Merge branch 'master' of https://github.com/highfidelity/hifi into featuredStories

This commit is contained in:
Roxanne Skelly 2018-09-05 16:51:25 -07:00
commit 4fa7ac1af2
20 changed files with 952 additions and 358 deletions

View file

@ -264,20 +264,27 @@ Item {
StatText {
text: "GPU: " + root.gpuFrameTime.toFixed(1) + " ms"
}
StatText {
text: "Drawcalls: " + root.drawcalls
}
StatText {
text: "Triangles: " + root.triangles +
" / Material Switches: " + root.materialSwitches
}
StatText {
visible: root.expanded;
text: "GPU Free Memory: " + root.gpuFreeMemory + " MB";
}
StatText {
visible: root.expanded;
text: "GPU Textures: ";
}
StatText {
visible: root.expanded;
text: " Count: " + root.gpuTextures;
}
StatText {
visible: root.expanded;
text: " Pressure State: " + root.gpuTextureMemoryPressureState;
}
StatText {
@ -287,27 +294,35 @@ Item {
text: " " + root.gpuTextureResourceMemory + " / " + root.gpuTextureResourcePopulatedMemory + " / " + root.texturePendingTransfers + " MB";
}
StatText {
visible: root.expanded;
text: " Resident Memory: " + root.gpuTextureResidentMemory + " MB";
}
StatText {
visible: root.expanded;
text: " Framebuffer Memory: " + root.gpuTextureFramebufferMemory + " MB";
}
StatText {
visible: root.expanded;
text: " External Memory: " + root.gpuTextureExternalMemory + " MB";
}
StatText {
visible: root.expanded;
text: "GPU Buffers: "
}
StatText {
visible: root.expanded;
text: " Count: " + root.gpuBuffers;
}
StatText {
visible: root.expanded;
text: " Memory: " + root.gpuBufferMemory + " MB";
}
StatText {
visible: root.expanded;
text: "GL Swapchain Memory: " + root.glContextSwapchainMemory + " MB";
}
StatText {
visible: root.expanded;
text: "QML Texture Memory: " + root.qmlTextureMemory + " MB";
}
StatText {

View file

@ -304,52 +304,69 @@ Item {
StatText {
text: "GPU frame size: " + root.gpuFrameSize.x + " x " + root.gpuFrameSize.y
}
StatText {
text: "Drawcalls: " + root.drawcalls
}
StatText {
text: "Triangles: " + root.triangles +
" / Material Switches: " + root.materialSwitches
}
StatText {
visible: root.expanded;
text: "GPU Free Memory: " + root.gpuFreeMemory + " MB";
}
StatText {
visible: root.expanded;
text: "GPU Textures: ";
}
StatText {
visible: root.expanded;
text: " Count: " + root.gpuTextures;
}
StatText {
visible: root.expanded;
text: " Pressure State: " + root.gpuTextureMemoryPressureState;
}
StatText {
visible: root.expanded;
property bool showIdeal: (root.gpuTextureResourceIdealMemory != root.gpuTextureResourceMemory);
text: " Resource Allocated " + (showIdeal ? "(Ideal)" : "") + " / Populated / Pending: ";
}
StatText {
visible: root.expanded;
property bool showIdeal: (root.gpuTextureResourceIdealMemory != root.gpuTextureResourceMemory);
text: " " + root.gpuTextureResourceMemory + (showIdeal ? ("(" + root.gpuTextureResourceIdealMemory + ")") : "") + " / " + root.gpuTextureResourcePopulatedMemory + " / " + root.texturePendingTransfers + " MB";
}
StatText {
visible: root.expanded;
text: " Resident Memory: " + root.gpuTextureResidentMemory + " MB";
}
StatText {
visible: root.expanded;
text: " Framebuffer Memory: " + root.gpuTextureFramebufferMemory + " MB";
}
StatText {
visible: root.expanded;
text: " External Memory: " + root.gpuTextureExternalMemory + " MB";
}
StatText {
visible: root.expanded;
text: "GPU Buffers: "
}
StatText {
visible: root.expanded;
text: " Count: " + root.gpuBuffers;
}
StatText {
visible: root.expanded;
text: " Memory: " + root.gpuBufferMemory + " MB";
}
StatText {
visible: root.expanded;
text: "GL Swapchain Memory: " + root.glContextSwapchainMemory + " MB";
}
StatText {
visible: root.expanded;
text: "QML Texture Memory: " + root.qmlTextureMemory + " MB";
}
StatText {

View file

@ -5061,8 +5061,9 @@ void Application::updateLOD(float deltaTime) const {
float presentTime = getActiveDisplayPlugin()->getAveragePresentTime();
float engineRunTime = (float)(_renderEngine->getConfiguration().get()->getCPURunTime());
float gpuTime = getGPUContext()->getFrameTimerGPUAverage();
float batchTime = getGPUContext()->getFrameTimerBatchAverage();
auto lodManager = DependencyManager::get<LODManager>();
lodManager->setRenderTimes(presentTime, engineRunTime, gpuTime);
lodManager->setRenderTimes(presentTime, engineRunTime, batchTime, gpuTime);
lodManager->autoAdjustLOD(deltaTime);
} else {
DependencyManager::get<LODManager>()->resetLODAdjust();
@ -6018,7 +6019,7 @@ void Application::updateRenderArgs(float deltaTime) {
_viewFrustum.calculate();
}
appRenderArgs._renderArgs = RenderArgs(_gpuContext, lodManager->getOctreeSizeScale(),
lodManager->getBoundaryLevelAdjust(), RenderArgs::DEFAULT_RENDER_MODE,
lodManager->getBoundaryLevelAdjust(), lodManager->getLODAngleHalfTan(), RenderArgs::DEFAULT_RENDER_MODE,
RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE);
appRenderArgs._renderArgs._scene = getMain3DScene();

