doom3-bfg/neo/renderer/ResolutionScale.cpp
2012-11-26 12:58:24 -06:00

193 lines
7.1 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "tr_local.h"
#include "ResolutionScale.h"
idResolutionScale resolutionScale;
static const float MINIMUM_RESOLUTION_SCALE = 0.5f;
static const float MAXIMUM_RESOLUTION_SCALE = 1.0f;
idCVar rs_enable( "rs_enable", "1", CVAR_INTEGER, "Enable dynamic resolution scaling, 0 - off, 1 - horz only, 2 - vert only, 3 - both" );
idCVar rs_forceFractionX( "rs_forceFractionX", "0", CVAR_FLOAT, "Force a specific 0.0 to 1.0 horizontal resolution scale" );
idCVar rs_forceFractionY( "rs_forceFractionY", "0", CVAR_FLOAT, "Force a specific 0.0 to 1.0 vertical resolution scale" );
idCVar rs_showResolutionChanges( "rs_showResolutionChanges", "0", CVAR_INTEGER, "1 = Print whenever the resolution scale changes, 2 = always" );
idCVar rs_dropMilliseconds( "rs_dropMilliseconds", "15.0", CVAR_FLOAT, "Drop the resolution when GPU time exceeds this" );
idCVar rs_raiseMilliseconds( "rs_raiseMilliseconds", "13.0", CVAR_FLOAT, "Raise the resolution when GPU time is below this for several frames" );
idCVar rs_dropFraction( "rs_dropFraction", "0.11", CVAR_FLOAT, "Drop the resolution in increments of this" );
idCVar rs_raiseFraction( "rs_raiseFraction", "0.06", CVAR_FLOAT, "Raise the resolution in increments of this" );
idCVar rs_raiseFrames( "rs_raiseFrames", "5", CVAR_INTEGER, "Require this many frames below rs_raiseMilliseconds" );
idCVar rs_display( "rs_display", "0", CVAR_INTEGER, "0 - percentages, 1 - pixels per frame" );
/*
========================
idResolutionScale::idResolutionScale
========================
*/
idResolutionScale::idResolutionScale() {
dropMilliseconds = 15.0f;
raiseMilliseconds = 13.0f;
framesAboveRaise = 0;
currentResolution = 1.0f;
}
/*
========================
idResolutionScale::InitForMap
========================
*/
void idResolutionScale::InitForMap( const char * mapName ) {
dropMilliseconds = rs_dropMilliseconds.GetFloat();
raiseMilliseconds = rs_raiseMilliseconds.GetFloat();
}
/*
========================
idResolutionScale::ResetToFullResolution
========================
*/
void idResolutionScale::ResetToFullResolution() {
currentResolution = 1.0f;
}
/*
========================
idResolutionScale::GetCurrentResolutionScale
========================
*/
void idResolutionScale::GetCurrentResolutionScale( float & x, float & y ) {
assert( currentResolution >= MINIMUM_RESOLUTION_SCALE );
assert( currentResolution <= MAXIMUM_RESOLUTION_SCALE );
x = MAXIMUM_RESOLUTION_SCALE;
y = MAXIMUM_RESOLUTION_SCALE;
switch ( rs_enable.GetInteger() ) {
case 0: return;
case 1: x = currentResolution; break;
case 2: y = currentResolution; break;
case 3: {
const float middle = ( MINIMUM_RESOLUTION_SCALE + MAXIMUM_RESOLUTION_SCALE ) * 0.5f;
if ( currentResolution >= middle ) {
// First scale horizontally from max to min
x = MINIMUM_RESOLUTION_SCALE + ( currentResolution - middle ) * 2.0f;
} else {
// Then scale vertically from max to min
x = MINIMUM_RESOLUTION_SCALE;
y = MINIMUM_RESOLUTION_SCALE + ( currentResolution - MINIMUM_RESOLUTION_SCALE ) * 2.0f;
}
break;
}
}
float forceFrac = rs_forceFractionX.GetFloat();
if ( forceFrac > 0.0f && forceFrac <= MAXIMUM_RESOLUTION_SCALE ) {
x = forceFrac;
}
forceFrac = rs_forceFractionY.GetFloat();
if ( forceFrac > 0.0f && forceFrac <= MAXIMUM_RESOLUTION_SCALE ) {
y = forceFrac;
}
}
/*
========================
idResolutionScale::SetCurrentGPUFrameTime
========================
*/
void idResolutionScale::SetCurrentGPUFrameTime( int microseconds ) {
float old = currentResolution;
float milliseconds = microseconds * 0.001f;
if ( milliseconds > dropMilliseconds ) {
// We missed our target, so drop the resolution.
// The target should be set conservatively so this does not
// necessarily imply a missed VBL.
//
// we might consider making the drop in some way
// proportional to how badly we missed
currentResolution -= rs_dropFraction.GetFloat();
if ( currentResolution < MINIMUM_RESOLUTION_SCALE ) {
currentResolution = MINIMUM_RESOLUTION_SCALE;
}
} else if ( milliseconds < raiseMilliseconds ) {
// We seem to have speed to spare, so increase the resolution
// if we stay here consistantly. The raise fraction should
// be smaller than the drop fraction to avoid ping-ponging
// back and forth.
if ( ++framesAboveRaise >= rs_raiseFrames.GetInteger() ) {
framesAboveRaise = 0;
currentResolution += rs_raiseFraction.GetFloat();
if ( currentResolution > MAXIMUM_RESOLUTION_SCALE ) {
currentResolution = MAXIMUM_RESOLUTION_SCALE;
}
}
} else {
// we are inside the target range
framesAboveRaise = 0;
}
if ( rs_showResolutionChanges.GetInteger() > 1 ||
( rs_showResolutionChanges.GetInteger() == 1 && currentResolution != old ) ) {
idLib::Printf( "GPU msec: %4.1f resolutionScale: %4.2f\n", milliseconds, currentResolution );
}
}
/*
========================
idResolutionScale::GetConsoleText
========================
*/
void idResolutionScale::GetConsoleText( idStr &s ) {
float x;
float y;
if ( rs_enable.GetInteger() == 0 ) {
s = "rs-off";
return;
}
GetCurrentResolutionScale( x, y );
if ( rs_display.GetInteger() > 0 ) {
x *= 1280.0f;
y *= 720.0f;
if ( rs_enable.GetInteger() == 1 ) {
y = 1.0f;
} else if ( rs_enable.GetInteger() == 2 ) {
x = 1.0f;
}
s = va( "rs-pixels %i", idMath::Ftoi( x * y ) );
} else {
if ( rs_enable.GetInteger() == 3 ) {
s = va( "%2i%%h,%2i%%v", idMath::Ftoi( 100.0f * x ), idMath::Ftoi( 100.0f * y ) );
} else {
s = va( "%2i%%%s", ( rs_enable.GetInteger() == 1 ) ? idMath::Ftoi( 100.0f * x ) : idMath::Ftoi( 100.0f * y ), ( rs_enable.GetInteger() == 1 ) ? "h" : "v" );
}
}
}