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