View file

@ -19,27 +19,15 @@
#include "ui/DialogsManager.h"
#include "InterfaceLogging.h"
const float LODManager::DEFAULT_DESKTOP_LOD_DOWN_FPS = LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_DESKTOP_FPS;
const float LODManager::DEFAULT_HMD_LOD_DOWN_FPS = LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_HMD_FPS;
Setting::Handle<float> desktopLODDecreaseFPS("desktopLODDecreaseFPS", DEFAULT_DESKTOP_LOD_DOWN_FPS);
Setting::Handle<float> hmdLODDecreaseFPS("hmdLODDecreaseFPS", DEFAULT_HMD_LOD_DOWN_FPS);
Setting::Handle<float> desktopLODDecreaseFPS("desktopLODDecreaseFPS", LODManager::DEFAULT_DESKTOP_LOD_DOWN_FPS);
Setting::Handle<float> hmdLODDecreaseFPS("hmdLODDecreaseFPS", LODManager::DEFAULT_HMD_LOD_DOWN_FPS);
LODManager::LODManager() {
}
float LODManager::getLODDecreaseFPS() const {
if (qApp->isHMDMode()) {
return getHMDLODDecreaseFPS();
}
return getDesktopLODDecreaseFPS();
}
float LODManager::getLODIncreaseFPS() const {
if (qApp->isHMDMode()) {
return getHMDLODIncreaseFPS();
}
return getDesktopLODIncreaseFPS();
}
// We use a "time-weighted running average" of the maxRenderTime and compare it against min/max thresholds
// to determine if we should adjust the level of detail (LOD).
//
@ -48,79 +36,118 @@ float LODManager::getLODIncreaseFPS() const {
// faster than the runningAverage is computed, the error between the value and its runningAverage will be
// reduced by 1/e every timescale of real-time that passes.
const float LOD_ADJUST_RUNNING_AVG_TIMESCALE = 0.08f; // sec
//
// Assuming the measured value is affected by logic invoked by the runningAverage bumping up against its
// thresholds, we expect the adjustment to introduce a step-function. We want the runningAverage to settle
// to the new value BEFORE we test it aginst its thresholds again. Hence we test on a period that is a few
// multiples of the running average timescale:
const uint64_t LOD_AUTO_ADJUST_PERIOD = 4 * (uint64_t)(LOD_ADJUST_RUNNING_AVG_TIMESCALE * (float)USECS_PER_MSEC); // usec
const float LOD_AUTO_ADJUST_DECREMENT_FACTOR = 0.8f;
const float LOD_AUTO_ADJUST_INCREMENT_FACTOR = 1.2f;
// batchTIme is always contained in presentTime.
// We favor using batchTime instead of presentTime as a representative value for rendering duration (on present thread)
// if batchTime + cushionTime < presentTime.
// since we are shooting for fps around 60, 90Hz, the ideal frames are around 10ms
// so we are picking a cushion time of 3ms
const float LOD_BATCH_TO_PRESENT_CUSHION_TIME = 3.0f; // msec
void LODManager::setRenderTimes(float presentTime, float engineRunTime, float gpuTime) {
void LODManager::setRenderTimes(float presentTime, float engineRunTime, float batchTime, float gpuTime) {
_presentTime = presentTime;
_engineRunTime = engineRunTime;
_batchTime = batchTime;
_gpuTime = gpuTime;
}
void LODManager::autoAdjustLOD(float realTimeDelta) {
float maxRenderTime = glm::max(glm::max(_presentTime, _engineRunTime), _gpuTime);
// The "render time" is the worse of:
// - engineRunTime: Time spent in the render thread in the engine producing the gpu::Frame N
// - batchTime: Time spent in the present thread processing the batches of gpu::Frame N+1
// - presentTime: Time spent in the present thread between the last 2 swap buffers considered the total time to submit gpu::Frame N+1
// - gpuTime: Time spent in the GPU executing the gpu::Frame N + 2
// But Present time is in reality synched with the monitor/display refresh rate, it s always longer than batchTime.
// So if batchTime is fast enough relative to presentTime we are using it, otherwise we are using presentTime. got it ?
auto presentTime = (_presentTime > _batchTime + LOD_BATCH_TO_PRESENT_CUSHION_TIME ? _batchTime + LOD_BATCH_TO_PRESENT_CUSHION_TIME : _presentTime);
float maxRenderTime = glm::max(glm::max(presentTime, _engineRunTime), _gpuTime);
// compute time-weighted running average maxRenderTime
// Note: we MUST clamp the blend to 1.0 for stability
float blend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE) ? realTimeDelta / LOD_ADJUST_RUNNING_AVG_TIMESCALE : 1.0f;
_avgRenderTime = (1.0f - blend) * _avgRenderTime + blend * maxRenderTime; // msec
if (!_automaticLODAdjust || _avgRenderTime == 0.0f) {
float nowBlend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE) ? realTimeDelta / LOD_ADJUST_RUNNING_AVG_TIMESCALE : 1.0f;
_nowRenderTime = (1.0f - nowBlend) * _nowRenderTime + nowBlend * maxRenderTime; // msec
float smoothBlend = (realTimeDelta < LOD_ADJUST_RUNNING_AVG_TIMESCALE * _smoothScale) ? realTimeDelta / (LOD_ADJUST_RUNNING_AVG_TIMESCALE * _smoothScale) : 1.0f;
_smoothRenderTime = (1.0f - smoothBlend) * _smoothRenderTime + smoothBlend * maxRenderTime; // msec
if (!_automaticLODAdjust || _nowRenderTime == 0.0f || _smoothRenderTime == 0.0f) {
// early exit
return;
}
float oldOctreeSizeScale = _octreeSizeScale;
float currentFPS = (float)MSECS_PER_SECOND / _avgRenderTime;
uint64_t now = usecTimestampNow();
if (currentFPS < getLODDecreaseFPS()) {
if (now > _decreaseFPSExpiry) {
_decreaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
if (_octreeSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) {
_octreeSizeScale *= LOD_AUTO_ADJUST_DECREMENT_FACTOR;
if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {
_octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;
}
emit LODDecreased();
// Assuming the LOD adjustment will work: we optimistically reset _avgRenderTime
// to provide an FPS just above the decrease threshold. It will drift close to its
// true value after a few LOD_ADJUST_TIMESCALEs and we'll adjust again as necessary.
_avgRenderTime = (float)MSECS_PER_SECOND / (getLODDecreaseFPS() + 1.0f);
}
_decreaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
}
_increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
} else if (currentFPS > getLODIncreaseFPS()) {
if (now > _increaseFPSExpiry) {
_increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
if (_octreeSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) {
if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {
_octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;
} else {
_octreeSizeScale *= LOD_AUTO_ADJUST_INCREMENT_FACTOR;
}
if (_octreeSizeScale > ADJUST_LOD_MAX_SIZE_SCALE) {
_octreeSizeScale = ADJUST_LOD_MAX_SIZE_SCALE;
}
emit LODIncreased();
// Assuming the LOD adjustment will work: we optimistically reset _avgRenderTime
// to provide an FPS just below the increase threshold. It will drift close to its
// true value after a few LOD_ADJUST_TIMESCALEs and we'll adjust again as necessary.
_avgRenderTime = (float)MSECS_PER_SECOND / (getLODIncreaseFPS() - 1.0f);
}
_increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
}
_decreaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
} else {
_increaseFPSExpiry = now + LOD_AUTO_ADJUST_PERIOD;
_decreaseFPSExpiry = _increaseFPSExpiry;
// Previous values for output
float oldOctreeSizeScale = getOctreeSizeScale();
float oldLODAngle = getLODAngleDeg();
// Target fps is slightly overshooted by 5hz
float targetFPS = getLODTargetFPS() + LOD_OFFSET_FPS;
// Current fps based on latest measurments
float currentNowFPS = (float)MSECS_PER_SECOND / _nowRenderTime;
float currentSmoothFPS = (float)MSECS_PER_SECOND / _smoothRenderTime;
// Compute the Variance of the FPS signal (FPS - smouthFPS)^2
// Also scale it by a percentage for fine tuning (default is 100%)
float currentVarianceFPS = (currentSmoothFPS - currentNowFPS);
currentVarianceFPS *= currentVarianceFPS;
currentVarianceFPS *= _pidCoefs.w;
// evaluate current error between the current smoothFPS and target FPS
// and the sqaure of the error to compare against the Variance
auto currentErrorFPS = (targetFPS - currentSmoothFPS);
auto currentErrorFPSSquare = currentErrorFPS * currentErrorFPS;
// Define a noiseCoef that is trying to adjust the error to the FPS target value based on its strength
// relative to the current Variance of the FPS signal.
// If the error is within the variance, just set to 0.
// if its within 2x the variance scale the control
// and full control if error is bigger than 2x variance
auto noiseCoef = 1.0f;
if (currentErrorFPSSquare < currentVarianceFPS) {
noiseCoef = 0.0f;
} else if (currentErrorFPSSquare < 2.0f * currentVarianceFPS) {
noiseCoef = (currentErrorFPSSquare - currentVarianceFPS) / currentVarianceFPS;
}
// The final normalized error is the the error to the FPS target, weighted by the noiseCoef, then normailzed by the target FPS.
// it s also clamped in the [-1, 1] range
auto error = noiseCoef * currentErrorFPS / targetFPS;
error = glm::clamp(error, -1.0f, 1.0f);
// Now we are getting into the P.I.D. controler code
// retreive the history of pid error and integral
auto previous_error = _pidHistory.x;
auto previous_integral = _pidHistory.y;
// The dt used for temporal values of the controller is the current realTimedelta
// clamped to a reasonable granularity to make sure we are not over reacting
auto dt = std::min(realTimeDelta, LOD_ADJUST_RUNNING_AVG_TIMESCALE);
// Compute the current integral and clamp to avoid accumulation
auto integral = previous_integral + error * dt;
glm::clamp(integral, -1.0f, 1.0f);
// Compute derivative
auto derivative = (error - previous_error) / dt;
// remember history
_pidHistory.x = error;
_pidHistory.y = integral;
_pidHistory.z = derivative;
// Compute the output of the PID and record intermediate results for tuning
_pidOutputs.x = _pidCoefs.x * error; // Kp * error
_pidOutputs.y = _pidCoefs.y * integral; // Ki * integral
_pidOutputs.z = _pidCoefs.z * derivative; // Kd * derivative
auto output = _pidOutputs.x + _pidOutputs.y + _pidOutputs.z;
_pidOutputs.w = output;
// And now add the output of the controller to the LODAngle where we will guarantee it is in the proper range
setLODAngleDeg(oldLODAngle + output);
if (oldOctreeSizeScale != _octreeSizeScale) {
auto lodToolsDialog = DependencyManager::get<DialogsManager>()->getLodToolsDialog();
if (lodToolsDialog) {
@ -129,97 +156,96 @@ void LODManager::autoAdjustLOD(float realTimeDelta) {
}
}
float LODManager::getLODAngleHalfTan() const {
return getPerspectiveAccuracyAngleTan(_octreeSizeScale, _boundaryLevelAdjust);
