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collect hard-coded time budgets in one spot
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2 changed files with 4 additions and 2 deletions
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@ -318,7 +318,6 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
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}
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float expectedUpdateCost = _avgRenderableUpdateCost * _renderablesToUpdate.size();
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const float MAX_UPDATE_RENDERABLES_TIME_BUDGET = 2 * USECS_PER_MSEC;
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if (expectedUpdateCost < MAX_UPDATE_RENDERABLES_TIME_BUDGET) {
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// we expect to update all renderables within available time budget
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PROFILE_RANGE_EX(simulation_physics, "UpdateRenderables", 0xffff00ff, (uint64_t)_renderablesToUpdate.size());
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@ -367,7 +366,6 @@ void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene
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// compute remaining time budget
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uint64_t updateStart = usecTimestampNow();
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const uint64_t MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET = 1 * USECS_PER_MSEC;
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uint64_t timeBudget = MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET;
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uint64_t sortCost = updateStart - sortStart;
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if (sortCost < MAX_UPDATE_RENDERABLES_TIME_BUDGET - MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET) {
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@ -133,5 +133,9 @@ namespace PrioritySortUtil {
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};
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} // namespace PrioritySortUtil
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// for now we're keeping hard-coded sorted time budgets in one spot
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const uint64_t MAX_UPDATE_RENDERABLES_TIME_BUDGET = 2000; // usec
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const uint64_t MIN_SORTED_UPDATE_RENDERABLES_TIME_BUDGET = 1000; // usec
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#endif // hifi_PrioritySortUtil_h
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