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Merge pull request #12124 from AndrewMeadows/no-misc-stats
more context for update performance stats
This commit is contained in:
commit
d4dc1e352f
2 changed files with 23 additions and 12 deletions
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@ -5007,8 +5007,6 @@ void Application::update(float deltaTime) {
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}
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}
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PerformanceTimer perfTimer("misc");
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::update()");
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@ -5017,11 +5015,13 @@ void Application::update(float deltaTime) {
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// TODO: break these out into distinct perfTimers when they prove interesting
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{
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PROFILE_RANGE(app, "PickManager");
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PerformanceTimer perfTimer("pickManager");
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DependencyManager::get<PickManager>()->update();
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}
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{
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PROFILE_RANGE(app, "PointerManager");
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PerformanceTimer perfTimer("pointerManager");
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DependencyManager::get<PointerManager>()->update();
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}
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@ -5047,8 +5047,8 @@ void Application::update(float deltaTime) {
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// Update my voxel servers with my current voxel query...
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{
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PROFILE_RANGE_EX(app, "QueryOctree", 0xffff0000, (uint64_t)getActiveDisplayPlugin()->presentCount());
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QMutexLocker viewLocker(&_viewMutex);
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PerformanceTimer perfTimer("queryOctree");
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QMutexLocker viewLocker(&_viewMutex);
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quint64 sinceLastQuery = now - _lastQueriedTime;
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const quint64 TOO_LONG_SINCE_LAST_QUERY = 3 * USECS_PER_SECOND;
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bool queryIsDue = sinceLastQuery > TOO_LONG_SINCE_LAST_QUERY;
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@ -5084,12 +5084,14 @@ void Application::update(float deltaTime) {
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}
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}
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avatarManager->postUpdate(deltaTime, getMain3DScene());
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{
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PerformanceTimer perfTimer("avatarManager/postUpdate");
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avatarManager->postUpdate(deltaTime, getMain3DScene());
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}
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{
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PROFILE_RANGE_EX(app, "PreRenderLambdas", 0xffff0000, (uint64_t)0);
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PROFILE_RANGE_EX(app, "PostUpdateLambdas", 0xffff0000, (uint64_t)0);
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PerformanceTimer perfTimer("postUpdateLambdas");
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std::unique_lock<std::mutex> guard(_postUpdateLambdasLock);
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for (auto& iter : _postUpdateLambdas) {
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iter.second();
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@ -5098,6 +5100,7 @@ void Application::update(float deltaTime) {
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}
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editRenderArgs([this](AppRenderArgs& appRenderArgs) {
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PerformanceTimer perfTimer("editRenderArgs");
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appRenderArgs._headPose= getHMDSensorPose();
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auto myAvatar = getMyAvatar();
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@ -5211,12 +5214,20 @@ void Application::update(float deltaTime) {
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}
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});
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AnimDebugDraw::getInstance().update();
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{
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PerformanceTimer perfTimer("limitless");
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AnimDebugDraw::getInstance().update();
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}
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DependencyManager::get<LimitlessVoiceRecognitionScriptingInterface>()->update();
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{
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PerformanceTimer perfTimer("limitless");
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DependencyManager::get<LimitlessVoiceRecognitionScriptingInterface>()->update();
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}
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// Game loop is done, mark the end of the frame for the scene transactions and the render loop to take over
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getMain3DScene()->enqueueFrame();
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{ // Game loop is done, mark the end of the frame for the scene transactions and the render loop to take over
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PerformanceTimer perfTimer("enqueueFrame");
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getMain3DScene()->enqueueFrame();
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}
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}
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void Application::sendAvatarViewFrustum() {
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@ -50,7 +50,7 @@ float LODManager::getLODIncreaseFPS() {
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const float LOD_ADJUST_RUNNING_AVG_TIMESCALE = 0.1f; // sec
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//
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// Assuming the measured value is affected by logic invoked by the runningAverage bumping up against its
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// thresholds, we expect the adjustment to introduce a step-function. We want the runningAverage settle
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// thresholds, we expect the adjustment to introduce a step-function. We want the runningAverage to settle
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// to the new value BEFORE we test it aginst its thresholds again. Hence we test on a period that is a few
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// multiples of the running average timescale:
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const uint64_t LOD_AUTO_ADJUST_PERIOD = 5 * (uint64_t)(LOD_ADJUST_RUNNING_AVG_TIMESCALE * (float)USECS_PER_MSEC); // usec
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