}
float LODManager::getLODAngle() const {
return 2.0f * atanf(getLODAngleHalfTan());
}
float LODManager::getLODAngleDeg() const {
return glm::degrees(getLODAngle());
}
void LODManager::setLODAngleDeg(float lodAngle) {
auto newSolidAngle = std::max(0.5f, std::min(lodAngle, 90.f));
auto halTan = glm::tan(glm::radians(newSolidAngle * 0.5f));
auto octreeSizeScale = TREE_SCALE * OCTREE_TO_MESH_RATIO / halTan;
setOctreeSizeScale(octreeSizeScale);
}
void LODManager::setSmoothScale(float t) {
_smoothScale = glm::max(1.0f, t);
}
float LODManager::getPidKp() const {
return _pidCoefs.x;
}
float LODManager::getPidKi() const {
return _pidCoefs.y;
}
float LODManager::getPidKd() const {
return _pidCoefs.z;
}
float LODManager::getPidKv() const {
return _pidCoefs.w;
}
void LODManager::setPidKp(float k) {
_pidCoefs.x = k;
}
void LODManager::setPidKi(float k) {
_pidCoefs.y = k;
}
void LODManager::setPidKd(float k) {
_pidCoefs.z = k;
}
void LODManager::setPidKv(float t) {
_pidCoefs.w = t;
}
float LODManager::getPidOp() const {
return _pidOutputs.x;
}
float LODManager::getPidOi() const {
return _pidOutputs.y;
}
float LODManager::getPidOd() const {
return _pidOutputs.z;
}
float LODManager::getPidO() const {
return _pidOutputs.w;
}
void LODManager::resetLODAdjust() {
_decreaseFPSExpiry = _increaseFPSExpiry = usecTimestampNow() + LOD_AUTO_ADJUST_PERIOD;
}
float LODManager::getLODLevel() const {
// simpleLOD is a linearized and normalized number that represents how much LOD is being applied.
// It ranges from:
// 1.0 = normal (max) level of detail
// 0.0 = min level of detail
// In other words: as LOD "drops" the value of simpleLOD will also "drop", and it cannot go lower than 0.0.
const float LOG_MIN_LOD_RATIO = logf(ADJUST_LOD_MIN_SIZE_SCALE / ADJUST_LOD_MAX_SIZE_SCALE);
float power = logf(_octreeSizeScale / ADJUST_LOD_MAX_SIZE_SCALE);
float simpleLOD = (LOG_MIN_LOD_RATIO - power) / LOG_MIN_LOD_RATIO;
return simpleLOD;
}
const float MIN_DECREASE_FPS = 0.5f;
void LODManager::setDesktopLODDecreaseFPS(float fps) {
if (fps < MIN_DECREASE_FPS) {
// avoid divide by zero
fps = MIN_DECREASE_FPS;
}
_desktopMaxRenderTime = (float)MSECS_PER_SECOND / fps;
}
float LODManager::getDesktopLODDecreaseFPS() const {
return (float)MSECS_PER_SECOND / _desktopMaxRenderTime;
}
float LODManager::getDesktopLODIncreaseFPS() const {
return glm::min(((float)MSECS_PER_SECOND / _desktopMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_DESKTOP_FPS);
}
void LODManager::setHMDLODDecreaseFPS(float fps) {
if (fps < MIN_DECREASE_FPS) {
// avoid divide by zero
fps = MIN_DECREASE_FPS;
}
_hmdMaxRenderTime = (float)MSECS_PER_SECOND / fps;
}
float LODManager::getHMDLODDecreaseFPS() const {
return (float)MSECS_PER_SECOND / _hmdMaxRenderTime;
}
float LODManager::getHMDLODIncreaseFPS() const {
return glm::min(((float)MSECS_PER_SECOND / _hmdMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_HMD_FPS);
}
QString LODManager::getLODFeedbackText() {
// determine granularity feedback
int boundaryLevelAdjust = getBoundaryLevelAdjust();
QString granularityFeedback;
switch (boundaryLevelAdjust) {
case 0: {
granularityFeedback = QString(".");
} break;
case 1: {
granularityFeedback = QString(" at half of standard granularity.");
} break;
case 2: {
granularityFeedback = QString(" at a third of standard granularity.");
} break;
default: {
granularityFeedback = QString(" at 1/%1th of standard granularity.").arg(boundaryLevelAdjust + 1);
} break;
}
// distance feedback
float octreeSizeScale = getOctreeSizeScale();
float relativeToDefault = octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE;
int relativeToTwentyTwenty = 20 / relativeToDefault;
QString result;
if (relativeToDefault > 1.01f) {
result = QString("20:%1 or %2 times further than average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault,0,'f',2).arg(granularityFeedback);
} else if (relativeToDefault > 0.99f) {
result = QString("20:20 or the default distance for average vision%1").arg(granularityFeedback);
} else if (relativeToDefault > 0.01f) {
result = QString("20:%1 or %2 of default distance for average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault,0,'f',3).arg(granularityFeedback);
} else {
result = QString("%2 of default distance for average vision%3").arg(relativeToDefault,0,'f',3).arg(granularityFeedback);
}
return result;
void LODManager::setAutomaticLODAdjust(bool value) {
_automaticLODAdjust = value;
emit autoLODChanged();
}
bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
// FIXME - eventually we want to use the render accuracy as an indicator for the level of detail
// to use in rendering.
float renderAccuracy = calculateRenderAccuracy(args->getViewFrustum().getPosition(), bounds, args->_sizeScale, args->_boundaryLevelAdjust);
return (renderAccuracy > 0.0f);
// To decide if the bound should be rendered or not at the specified Args->lodAngle,
// we need to compute the apparent angle of the bound from the frustum origin,
// and compare it against the lodAngle, if it is greater or equal we should render the content of that bound.
// we abstract the bound as a sphere centered on the bound center and of radius half diagonal of the bound.
// Instead of comparing angles, we are comparing the tangent of the half angle which are more efficient to compute:
// we are comparing the square of the half tangent apparent angle for the bound against the LODAngle Half tangent square
// if smaller, the bound is too small and we should NOT render it, return true otherwise.
// Tangent Adjacent side is eye to bound center vector length
auto pos = args->getViewFrustum().getPosition() - bounds.calcCenter();
auto halfTanAdjacentSq = glm::dot(pos, pos);
// Tangent Opposite side is the half length of the dimensions vector of the bound
auto dim = bounds.getDimensions();
auto halfTanOppositeSq = 0.25f * glm::dot(dim, dim);
// The test is:
// isVisible = halfTanSq >= lodHalfTanSq = (halfTanOppositeSq / halfTanAdjacentSq) >= lodHalfTanSq
// which we express as below to avoid division
// (halfTanOppositeSq) >= lodHalfTanSq * halfTanAdjacentSq
return (halfTanOppositeSq >= args->_lodAngleHalfTanSq * halfTanAdjacentSq);
};
void LODManager::setOctreeSizeScale(float sizeScale) {
@ -230,13 +256,140 @@ void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
_boundaryLevelAdjust = boundaryLevelAdjust;
}
QString LODManager::getLODFeedbackText() {
// determine granularity feedback
int boundaryLevelAdjust = getBoundaryLevelAdjust();
QString granularityFeedback;
switch (boundaryLevelAdjust) {
case 0: {
granularityFeedback = QString(".");
} break;
case 1: {
granularityFeedback = QString(" at half of standard granularity.");
} break;
case 2: {
granularityFeedback = QString(" at a third of standard granularity.");
} break;
default: {
granularityFeedback = QString(" at 1/%1th of standard granularity.").arg(boundaryLevelAdjust + 1);
} break;
}
// distance feedback
float octreeSizeScale = getOctreeSizeScale();
float relativeToDefault = octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE;
int relativeToTwentyTwenty = 20 / relativeToDefault;
QString result;
if (relativeToDefault > 1.01f) {
result = QString("20:%1 or %2 times further than average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault, 0, 'f', 2).arg(granularityFeedback);
} else if (relativeToDefault > 0.99f) {
result = QString("20:20 or the default distance for average vision%1").arg(granularityFeedback);
} else if (relativeToDefault > 0.01f) {
result = QString("20:%1 or %2 of default distance for average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault, 0, 'f', 3).arg(granularityFeedback);
} else {
result = QString("%2 of default distance for average vision%3").arg(relativeToDefault, 0, 'f', 3).arg(granularityFeedback);
}
return result;
}
void LODManager::loadSettings() {
setDesktopLODDecreaseFPS(desktopLODDecreaseFPS.get());
setHMDLODDecreaseFPS(hmdLODDecreaseFPS.get());
setDesktopLODTargetFPS(desktopLODDecreaseFPS.get());
setHMDLODTargetFPS(hmdLODDecreaseFPS.get());
}
void LODManager::saveSettings() {
desktopLODDecreaseFPS.set(getDesktopLODDecreaseFPS());
hmdLODDecreaseFPS.set(getHMDLODDecreaseFPS());
desktopLODDecreaseFPS.set(getDesktopLODTargetFPS());
hmdLODDecreaseFPS.set(getHMDLODTargetFPS());
}
const float MIN_DECREASE_FPS = 0.5f;
void LODManager::setDesktopLODTargetFPS(float fps) {
if (fps < MIN_DECREASE_FPS) {
// avoid divide by zero
fps = MIN_DECREASE_FPS;
}
_desktopTargetFPS = fps;
}
float LODManager::getDesktopLODTargetFPS() const {
return _desktopTargetFPS;
}
void LODManager::setHMDLODTargetFPS(float fps) {
if (fps < MIN_DECREASE_FPS) {
// avoid divide by zero
fps = MIN_DECREASE_FPS;
}
_hmdTargetFPS = fps;
}
float LODManager::getHMDLODTargetFPS() const {
return _hmdTargetFPS;
}
float LODManager::getLODTargetFPS() const {
if (qApp->isHMDMode()) {
return getHMDLODTargetFPS();
}
return getDesktopLODTargetFPS();
}
void LODManager::setWorldDetailQuality(float quality) {
static const float MIN_FPS = 10;
static const float LOW = 0.25f;
bool isLowestValue = quality == LOW;
bool isHMDMode = qApp->isHMDMode();
float maxFPS = isHMDMode ? LOD_MAX_LIKELY_HMD_FPS : LOD_MAX_LIKELY_DESKTOP_FPS;
float desiredFPS = maxFPS;
if (!isLowestValue) {
float calculatedFPS = (maxFPS - (maxFPS * quality));
desiredFPS = calculatedFPS < MIN_FPS ? MIN_FPS : calculatedFPS;
}
if (isHMDMode) {
setHMDLODTargetFPS(desiredFPS);
} else {
setDesktopLODTargetFPS(desiredFPS);
}
emit worldDetailQualityChanged();
}
float LODManager::getWorldDetailQuality() const {
static const float LOW = 0.25f;
static const float MEDIUM = 0.5f;
static const float HIGH = 0.75f;
bool inHMD = qApp->isHMDMode();
float targetFPS = 0.0f;
if (inHMD) {
targetFPS = getHMDLODTargetFPS();
} else {
targetFPS = getDesktopLODTargetFPS();
}
float maxFPS = inHMD ? LOD_MAX_LIKELY_HMD_FPS : LOD_MAX_LIKELY_DESKTOP_FPS;
float percentage = 1.0f - targetFPS / maxFPS;
if (percentage <= LOW) {
return LOW;
} else if (percentage <= MEDIUM) {
return MEDIUM;
}
return HIGH;
}
void LODManager::setLODQualityLevel(float quality) {
_lodQualityLevel = quality;
}
float LODManager::getLODQualityLevel() const {
return _lodQualityLevel;
}

