"seconds was "
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<< _fpsAverageDownWindow.getAverage()
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<< "minimum is:" << getLODDecreaseFPS()
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<< "elapsedSinceDownShift:" << elapsedSinceDownShift
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<< " NEW _octreeSizeScale=" << _octreeSizeScale;
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} else {
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// first downshift
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qCDebug(interfaceapp) << "adjusting LOD DOWN after initial delay..."
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<< "average fps for last "<< START_DELAY_WINDOW_IN_SECS <<"seconds was "
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<< _fpsAverageStartWindow.getAverage()
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<< "minimum is:" << getLODDecreaseFPS()
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<< "elapsedSinceUpShift:" << elapsedSinceUpShift
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<< " NEW _octreeSizeScale=" << _octreeSizeScale;
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}
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_lastDownShift = now;
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_isDownshifting = true;
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emit LODDecreased();
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}
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} else {
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// LOD Upward adjustment
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if (elapsedSinceUpShift > UP_SHIFT_ELPASED) {
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if (_fpsAverageUpWindow.getAverage() > getLODIncreaseFPS()) {
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// Octee items... stepwise adjustment
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if (_octreeSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) {
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if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {
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_octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;
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} else {
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_octreeSizeScale *= ADJUST_LOD_UP_BY;
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}
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if (_octreeSizeScale > ADJUST_LOD_MAX_SIZE_SCALE) {
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_octreeSizeScale = ADJUST_LOD_MAX_SIZE_SCALE;
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}
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changed = true;
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}
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}
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if (changed) {
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qCDebug(interfaceapp) << "adjusting LOD UP... average fps for last "<< UP_SHIFT_WINDOW_IN_SECS <<"seconds was "
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<< _fpsAverageUpWindow.getAverage()
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<< "upshift point is:" << getLODIncreaseFPS()
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<< "elapsedSinceUpShift:" << elapsedSinceUpShift
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<< " NEW _octreeSizeScale=" << _octreeSizeScale;
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_lastUpShift = now;
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_isDownshifting = false;
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emit LODIncreased();
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}
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}
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}
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if (changed) {
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auto lodToolsDialog = DependencyManager::get<DialogsManager>()->getLodToolsDialog();
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if (lodToolsDialog) {
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lodToolsDialog->reloadSliders();
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}
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}
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}
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}
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void LODManager::resetLODAdjust() {
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_fpsAverageStartWindow.reset();
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_fpsAverageDownWindow.reset();
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_fpsAverageUpWindow.reset();
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_lastUpShift = _lastDownShift = usecTimestampNow();
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_isDownshifting = false;
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}
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const float MIN_DECREASE_FPS = 0.5f;
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void LODManager::setDesktopLODDecreaseFPS(float fps) {
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if (fps < MIN_DECREASE_FPS) {
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// avoid divide by zero
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fps = MIN_DECREASE_FPS;
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}
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_desktopMaxRenderTime = (float)MSECS_PER_SECOND / fps;
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}
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float LODManager::getDesktopLODDecreaseFPS() const {
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return (float)MSECS_PER_SECOND / _desktopMaxRenderTime;
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}
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float LODManager::getDesktopLODIncreaseFPS() const {
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return glm::max(((float)MSECS_PER_SECOND / _desktopMaxRenderTime) + INCREASE_LOD_GAP, MAX_LIKELY_DESKTOP_FPS);
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}
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void LODManager::setHMDLODDecreaseFPS(float fps) {
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if (fps < MIN_DECREASE_FPS) {
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// avoid divide by zero
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fps = MIN_DECREASE_FPS;
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}
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_hmdMaxRenderTime = (float)MSECS_PER_SECOND / fps;
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}
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float LODManager::getHMDLODDecreaseFPS() const {
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return (float)MSECS_PER_SECOND / _hmdMaxRenderTime;
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}
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float LODManager::getHMDLODIncreaseFPS() const {
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return glm::max(((float)MSECS_PER_SECOND / _hmdMaxRenderTime) + INCREASE_LOD_GAP, MAX_LIKELY_HMD_FPS);
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}
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QString LODManager::getLODFeedbackText() {
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// determine granularity feedback
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int boundaryLevelAdjust = getBoundaryLevelAdjust();
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QString granularityFeedback;
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switch (boundaryLevelAdjust) {
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case 0: {
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granularityFeedback = QString(".");
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} break;
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case 1: {
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granularityFeedback = QString(" at half of standard granularity.");
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} break;
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case 2: {
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granularityFeedback = QString(" at a third of standard granularity.");
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} break;
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default: {
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granularityFeedback = QString(" at 1/%1th of standard granularity.").arg(boundaryLevelAdjust + 1);
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} break;
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}
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// distance feedback
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float octreeSizeScale = getOctreeSizeScale();
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float relativeToDefault = octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE;
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int relativeToTwentyTwenty = 20 / relativeToDefault;
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QString result;
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if (relativeToDefault > 1.01f) {
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result = QString("20:%1 or %2 times further than average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault,0,'f',2).arg(granularityFeedback);
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} else if (relativeToDefault > 0.99f) {
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result = QString("20:20 or the default distance for average vision%1").arg(granularityFeedback);
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} else if (relativeToDefault > 0.01f) {
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result = QString("20:%1 or %2 of default distance for average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault,0,'f',3).arg(granularityFeedback);
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} else {
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result = QString("%2 of default distance for average vision%3").arg(relativeToDefault,0,'f',3).arg(granularityFeedback);
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}
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return result;
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}
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bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
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// FIXME - eventually we want to use the render accuracy as an indicator for the level of detail
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// to use in rendering.
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float renderAccuracy = calculateRenderAccuracy(args->getViewFrustum().getPosition(), bounds, args->_sizeScale, args->_boundaryLevelAdjust);
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return (renderAccuracy > 0.0f);
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};
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void LODManager::setOctreeSizeScale(float sizeScale) {
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_octreeSizeScale = sizeScale;
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}
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void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
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_boundaryLevelAdjust = boundaryLevelAdjust;
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}
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void LODManager::loadSettings() {
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setDesktopLODDecreaseFPS(desktopLODDecreaseFPS.get());
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setHMDLODDecreaseFPS(hmdLODDecreaseFPS.get());
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}
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void LODManager::saveSettings() {
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desktopLODDecreaseFPS.set(getDesktopLODDecreaseFPS());
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hmdLODDecreaseFPS.set(getHMDLODDecreaseFPS());
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}
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