//// PerformanceManager.cpp// interface/src///// Created by Sam Gateau on 2019-05-29.// Copyright 2019 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#include "PerformanceManager.h"#include <platform/Platform.h>#include <platform/PlatformKeys.h>#include <platform/Profiler.h>#include "scripting/RenderScriptingInterface.h"#include "LODManager.h"PerformanceManager::PerformanceManager(){ setPerformancePreset((PerformancePreset) _performancePresetSetting.get());}void PerformanceManager::setupPerformancePresetSettings(bool evaluatePlatformTier) { if (evaluatePlatformTier || (getPerformancePreset() == UNKNOWN)) { // If evaluatePlatformTier, evalute the Platform Tier and assign the matching Performance profile by default. // A bunch of Performance, Simulation and Render settings will be set to a matching default value from this // Here is the mapping between pelatformTier and performance profile const std::array<PerformanceManager::PerformancePreset, platform::Profiler::NumTiers> platformToPerformancePresetMap = { { PerformanceManager::PerformancePreset::MID, // platform::Profiler::UNKNOWN PerformanceManager::PerformancePreset::LOW, // platform::Profiler::LOW PerformanceManager::PerformancePreset::MID, // platform::Profiler::MID PerformanceManager::PerformancePreset::HIGH // platform::Profiler::HIGH } }; // What is our profile? auto platformTier = platform::Profiler::profilePlatform(); // Then let's assign the performance preset setting from it setPerformancePreset(platformToPerformancePresetMap[platformTier]); }}void PerformanceManager::setPerformancePreset(PerformanceManager::PerformancePreset preset) { if (isValidPerformancePreset(preset) && (getPerformancePreset() != preset)) { _performancePresetSettingLock.withWriteLock([&] { _performancePresetSetting.set((int)preset); }); applyPerformancePreset(preset); }}PerformanceManager::PerformancePreset PerformanceManager::getPerformancePreset() const { PerformancePreset preset = PerformancePreset::UNKNOWN; preset = (PerformancePreset) _performancePresetSettingLock.resultWithReadLock<int>([&] { return _performancePresetSetting.get(); }); return preset;}void PerformanceManager::applyPerformancePreset(PerformanceManager::PerformancePreset preset) { // Ugly case that prevent us to run deferred everywhere... bool isDeferredCapable = platform::Profiler::isRenderMethodDeferredCapable(); auto masterDisplay = platform::getDisplay(platform::getMasterDisplay()); // eval recommanded PPI and Scale float recommandedPpiScale = 1.0f; const float RECOMMANDED_PPI[] = { 200.0f, 120.f, 160.f, 250.f}; if (!masterDisplay.empty() && masterDisplay.count(platform::keys::display::ppi)) { float ppi = masterDisplay[platform::keys::display::ppi]; // only scale if the actual ppi is higher than the recommended ppi if (ppi > RECOMMANDED_PPI[preset]) { // make sure the scale is no less than a quarter recommandedPpiScale = std::max(0.25f, RECOMMANDED_PPI[preset] / (float) ppi); } } switch (preset) { case PerformancePreset::HIGH: RenderScriptingInterface::getInstance()->setRenderMethod( ( isDeferredCapable ? RenderScriptingInterface::RenderMethod::DEFERRED : RenderScriptingInterface::RenderMethod::FORWARD ) ); RenderScriptingInterface::getInstance()->setViewportResolutionScale(recommandedPpiScale); RenderScriptingInterface::getInstance()->setShadowsEnabled(true); qApp->getRefreshRateManager().setRefreshRateProfile(RefreshRateManager::RefreshRateProfile::REALTIME); DependencyManager::get<LODManager>()->setWorldDetailQuality(WORLD_DETAIL_HIGH); break; case PerformancePreset::MID: RenderScriptingInterface::getInstance()->setRenderMethod((isDeferredCapable ? RenderScriptingInterface::RenderMethod::DEFERRED : RenderScriptingInterface::RenderMethod::FORWARD)); RenderScriptingInterface::getInstance()->setViewportResolutionScale(recommandedPpiScale); RenderScriptingInterface::getInstance()->setShadowsEnabled(false); qApp->getRefreshRateManager().setRefreshRateProfile(RefreshRateManager::RefreshRateProfile::INTERACTIVE); DependencyManager::get<LODManager>()->setWorldDetailQuality(WORLD_DETAIL_MEDIUM); break; case PerformancePreset::LOW: RenderScriptingInterface::getInstance()->setRenderMethod(RenderScriptingInterface::RenderMethod::FORWARD); RenderScriptingInterface::getInstance()->setShadowsEnabled(false); qApp->getRefreshRateManager().setRefreshRateProfile(RefreshRateManager::RefreshRateProfile::ECO); RenderScriptingInterface::getInstance()->setViewportResolutionScale(recommandedPpiScale); DependencyManager::get<LODManager>()->setWorldDetailQuality(WORLD_DETAIL_LOW); break; case PerformancePreset::UNKNOWN: default: // Do nothing anymore break; }}
//
// PerformanceManager.cpp
// interface/src/
//
// Created by Sam Gateau on 2019-05-29.