View file

@ -19,18 +19,11 @@
#include <SimpleMovingAverage.h>
#include <render/Args.h>
const float DEFAULT_DESKTOP_LOD_DOWN_FPS = 30.0f;
const float DEFAULT_HMD_LOD_DOWN_FPS = 34.0f;
const float DEFAULT_DESKTOP_MAX_RENDER_TIME = (float)MSECS_PER_SECOND / DEFAULT_DESKTOP_LOD_DOWN_FPS; // msec
const float DEFAULT_HMD_MAX_RENDER_TIME = (float)MSECS_PER_SECOND / DEFAULT_HMD_LOD_DOWN_FPS; // msec
const float MAX_LIKELY_DESKTOP_FPS = 59.0f; // this is essentially, V-synch - 1 fps
const float MAX_LIKELY_HMD_FPS = 74.0f; // this is essentially, V-synch - 1 fps
const float INCREASE_LOD_GAP_FPS = 10.0f; // fps
// The default value DEFAULT_OCTREE_SIZE_SCALE means you can be 400 meters away from a 1 meter object in order to see it (which is ~20:20 vision).
const float ADJUST_LOD_MAX_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE;
// This controls how low the auto-adjust LOD will go. We want a minimum vision of ~20:500 or 0.04 of default
const float ADJUST_LOD_MIN_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE * 0.04f;
const float LOD_DEFAULT_QUALITY_LEVEL = 0.5f; // default quality level setting is Mid
const float LOD_MAX_LIKELY_DESKTOP_FPS = 60.0f; // this is essentially, V-synch fps
const float LOD_MAX_LIKELY_HMD_FPS = 90.0f; // this is essentially, V-synch fps
const float LOD_OFFSET_FPS = 5.0f; // offset of FPS to add for computing the target framerate
class AABox;
@ -53,24 +46,47 @@ class AABox;
class LODManager : public QObject, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
SINGLETON_DEPENDENCY
Q_PROPERTY(float presentTime READ getPresentTime)
Q_PROPERTY(float engineRunTime READ getEngineRunTime)
Q_PROPERTY(float gpuTime READ getGPUTime)
Q_PROPERTY(float avgRenderTime READ getAverageRenderTime)
Q_PROPERTY(float fps READ getMaxTheoreticalFPS)
Q_PROPERTY(float lodLevel READ getLODLevel)
Q_PROPERTY(float lodDecreaseFPS READ getLODDecreaseFPS)
Q_PROPERTY(float lodIncreaseFPS READ getLODIncreaseFPS)
Q_PROPERTY(float worldDetailQuality READ getWorldDetailQuality WRITE setWorldDetailQuality NOTIFY worldDetailQualityChanged)
Q_PROPERTY(float lodQualityLevel READ getLODQualityLevel WRITE setLODQualityLevel NOTIFY lodQualityLevelChanged)
Q_PROPERTY(bool automaticLODAdjust READ getAutomaticLODAdjust WRITE setAutomaticLODAdjust NOTIFY autoLODChanged)
Q_PROPERTY(float presentTime READ getPresentTime)
Q_PROPERTY(float engineRunTime READ getEngineRunTime)
Q_PROPERTY(float batchTime READ getBatchTime)
Q_PROPERTY(float gpuTime READ getGPUTime)
Q_PROPERTY(float nowRenderTime READ getNowRenderTime)
Q_PROPERTY(float nowRenderFPS READ getNowRenderFPS)
Q_PROPERTY(float smoothScale READ getSmoothScale WRITE setSmoothScale)
Q_PROPERTY(float smoothRenderTime READ getSmoothRenderTime)
Q_PROPERTY(float smoothRenderFPS READ getSmoothRenderFPS)
Q_PROPERTY(float lodTargetFPS READ getLODTargetFPS)
Q_PROPERTY(float lodAngleDeg READ getLODAngleDeg WRITE setLODAngleDeg)
Q_PROPERTY(float pidKp READ getPidKp WRITE setPidKp)
Q_PROPERTY(float pidKi READ getPidKi WRITE setPidKi)
Q_PROPERTY(float pidKd READ getPidKd WRITE setPidKd)
Q_PROPERTY(float pidKv READ getPidKv WRITE setPidKv)
Q_PROPERTY(float pidOp READ getPidOp)
Q_PROPERTY(float pidOi READ getPidOi)
Q_PROPERTY(float pidOd READ getPidOd)
Q_PROPERTY(float pidO READ getPidO)
public:
/**jsdoc
* @function LODManager.setAutomaticLODAdjust
* @param {boolean} value
*/
Q_INVOKABLE void setAutomaticLODAdjust(bool value) { _automaticLODAdjust = value; }
Q_INVOKABLE void setAutomaticLODAdjust(bool value);
/**jsdoc
* @function LODManager.getAutomaticLODAdjust
@ -79,42 +95,31 @@ public:
Q_INVOKABLE bool getAutomaticLODAdjust() const { return _automaticLODAdjust; }
/**jsdoc
* @function LODManager.setDesktopLODDecreaseFPS
* @function LODManager.setDesktopLODTargetFPS
* @param {number} value
*/
Q_INVOKABLE void setDesktopLODDecreaseFPS(float value);
Q_INVOKABLE void setDesktopLODTargetFPS(float value);
/**jsdoc
* @function LODManager.getDesktopLODDecreaseFPS
* @function LODManager.getDesktopLODTargetFPS
* @returns {number}
*/
Q_INVOKABLE float getDesktopLODDecreaseFPS() const;
Q_INVOKABLE float getDesktopLODTargetFPS() const;
/**jsdoc
* @function LODManager.getDesktopLODIncreaseFPS
* @returns {number}
*/
Q_INVOKABLE float getDesktopLODIncreaseFPS() const;
/**jsdoc
* @function LODManager.setHMDLODDecreaseFPS
* @function LODManager.setHMDLODTargetFPS
* @param {number} value
*/
Q_INVOKABLE void setHMDLODDecreaseFPS(float value);
Q_INVOKABLE void setHMDLODTargetFPS(float value);
/**jsdoc
* @function LODManager.getHMDLODDecreaseFPS
* @function LODManager.getHMDLODTargetFPS
* @returns {number}
*/
Q_INVOKABLE float getHMDLODDecreaseFPS() const;
Q_INVOKABLE float getHMDLODTargetFPS() const;
/**jsdoc
* @function LODManager.getHMDLODIncreaseFPS
* @returns {number}
*/
Q_INVOKABLE float getHMDLODIncreaseFPS() const;
// User Tweakable LOD Items
/**jsdoc
@ -148,32 +153,61 @@ public:
Q_INVOKABLE int getBoundaryLevelAdjust() const { return _boundaryLevelAdjust; }
/**jsdoc
* @function LODManager.getLODDecreaseFPS
* @returns {number}
*/
Q_INVOKABLE float getLODDecreaseFPS() const;
* @function LODManager.getLODTargetFPS
* @returns {number}
*/
Q_INVOKABLE float getLODTargetFPS() const;
/**jsdoc
* @function LODManager.getLODIncreaseFPS
* @returns {number}
*/
Q_INVOKABLE float getLODIncreaseFPS() const;
float getPresentTime() const { return _presentTime; }
float getEngineRunTime() const { return _engineRunTime; }
float getBatchTime() const { return _batchTime; }
float getGPUTime() const { return _gpuTime; }
static bool shouldRender(const RenderArgs* args, const AABox& bounds);
void setRenderTimes(float presentTime, float engineRunTime, float gpuTime);
void setRenderTimes(float presentTime, float engineRunTime, float batchTime, float gpuTime);
void autoAdjustLOD(float realTimeDelta);
void loadSettings();
void saveSettings();
void resetLODAdjust();
float getAverageRenderTime() const { return _avgRenderTime; };
float getMaxTheoreticalFPS() const { return (float)MSECS_PER_SECOND / _avgRenderTime; };
float getLODLevel() const;
float getNowRenderTime() const { return _nowRenderTime; };
float getNowRenderFPS() const { return (_nowRenderTime > 0.0f ? (float)MSECS_PER_SECOND / _nowRenderTime : 0.0f); };
void setSmoothScale(float t);
float getSmoothScale() const { return _smoothScale; }
float getSmoothRenderTime() const { return _smoothRenderTime; };
float getSmoothRenderFPS() const { return (_smoothRenderTime > 0.0f ? (float)MSECS_PER_SECOND / _smoothRenderTime : 0.0f); };
void setWorldDetailQuality(float quality);
float getWorldDetailQuality() const;
void setLODQualityLevel(float quality);
float getLODQualityLevel() const;
float getLODAngleDeg() const;
void setLODAngleDeg(float lodAngle);
float getLODAngleHalfTan() const;
float getLODAngle() const;
float getPidKp() const;
float getPidKi() const;
float getPidKd() const;
float getPidKv() const;
void setPidKp(float k);
void setPidKi(float k);
void setPidKd(float k);
void setPidKv(float t);
float getPidOp() const;
float getPidOi() const;
float getPidOd() const;
float getPidO() const;
static const float DEFAULT_DESKTOP_LOD_DOWN_FPS;
static const float DEFAULT_HMD_LOD_DOWN_FPS;
signals:
@ -189,22 +223,35 @@ signals:
*/
void LODDecreased();
void autoLODChanged();
void lodQualityLevelChanged();
void worldDetailQualityChanged();
private:
LODManager();
bool _automaticLODAdjust = true;
float _presentTime { 0.0f }; // msec
float _engineRunTime { 0.0f }; // msec
float _gpuTime { 0.0f }; // msec
float _avgRenderTime { 0.0f }; // msec
float _desktopMaxRenderTime { DEFAULT_DESKTOP_MAX_RENDER_TIME };
float _hmdMaxRenderTime { DEFAULT_HMD_MAX_RENDER_TIME };
float _presentTime{ 0.0f }; // msec
float _engineRunTime{ 0.0f }; // msec
float _batchTime{ 0.0f }; // msec
float _gpuTime{ 0.0f }; // msec
float _nowRenderTime{ 0.0f }; // msec
float _smoothScale{ 10.0f }; // smooth is evaluated over 10 times longer than now
float _smoothRenderTime{ 0.0f }; // msec
float _lodQualityLevel{ LOD_DEFAULT_QUALITY_LEVEL };
float _desktopTargetFPS { LOD_OFFSET_FPS + LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_DESKTOP_FPS };
float _hmdTargetFPS { LOD_OFFSET_FPS + LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_HMD_FPS };
float _octreeSizeScale = DEFAULT_OCTREE_SIZE_SCALE;
int _boundaryLevelAdjust = 0;
uint64_t _decreaseFPSExpiry { 0 };
uint64_t _increaseFPSExpiry { 0 };
glm::vec4 _pidCoefs{ 1.0f, 0.0f, 0.0f, 1.0f }; // Kp, Ki, Kd, Kv
glm::vec4 _pidHistory{ 0.0f };
glm::vec4 _pidOutputs{ 0.0f };
};
#endif // hifi_LODManager_h

