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Adding extra sanity checks on all time dependant values to avoid bad behavior maybe
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1 changed files with 26 additions and 11 deletions
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@ -45,10 +45,11 @@ const float LOD_ADJUST_RUNNING_AVG_TIMESCALE = 0.08f; // sec
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const float LOD_BATCH_TO_PRESENT_CUSHION_TIME = 3.0f; // msec
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void LODManager::setRenderTimes(float presentTime, float engineRunTime, float batchTime, float gpuTime) {
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_presentTime = presentTime;
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_engineRunTime = engineRunTime;
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_batchTime = batchTime;
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_gpuTime = gpuTime;
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// Make sure the sampled time are positive values
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_presentTime = std::max(0.f, presentTime);
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_engineRunTime = std::max(0.f, engineRunTime);
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_batchTime = std::max(0.f, batchTime);
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_gpuTime = std::max(0.f, gpuTime);
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}
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void LODManager::autoAdjustLOD(float realTimeDelta) {
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@ -64,16 +65,29 @@ void LODManager::autoAdjustLOD(float realTimeDelta) {
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auto presentTime = (_presentTime > _batchTime + LOD_BATCH_TO_PRESENT_CUSHION_TIME ? _batchTime + LOD_BATCH_TO_PRESENT_CUSHION_TIME : _presentTime);
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float maxRenderTime = glm::max(glm::max(presentTime, _engineRunTime), _gpuTime);
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// compute time-weighted running average maxRenderTime
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// Note: we MUST clamp the blend to 1.0 for stability
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float nowBlend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE) ? realTimeDelta / LOD_ADJUST_RUNNING_AVG_TIMESCALE : 1.0f;
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_nowRenderTime = (1.0f - nowBlend) * _nowRenderTime + nowBlend * maxRenderTime; // msec
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// maxRenderTime must be a realistic valid duration in order for the regulation to work correctly.
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// We make sure it s a non zero positive value (1.0ms) under 1 sec
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maxRenderTime = std::max(1.0f, std::min(maxRenderTime, (float)MSECS_PER_SECOND));
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// realTimeDelta must be a realistic valid duration in order for the regulation to work correctly.
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// We make sure it a positive value under 1 sec
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// note that if real time delta is very small we will early exit to avoid division by zero
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realTimeDelta = std::max(0.0f, std::min(realTimeDelta, 1.0f));
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// compute time-weighted running average render time (now and smooth)
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// We MUST clamp the blend between 0.0 and 1.0 for stability
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float nowBlend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE) ? realTimeDelta / LOD_ADJUST_RUNNING_AVG_TIMESCALE : 1.0f;
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float smoothBlend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE * _smoothScale) ? realTimeDelta / (LOD_ADJUST_RUNNING_AVG_TIMESCALE * _smoothScale) : 1.0f;
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_nowRenderTime = (1.0f - nowBlend) * _nowRenderTime + nowBlend * maxRenderTime; // msec
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_smoothRenderTime = (1.0f - smoothBlend) * _smoothRenderTime + smoothBlend * maxRenderTime; // msec
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if (!_automaticLODAdjust || _nowRenderTime == 0.0f || _smoothRenderTime == 0.0f) {
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// early exit
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// We must sanity check for the output average evaluated to be in a valid range to avoid issues
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_nowRenderTime = std::max(0.0f, std::min(_nowRenderTime, (float)MSECS_PER_SECOND));
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_smoothRenderTime = std::max(0.0f, std::min(_smoothRenderTime, (float)MSECS_PER_SECOND));
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// Early exit if not regulating or if the render time doesn't matter
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if (!_automaticLODAdjust || realTimeDelta == 0.f || _nowRenderTime == 0.0f || _smoothRenderTime == 0.0f) {
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return;
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}
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@ -130,7 +144,8 @@ void LODManager::autoAdjustLOD(float realTimeDelta) {
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glm::clamp(integral, -1.0f, 1.0f);
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// Compute derivative
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auto derivative = (error - previous_error) / dt;
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// if dt is never zero becasuerrealTImeDelta would have early exit above, but if it was let's zero the derivative term
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auto derivative = (dt <= 0.f ? 0.0f : (error - previous_error) / dt);
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// remember history
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_pidHistory.x = error;
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