// Copyright 2019 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "PerformanceManager.h"
#include <platform/Platform.h>
#include <platform/PlatformKeys.h>
#include <platform/Profiler.h>
#include "scripting/RenderScriptingInterface.h"
#include "LODManager.h"
PerformanceManager::PerformanceManager()
{
setPerformancePreset((PerformancePreset) _performancePresetSetting.get());
}
void PerformanceManager::setupPerformancePresetSettings(bool evaluatePlatformTier) {
if (evaluatePlatformTier || (getPerformancePreset() == UNKNOWN)) {
// If evaluatePlatformTier, evalute the Platform Tier and assign the matching Performance profile by default.
// A bunch of Performance, Simulation and Render settings will be set to a matching default value from this
// Here is the mapping between pelatformTier and performance profile
const std::array<PerformanceManager::PerformancePreset, platform::Profiler::NumTiers> platformToPerformancePresetMap = { {
PerformanceManager::PerformancePreset::MID, // platform::Profiler::UNKNOWN
PerformanceManager::PerformancePreset::LOW, // platform::Profiler::LOW
PerformanceManager::PerformancePreset::MID, // platform::Profiler::MID
PerformanceManager::PerformancePreset::HIGH // platform::Profiler::HIGH
} };
// What is our profile?
auto platformTier = platform::Profiler::profilePlatform();
// Then let's assign the performance preset setting from it
setPerformancePreset(platformToPerformancePresetMap[platformTier]);
}
}
void PerformanceManager::setPerformancePreset(PerformanceManager::PerformancePreset preset) {
if (isValidPerformancePreset(preset) && (getPerformancePreset() != preset)) {
_performancePresetSettingLock.withWriteLock([&] {
_performancePresetSetting.set((int)preset);
});
applyPerformancePreset(preset);
}
}
PerformanceManager::PerformancePreset PerformanceManager::getPerformancePreset() const {
PerformancePreset preset = PerformancePreset::UNKNOWN;
preset = (PerformancePreset) _performancePresetSettingLock.resultWithReadLock<int>([&] {
return _performancePresetSetting.get();
});
return preset;
}
void PerformanceManager::applyPerformancePreset(PerformanceManager::PerformancePreset preset) {
// Ugly case that prevent us to run deferred everywhere...
bool isDeferredCapable = platform::Profiler::isRenderMethodDeferredCapable();
auto masterDisplay = platform::getDisplay(platform::getMasterDisplay());
// eval recommanded PPI and Scale
float recommandedPpiScale = 1.0f;
const float RECOMMANDED_PPI[] = { 200.0f, 120.f, 160.f, 250.f};
if (!masterDisplay.empty() && masterDisplay.count(platform::keys::display::ppi)) {
float ppi = masterDisplay[platform::keys::display::ppi];
// only scale if the actual ppi is higher than the recommended ppi
if (ppi > RECOMMANDED_PPI[preset]) {
// make sure the scale is no less than a quarter
recommandedPpiScale = std::max(0.25f, RECOMMANDED_PPI[preset] / (float) ppi);
}
}
switch (preset) {
case PerformancePreset::HIGH:
RenderScriptingInterface::getInstance()->setRenderMethod( ( isDeferredCapable ?
RenderScriptingInterface::RenderMethod::DEFERRED :
RenderScriptingInterface::RenderMethod::FORWARD ) );
RenderScriptingInterface::getInstance()->setViewportResolutionScale(recommandedPpiScale);
RenderScriptingInterface::getInstance()->setShadowsEnabled(true);
qApp->getRefreshRateManager().setRefreshRateProfile(RefreshRateManager::RefreshRateProfile::REALTIME);
DependencyManager::get<LODManager>()->setWorldDetailQuality(WORLD_DETAIL_HIGH);
break;
case PerformancePreset::MID:
RenderScriptingInterface::getInstance()->setRenderMethod((isDeferredCapable ?
RenderScriptingInterface::RenderMethod::DEFERRED :
RenderScriptingInterface::RenderMethod::FORWARD));
RenderScriptingInterface::getInstance()->setViewportResolutionScale(recommandedPpiScale);
RenderScriptingInterface::getInstance()->setShadowsEnabled(false);
qApp->getRefreshRateManager().setRefreshRateProfile(RefreshRateManager::RefreshRateProfile::INTERACTIVE);
DependencyManager::get<LODManager>()->setWorldDetailQuality(WORLD_DETAIL_MEDIUM);
break;
case PerformancePreset::LOW:
RenderScriptingInterface::getInstance()->setRenderMethod(RenderScriptingInterface::RenderMethod::FORWARD);
RenderScriptingInterface::getInstance()->setShadowsEnabled(false);
qApp->getRefreshRateManager().setRefreshRateProfile(RefreshRateManager::RefreshRateProfile::ECO);
RenderScriptingInterface::getInstance()->setViewportResolutionScale(recommandedPpiScale);
DependencyManager::get<LODManager>()->setWorldDetailQuality(WORLD_DETAIL_LOW);
break;
case PerformancePreset::UNKNOWN:
default:
// Do nothing anymore
break;
}
}