View file

@ -55,53 +55,12 @@ void setupPreferences() {
// Graphics quality
static const QString GRAPHICS_QUALITY { "Graphics Quality" };
{
static const float MAX_DESKTOP_FPS = 60;
static const float MAX_HMD_FPS = 90;
static const float MIN_FPS = 10;
static const float LOW = 0.25f;
static const float MEDIUM = 0.5f;
static const float HIGH = 0.75f;
auto getter = []()->float {
auto lodManager = DependencyManager::get<LODManager>();
bool inHMD = qApp->isHMDMode();
float increaseFPS = 0;
if (inHMD) {
increaseFPS = lodManager->getHMDLODDecreaseFPS();
} else {
increaseFPS = lodManager->getDesktopLODDecreaseFPS();
}
float maxFPS = inHMD ? MAX_HMD_FPS : MAX_DESKTOP_FPS;
float percentage = increaseFPS / maxFPS;
if (percentage >= HIGH) {
return LOW;
} else if (percentage >= LOW) {
return MEDIUM;
}
return HIGH;
return DependencyManager::get<LODManager>()->getWorldDetailQuality();
};
auto setter = [](float value) {
static const float THRASHING_DIFFERENCE = 10;
auto lodManager = DependencyManager::get<LODManager>();
bool isLowestValue = value == LOW;
bool isHMDMode = qApp->isHMDMode();
float maxFPS = isHMDMode ? MAX_HMD_FPS : MAX_DESKTOP_FPS;
float desiredFPS = maxFPS - THRASHING_DIFFERENCE;
if (!isLowestValue) {
float calculatedFPS = (maxFPS - (maxFPS * value)) - THRASHING_DIFFERENCE;
desiredFPS = calculatedFPS < MIN_FPS ? MIN_FPS : calculatedFPS;
}
if (isHMDMode) {
lodManager->setHMDLODDecreaseFPS(desiredFPS);
} else {
lodManager->setDesktopLODDecreaseFPS(desiredFPS);
}
DependencyManager::get<LODManager>()->setWorldDetailQuality(value);
};
auto wodSlider = new SliderPreference(GRAPHICS_QUALITY, "World Detail", getter, setter);

View file

@ -370,27 +370,35 @@ void Stats::updateStats(bool force) {
STAT_UPDATE(engineFrameTime, (float) config->getCPURunTime());
STAT_UPDATE(avatarSimulationTime, (float)avatarManager->getAvatarSimulationTime());
STAT_UPDATE(gpuBuffers, (int)gpu::Context::getBufferGPUCount());
STAT_UPDATE(gpuBufferMemory, (int)BYTES_TO_MB(gpu::Context::getBufferGPUMemSize()));
STAT_UPDATE(gpuTextures, (int)gpu::Context::getTextureGPUCount());
if (_expanded) {
STAT_UPDATE(gpuBuffers, (int)gpu::Context::getBufferGPUCount());
STAT_UPDATE(gpuBufferMemory, (int)BYTES_TO_MB(gpu::Context::getBufferGPUMemSize()));
STAT_UPDATE(gpuTextures, (int)gpu::Context::getTextureGPUCount());
STAT_UPDATE(glContextSwapchainMemory, (int)BYTES_TO_MB(gl::Context::getSwapchainMemoryUsage()));
STAT_UPDATE(glContextSwapchainMemory, (int)BYTES_TO_MB(gl::Context::getSwapchainMemoryUsage()));
STAT_UPDATE(qmlTextureMemory, (int)BYTES_TO_MB(OffscreenQmlSurface::getUsedTextureMemory()));
STAT_UPDATE(texturePendingTransfers, (int)BYTES_TO_MB(gpu::Context::getTexturePendingGPUTransferMemSize()));
STAT_UPDATE(gpuTextureMemory, (int)BYTES_TO_MB(gpu::Context::getTextureGPUMemSize()));
STAT_UPDATE(gpuTextureResidentMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResidentGPUMemSize()));
STAT_UPDATE(gpuTextureFramebufferMemory, (int)BYTES_TO_MB(gpu::Context::getTextureFramebufferGPUMemSize()));
STAT_UPDATE(gpuTextureResourceMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourceGPUMemSize()));
STAT_UPDATE(gpuTextureResourceIdealMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourceIdealGPUMemSize()));
STAT_UPDATE(gpuTextureResourcePopulatedMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourcePopulatedGPUMemSize()));
STAT_UPDATE(gpuTextureExternalMemory, (int)BYTES_TO_MB(gpu::Context::getTextureExternalGPUMemSize()));
STAT_UPDATE(qmlTextureMemory, (int)BYTES_TO_MB(OffscreenQmlSurface::getUsedTextureMemory()));
STAT_UPDATE(texturePendingTransfers, (int)BYTES_TO_MB(gpu::Context::getTexturePendingGPUTransferMemSize()));
STAT_UPDATE(gpuTextureMemory, (int)BYTES_TO_MB(gpu::Context::getTextureGPUMemSize()));
STAT_UPDATE(gpuTextureResidentMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResidentGPUMemSize()));
STAT_UPDATE(gpuTextureFramebufferMemory, (int)BYTES_TO_MB(gpu::Context::getTextureFramebufferGPUMemSize()));
STAT_UPDATE(gpuTextureResourceMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourceGPUMemSize()));
STAT_UPDATE(gpuTextureResourceIdealMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourceIdealGPUMemSize()));
STAT_UPDATE(gpuTextureResourcePopulatedMemory, (int)BYTES_TO_MB(gpu::Context::getTextureResourcePopulatedGPUMemSize()));
STAT_UPDATE(gpuTextureExternalMemory, (int)BYTES_TO_MB(gpu::Context::getTextureExternalGPUMemSize()));
#if !defined(Q_OS_ANDROID)
STAT_UPDATE(gpuTextureMemoryPressureState, getTextureMemoryPressureModeString());
STAT_UPDATE(gpuTextureMemoryPressureState, getTextureMemoryPressureModeString());
#endif
STAT_UPDATE(gpuFreeMemory, (int)BYTES_TO_MB(gpu::Context::getFreeGPUMemSize()));
STAT_UPDATE(rectifiedTextureCount, (int)RECTIFIED_TEXTURE_COUNT.load());
STAT_UPDATE(decimatedTextureCount, (int)DECIMATED_TEXTURE_COUNT.load());
STAT_UPDATE(gpuFreeMemory, (int)BYTES_TO_MB(gpu::Context::getFreeGPUMemSize()));
STAT_UPDATE(rectifiedTextureCount, (int)RECTIFIED_TEXTURE_COUNT.load());
STAT_UPDATE(decimatedTextureCount, (int)DECIMATED_TEXTURE_COUNT.load());
}
gpu::ContextStats gpuFrameStats;
gpuContext->getFrameStats(gpuFrameStats);
STAT_UPDATE(drawcalls, gpuFrameStats._DSNumDrawcalls);
// Incoming packets
QLocale locale(QLocale::English);

View file

@ -93,7 +93,6 @@ private: \
* @property {number} processing - <em>Read-only.</em>
* @property {number} processingPending - <em>Read-only.</em>
* @property {number} triangles - <em>Read-only.</em>
* @property {number} quads - <em>Read-only.</em>
* @property {number} materialSwitches - <em>Read-only.</em>
* @property {number} itemConsidered - <em>Read-only.</em>
* @property {number} itemOutOfView - <em>Read-only.</em>
@ -249,7 +248,7 @@ class Stats : public QQuickItem {
STATS_PROPERTY(int, processing, 0)
STATS_PROPERTY(int, processingPending, 0)
STATS_PROPERTY(int, triangles, 0)
STATS_PROPERTY(int, quads, 0)
STATS_PROPERTY(int, drawcalls, 0)
STATS_PROPERTY(int, materialSwitches, 0)
STATS_PROPERTY(int, itemConsidered, 0)
STATS_PROPERTY(int, itemOutOfView, 0)
@ -735,11 +734,12 @@ signals:
void trianglesChanged();
/**jsdoc
* Triggered when the value of the <code>quads</code> property changes.
* @function Stats.quadsChanged
* @returns {Signal}
*/
void quadsChanged();
* Triggered when the value of the <code>drawcalls</code> property changes.
* This
* @function Stats.drawcallsChanged
* @returns {Signal}
*/
void drawcallsChanged();
/**jsdoc
* Triggered when the value of the <code>materialSwitches</code> property changes.

View file

@ -64,10 +64,14 @@ float boundaryDistanceForRenderLevel(unsigned int renderLevel, float voxelSizeSc
return voxelSizeScale / powf(2.0f, renderLevel);
}
float getPerspectiveAccuracyAngle(float octreeSizeScale, int boundaryLevelAdjust) {
float getPerspectiveAccuracyAngleTan(float octreeSizeScale, int boundaryLevelAdjust) {
const float maxScale = (float)TREE_SCALE;
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / OCTREE_TO_MESH_RATIO;
return atan(maxScale / visibleDistanceAtMaxScale);
return (maxScale / visibleDistanceAtMaxScale);
}
float getPerspectiveAccuracyAngle(float octreeSizeScale, int boundaryLevelAdjust) {
return atan(getPerspectiveAccuracyAngleTan(octreeSizeScale, boundaryLevelAdjust));
}
float getOrthographicAccuracySize(float octreeSizeScale, int boundaryLevelAdjust) {
@ -75,9 +79,3 @@ float getOrthographicAccuracySize(float octreeSizeScale, int boundaryLevelAdjust
const float smallestSize = 0.01f;
return (smallestSize * MAX_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT) / boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale);
}
bool isAngularSizeBigEnough(glm::vec3 position, const AACube& cube, float lodScaleFactor, float minDiameter) {
float distance = glm::distance(cube.calcCenter(), position) + MIN_VISIBLE_DISTANCE;
float angularDiameter = cube.getScale() / distance;
return angularDiameter > minDiameter * lodScaleFactor;
}

View file

@ -29,6 +29,7 @@ float calculateRenderAccuracy(const glm::vec3& position,
float boundaryDistanceForRenderLevel(unsigned int renderLevel, float voxelSizeScale);
float getPerspectiveAccuracyAngleTan(float octreeSizeScale, int boundaryLevelAdjust);
float getPerspectiveAccuracyAngle(float octreeSizeScale, int boundaryLevelAdjust);
float getOrthographicAccuracySize(float octreeSizeScale, int boundaryLevelAdjust);
@ -38,6 +39,4 @@ const float MIN_ELEMENT_ANGULAR_DIAMETER = 0.0043301f; // radians
const float MIN_ENTITY_ANGULAR_DIAMETER = MIN_ELEMENT_ANGULAR_DIAMETER * SQRT_THREE;
const float MIN_VISIBLE_DISTANCE = 0.0001f; // helps avoid divide-by-zero check
bool isAngularSizeBigEnough(glm::vec3 position, const AACube& cube, float lodScaleFactor, float minDiameter);
#endif // hifi_OctreeUtils_h

View file

@ -62,8 +62,8 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterReceiverFilter, queryResolution).asVarying();
const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowTree", fetchInput);
const auto selectionInputs = FetchSpatialSelection::Inputs(shadowSelection, shadowCasterReceiverFilter).asVarying();
const auto shadowItems = task.addJob<FetchSpatialSelection>("FetchShadowSelection", selectionInputs);
const auto selectionInputs = FilterSpatialSelection::Inputs(shadowSelection, shadowCasterReceiverFilter).asVarying();
const auto shadowItems = task.addJob<FilterSpatialSelection>("FilterShadowSelection", selectionInputs);
// Cull objects that are not visible in camera view. Hopefully the cull functor only performs LOD culling, not
// frustum culling or this will make shadow casters out of the camera frustum disappear.

View file

@ -73,6 +73,7 @@ namespace render {
Args(const gpu::ContextPointer& context,
float sizeScale = 1.0f,
int boundaryLevelAdjust = 0,
float lodAngleHalfTan = 0.1f,
RenderMode renderMode = DEFAULT_RENDER_MODE,
DisplayMode displayMode = MONO,
DebugFlags debugFlags = RENDER_DEBUG_NONE,
@ -80,6 +81,8 @@ namespace render {
_context(context),
_sizeScale(sizeScale),
_boundaryLevelAdjust(boundaryLevelAdjust),
_lodAngleHalfTan(lodAngleHalfTan),
_lodAngleHalfTanSq(lodAngleHalfTan * lodAngleHalfTan),
_renderMode(renderMode),
_displayMode(displayMode),
_debugFlags(debugFlags),
@ -105,8 +108,12 @@ namespace render {
std::stack<ViewFrustum> _viewFrustums;
glm::ivec4 _viewport { 0.0f, 0.0f, 1.0f, 1.0f };
glm::vec3 _boomOffset { 0.0f, 0.0f, 1.0f };
float _sizeScale { 1.0f };
int _boundaryLevelAdjust { 0 };
float _lodAngleHalfTan{ 0.1f };
float _lodAngleHalfTanSq{ _lodAngleHalfTan * _lodAngleHalfTan };
RenderMode _renderMode { DEFAULT_RENDER_MODE };
DisplayMode _displayMode { MONO };
DebugFlags _debugFlags { RENDER_DEBUG_NONE };

View file

@ -155,7 +155,7 @@ void FetchSpatialTree::run(const RenderContextPointer& renderContext, const Inpu
// Octree selection!
float threshold = 0.0f;
if (queryFrustum.isPerspective()) {
threshold = getPerspectiveAccuracyAngle(args->_sizeScale, args->_boundaryLevelAdjust);
threshold = args->_lodAngleHalfTan;
if (frustumResolution.y > 0) {
threshold = glm::max(queryFrustum.getFieldOfView() / frustumResolution.y, threshold);
}
@ -445,7 +445,7 @@ void ApplyCullFunctorOnItemBounds::run(const RenderContextPointer& renderContext
}
}
void FetchSpatialSelection::run(const RenderContextPointer& renderContext,
void FilterSpatialSelection::run(const RenderContextPointer& renderContext,
const Inputs& inputs, ItemBounds& outItems) {
assert(renderContext->args);
auto& scene = renderContext->_scene;

View file

@ -147,12 +147,12 @@ namespace render {
};
class FetchSpatialSelection {
class FilterSpatialSelection {
public:
using Inputs = render::VaryingSet2<ItemSpatialTree::ItemSelection, ItemFilter>;
using JobModel = Job::ModelIO<FetchSpatialSelection, Inputs, ItemBounds>;
using JobModel = Job::ModelIO<FilterSpatialSelection, Inputs, ItemBounds>;
FetchSpatialSelection() {}
FilterSpatialSelection() {}
void run(const RenderContextPointer& renderContext, const Inputs& inputs, ItemBounds& outItems);
};

View file

@ -48,6 +48,11 @@ Item {
property var valueMax : 1
property var valueMin : 0
property var displayMinAt0 : true
property var _displayMaxValue : 1
property var _displayMinValue : 0
property var _values
property var tick : 0
@ -71,7 +76,9 @@ Item {
value: value,
fromBinding: isBinding,
valueMax: 1,
valueMin: 0,
numSamplesConstantMax: 0,
numSamplesConstantMin: 0,
valueHistory: new Array(),
label: (plot["label"] !== undefined ? plot["label"] : ""),
color: (plot["color"] !== undefined ? plot["color"] : "white"),
@ -90,6 +97,11 @@ Item {
_values[i].valueMax *= 0.25 // Fast reduce the max value as we click
}
}
function resetMin() {
for (var i = 0; i < _values.length; i++) {
_values[i].valueMin *= 0.25 // Fast reduce the min value as we click
}
}
function pullFreshValues() {
// Wait until values are created to begin pulling
@ -99,6 +111,7 @@ Item {
tick++;
var currentValueMax = 0
var currentValueMin = 0
for (var i = 0; i < _values.length; i++) {
var currentVal = (+_values[i].object[_values[i].value]) * _values[i].scale;
@ -112,26 +125,47 @@ Item {
_values[i].valueMax *= 0.99
_values[i].numSamplesConstantMax = 0
}
if (lostValue <= _values[i].valueMin) {
_values[i].valueMin *= 0.99
_values[i].numSamplesConstantMin = 0
}
}
if (_values[i].valueMax < currentVal) {
_values[i].valueMax = currentVal;
_values[i].numSamplesConstantMax = 0
}
if (_values[i].valueMin > currentVal) {
_values[i].valueMin = currentVal;
_values[i].numSamplesConstantMin = 0
}
if (_values[i].numSamplesConstantMax > VALUE_HISTORY_SIZE) {
_values[i].numSamplesConstantMax = 0
_values[i].valueMax *= 0.95 // lower slowly the current max if no new above max since a while
}
if (_values[i].numSamplesConstantMin > VALUE_HISTORY_SIZE) {
_values[i].numSamplesConstantMin = 0
_values[i].valueMin *= 0.95 // lower slowly the current min if no new above min since a while
}
if (currentValueMax < _values[i].valueMax) {
currentValueMax = _values[i].valueMax
}
if (currentValueMin > _values[i].valueMin) {
currentValueMin = _values[i].valueMin
}
}
if ((valueMax < currentValueMax) || (tick % VALUE_HISTORY_SIZE == 0)) {
valueMax = currentValueMax;
}
if ((valueMin > currentValueMin) || (tick % VALUE_HISTORY_SIZE == 0)) {
valueMin = currentValueMin;
}
_displayMaxValue = valueMax;
_displayMinValue = ( displayMinAt0 ? 0 : valueMin )
mycanvas.requestPaint()
}
@ -152,10 +186,10 @@ Item {
}
function pixelFromVal(val, valScale) {
return lineHeight + (height - lineHeight) * (1 - (0.9) * val / valueMax);
return lineHeight + (height - lineHeight) * (1 - (0.99) * (val - _displayMinValue) / (_displayMaxValue - _displayMinValue));
}
function valueFromPixel(pixY) {
return ((pixY - lineHeight) / (height - lineHeight) - 1) * valueMax / (-0.9);
return _displayMinValue + (((pixY - lineHeight) / (height - lineHeight) - 1) * (_displayMaxValue - _displayMinValue) / (-0.99));
}
function plotValueHistory(ctx, valHistory, color) {
var widthStep= width / (valHistory.length - 1);
@ -183,8 +217,10 @@ Item {
function displayTitle(ctx, text, maxVal) {
ctx.fillStyle = "grey";
ctx.textAlign = "right";
ctx.fillText(displayValue(valueFromPixel(lineHeight), root.valueUnit), width, lineHeight);
ctx.fillText("max " + displayValue(_displayMaxValue, root.valueUnit), width, pixelFromVal(_displayMaxValue));
ctx.fillText("min " + displayValue(_displayMinValue, root.valueUnit), width, pixelFromVal(_displayMinValue));
ctx.fillStyle = "white";
ctx.textAlign = "left";
ctx.fillText(text, 0, lineHeight);
@ -193,15 +229,37 @@ Item {
ctx.fillStyle = Qt.rgba(0, 0, 0, root.backgroundOpacity);
ctx.fillRect(0, 0, width, height);
ctx.strokeStyle= "grey";
/* ctx.strokeStyle= "grey";
ctx.lineWidth="2";
ctx.beginPath();
ctx.moveTo(0, lineHeight + 1);
ctx.lineTo(width, lineHeight + 1);
ctx.lineTo(width, lineHeight + 1);
ctx.moveTo(0, height);
ctx.lineTo(width, height);
ctx.stroke();*/
}
function displayMaxZeroMin(ctx) {
var maxY = pixelFromVal(_displayMaxValue);
ctx.strokeStyle= "LightSlateGray";
ctx.lineWidth="1";
ctx.beginPath();
ctx.moveTo(0, maxY);
ctx.lineTo(width, maxY);
ctx.stroke();
if (_displayMinValue != 0) {
var zeroY = pixelFromVal(0);
var minY = pixelFromVal(_displayMinValue);
ctx.beginPath();
ctx.moveTo(0, zeroY);
ctx.lineTo(width, zeroY);
ctx.moveTo(0, minY);
ctx.lineTo(width, minY);
ctx.stroke();
}
}
var ctx = getContext("2d");
@ -215,7 +273,9 @@ Item {
displayValueLegend(ctx, _values[i], i)
}
displayTitle(ctx, title, valueMax)
displayMaxZeroMin(ctx);
displayTitle(ctx, title, _displayMaxValue)
}
}
@ -225,6 +285,7 @@ Item {
onClicked: {
resetMax();
resetMin();
}
}
}

View file

@ -0,0 +1,81 @@
//
// RichSlider.qml
//
// Created by Zach Pomerantz on 2/8/2016
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or https://www.apache.org/licenses/LICENSE-2.0.html
//
import QtQuick 2.7
import QtQuick.Controls 1.4 as Original
import QtQuick.Controls.Styles 1.4
import "qrc:///qml/styles-uit"
import "qrc:///qml/controls-uit" as HifiControls
Item {
HifiConstants { id: hifi }
id: root
anchors.left: parent.left
anchors.right: parent.right
height: 24
function defaultGet() { return 0 }
function defaultSet(value) { }
property var labelAreaWidthScale: 0.5
property bool integral: false
property var numDigits: 2
property var valueVarSetter: defaultSet
property alias valueVar : sliderControl.value
property alias min: sliderControl.minimumValue
property alias max: sliderControl.maximumValue
property alias label: labelControl.text
property bool showLabel: true
property bool showValue: true
signal valueChanged(real value)
Component.onCompleted: {
}
HifiControls.Label {
id: labelControl
text: root.label
enabled: root.showLabel
anchors.left: root.left
width: root.width * root.labelAreaWidthScale
anchors.verticalCenter: root.verticalCenter
}
HifiControls.Slider {
id: sliderControl
stepSize: root.integral ? 1.0 : 0.0
anchors.left: labelControl.right
anchors.right: root.right
anchors.rightMargin: 0
anchors.top: root.top
anchors.topMargin: 0
onValueChanged: { root.valueVarSetter(value) }
}
HifiControls.Label {
id: labelValue
enabled: root.showValue
text: sliderControl.value.toFixed(root.integral ? 0 : root.numDigits)
anchors.right: labelControl.right
anchors.rightMargin: 5
anchors.verticalCenter: root.verticalCenter
}
}

View file

@ -1 +1,2 @@
ConfigSlider 1.0 ConfigSlider.qml
ConfigSlider 1.0 ConfigSlider.qml
RichSlider 1.0 RichSlider.qml

View file

@ -16,15 +16,9 @@
var ICON_URL = Script.resolvePath("../../../system/assets/images/lod-i.svg");
var ACTIVE_ICON_URL = Script.resolvePath("../../../system/assets/images/lod-a.svg");
var onScreen = false;
var onTablet = false; // set this to true to use the tablet, false use a floating window
function onClicked() {
if (onScreen) {
tablet.gotoHomeScreen();
} else {
tablet.loadQMLSource(QMLAPP_URL);
}
}
var onAppScreen = false;
var tablet = Tablet.getTablet("com.highfidelity.interface.tablet.system");
var button = tablet.addButton({
@ -35,6 +29,50 @@
var hasEventBridge = false;
var onScreen = false;
var window;
function onClicked() {
if (onTablet) {
if (onAppScreen) {
tablet.gotoHomeScreen();
} else {
tablet.loadQMLSource(QMLAPP_URL);
}
} else {
if (onScreen) {
killWindow()
} else {
createWindow()
}
}
}
function createWindow() {
var qml = Script.resolvePath(QMLAPP_URL);
window = Desktop.createWindow(Script.resolvePath(QMLAPP_URL), {
title: TABLET_BUTTON_NAME,
flags: Desktop.ALWAYS_ON_TOP,
presentationMode: Desktop.PresentationMode.NATIVE,
size: {x: 400, y: 600}
});
window.closed.connect(killWindow);
window.fromQml.connect(fromQml);
onScreen = true
button.editProperties({isActive: true});
}
function killWindow() {
if (window !== undefined) {
window.closed.disconnect(killWindow);
window.fromQml.disconnect(fromQml);
window.close()
window = undefined
}
onScreen = false
button.editProperties({isActive: false})
}
function wireEventBridge(on) {
if (!tablet) {
print("Warning in wireEventBridge(): 'tablet' undefined!");
@ -54,23 +92,38 @@
}
function onScreenChanged(type, url) {
onScreen = (url === QMLAPP_URL);
button.editProperties({isActive: onScreen});
wireEventBridge(onScreen);
}
function fromQml(message) {
if (onTablet) {
onAppScreen = (url === QMLAPP_URL);
button.editProperties({isActive: onAppScreen});
wireEventBridge(onAppScreen);
}
}
button.clicked.connect(onClicked);
tablet.screenChanged.connect(onScreenChanged);
Script.scriptEnding.connect(function () {
if (onScreen) {
killWindow()
if (onAppScreen) {
tablet.gotoHomeScreen();
}
button.clicked.disconnect(onClicked);
tablet.screenChanged.disconnect(onScreenChanged);
tablet.removeButton(button);
});
function fromQml(message) {
}
function sendToQml(message) {
if (onTablet) {
tablet.sendToQml(message);
} else {
if (window) {
window.sendToQml(message);
}
}
}
}());

View file

@ -10,20 +10,174 @@
//
import QtQuick 2.5
import QtQuick.Controls 1.4
import "qrc:///qml/styles-uit"
import "qrc:///qml/controls-uit" as HifiControls
import "../lib/plotperf"
import "configSlider"
Item {
id: lodIU
anchors.fill:parent
Component.onCompleted: {
Render.getConfig("RenderMainView.DrawSceneOctree").showVisibleCells = false
Render.getConfig("RenderMainView.DrawSceneOctree").showEmptyCells = false
}
Component.onDestruction: {
Render.getConfig("RenderMainView.DrawSceneOctree").enabled = false
}
Column {
id: topHeader
spacing: 8
anchors.right: parent.right
anchors.left: parent.left
HifiControls.CheckBox {
boxSize: 20
text: "Show LOD Reticule"
checked: Render.getConfig("RenderMainView.DrawSceneOctree").enabled
onCheckedChanged: { Render.getConfig("RenderMainView.DrawSceneOctree").enabled = checked }
}
RichSlider {
showLabel: true
showValue: false
label: "World Quality"
valueVar: LODManager["worldDetailQuality"]
valueVarSetter: (function (v) { LODManager["worldDetailQuality"] = v })
max: 0.75
min: 0.25
integral: false
anchors.left: parent.left
anchors.right: parent.right
}
Row {
HifiControls.CheckBox {
id: autoLOD
boxSize: 20
text: "Auto LOD"
checked: LODManager.automaticLODAdjust
onCheckedChanged: { LODManager.automaticLODAdjust = (checked) }
}
HifiControls.CheckBox {
id: showLODRegulatorDetails
visible: LODManager.automaticLODAdjust
boxSize: 20
text: "Show LOD Details"
}
}
RichSlider {
visible: !LODManager.automaticLODAdjust
showLabel: true
label: "LOD Angle [deg]"
valueVar: LODManager["lodAngleDeg"]
valueVarSetter: (function (v) { LODManager["lodAngleDeg"] = v })
max: 90.0
min: 0.5
integral: false
anchors.left: parent.left
anchors.right: parent.right
}
Column {
id: lodRegulatorDetails
visible: LODManager.automaticLODAdjust && showLODRegulatorDetails.checked
anchors.left: parent.left
anchors.right: parent.right
RichSlider {
visible: lodRegulatorDetails.visible
showLabel: true
label: "LOD Kp"
valueVar: LODManager["pidKp"]
valueVarSetter: (function (v) { LODManager["pidKp"] = v })
max: 2.0
min: 0.0
integral: false
numDigits: 3
anchors.left: parent.left
anchors.right: parent.right
}
RichSlider {
visible: false && lodRegulatorDetails.visible
showLabel: true
label: "LOD Ki"
valueVar: LODManager["pidKi"]
valueVarSetter: (function (v) { LODManager["pidKi"] = v })
max: 0.1
min: 0.0
integral: false
numDigits: 8
anchors.left: parent.left
anchors.right: parent.right
}
RichSlider {
visible: false && lodRegulatorDetails.visible
showLabel: true
label: "LOD Kd"
valueVar: LODManager["pidKd"]
valueVarSetter: (function (v) { LODManager["pidKd"] = v })
max: 10.0
min: 0.0
integral: false
numDigits: 3
anchors.left: parent.left
anchors.right: parent.right
}
RichSlider {
visible: lodRegulatorDetails.visible
showLabel: true
label: "LOD Kv"
valueVar: LODManager["pidKv"]
valueVarSetter: (function (v) { LODManager["pidKv"] = v })
max: 2.0
min: 0.0
integral: false
anchors.left: parent.left
anchors.right: parent.right
}
RichSlider {
visible: lodRegulatorDetails.visible
showLabel: true
label: "LOD Smooth Scale"
valueVar: LODManager["smoothScale"]
valueVarSetter: (function (v) { LODManager["smoothScale"] = v })
max: 20.0
min: 1.0
integral: true
anchors.left: parent.left
anchors.right: parent.right
}
}
}
Column {
id: stats
spacing: 8
anchors.fill:parent
spacing: 4
anchors.right: parent.right
anchors.left: parent.left
anchors.top: topHeader.bottom
anchors.bottom: parent.bottom
function evalEvenHeight() {
// Why do we have to do that manually ? cannot seem to find a qml / anchor / layout mode that does that ?
return (height - spacing * (children.length - 1)) / children.length
var numPlots = (children.length + (lodRegulatorDetails.visible ? 1 : 0) - 2)
return (height - topLine.height - bottomLine.height - spacing * (numPlots - 1)) / (numPlots)
}
Separator {
id: topLine
}
PlotPerf {
@ -38,6 +192,11 @@ Item {
label: "present",
color: "#FFFF00"
},
{
prop: "batchTime",
label: "batch",
color: "#00FF00"
},
{
prop: "engineRunTime",
label: "engineRun",
@ -58,35 +217,70 @@ Item {
valueUnit: "Hz"
plots: [
{
prop: "lodIncreaseFPS",
label: "LOD++",
prop: "lodTargetFPS",
label: "target",
color: "#66FF66"
},
{
prop: "fps",
prop: "nowRenderFPS",
label: "FPS",
color: "#FFFFFF"
color: "#FFFF55"
},
{
prop: "lodDecreaseFPS",
label: "LOD--",
color: "#FF6666"
}
]
}
PlotPerf {
title: "LOD"
height: parent.evalEvenHeight()
object: LODManager
valueScale: 0.1
valueUnit: ""
plots: [
{
prop: "lodLevel",
label: "LOD",
prop: "smoothRenderFPS",
label: "Smooth FPS",
color: "#9999FF"
}
]
}
PlotPerf {
title: "LOD Angle"
height: parent.evalEvenHeight()
object: LODManager
valueScale: 1.0
valueUnit: "deg"
plots: [
{
prop: "lodAngleDeg",
label: "LOD Angle",
color: "#9999FF"
}
]
}
PlotPerf {
// visible: lodRegulatorDetails.visible
title: "PID Output"
height: parent.evalEvenHeight()
object: LODManager
valueScale: 1.0
valueUnit: "deg"
valueNumDigits: 1
displayMinAt0: false
plots: [
{
prop: "pidOp",
label: "Op",
color: "#9999FF"
},
{
prop: "pidOi",
label: "Oi",
color: "#FFFFFF"
},
{
prop: "pidOd",
label: "Od",
color: "#FF6666"
},
{
prop: "pidO",
label: "Output",
color: "#66FF66"
}
]
}
Separator {
id: bottomLine
}
}
}

View file

@ -659,7 +659,7 @@ private:
update();
_initContext.makeCurrent();
RenderArgs renderArgs(_renderThread._gpuContext, DEFAULT_OCTREE_SIZE_SCALE, 0, RenderArgs::DEFAULT_RENDER_MODE,
RenderArgs renderArgs(_renderThread._gpuContext, DEFAULT_OCTREE_SIZE_SCALE, 0, getPerspectiveAccuracyAngleTan(DEFAULT_OCTREE_SIZE_SCALE, 0), RenderArgs::DEFAULT_RENDER_MODE,
RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE);
QSize windowSize = _size;