OLD | NEW |
(Empty) | |
| 1 /* |
| 2 * Copyright 2009, Google Inc. |
| 3 * All rights reserved. |
| 4 * |
| 5 * Redistribution and use in source and binary forms, with or without |
| 6 * modification, are permitted provided that the following conditions are |
| 7 * met: |
| 8 * |
| 9 * * Redistributions of source code must retain the above copyright |
| 10 * notice, this list of conditions and the following disclaimer. |
| 11 * * Redistributions in binary form must reproduce the above |
| 12 * copyright notice, this list of conditions and the following disclaimer |
| 13 * in the documentation and/or other materials provided with the |
| 14 * distribution. |
| 15 * * Neither the name of Google Inc. nor the names of its |
| 16 * contributors may be used to endorse or promote products derived from |
| 17 * this software without specific prior written permission. |
| 18 * |
| 19 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 20 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 21 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 22 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 23 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| 24 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 25 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| 26 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| 27 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 28 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 29 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 30 */ |
| 31 |
| 32 |
| 33 /** |
| 34 * @fileoverview This file contains a utility that helps adjust rendering |
| 35 * quality [or any other setting, really] based on rendering performance. |
| 36 * |
| 37 */ |
| 38 |
| 39 o3djs.provide('o3djs.performance'); |
| 40 |
| 41 /** |
| 42 * Creates a utility that monitors performance [in terms of FPS] and helps to |
| 43 * adjust the rendered scene accordingly. |
| 44 * @param {number} targetFPSMin the minimum acceptable frame rate; if we're |
| 45 * under this, try to decrease quality to improve performance. |
| 46 * @param {number} targetFPSMax if we're over this, try to increase quality. |
| 47 * @param {!function(): void} increaseQuality a function to increase |
| 48 * quality because we're rendering at high-enough FPS to afford it. |
| 49 * @param {!function(): void} decreaseQuality a function to decrease |
| 50 * quality to try to raise our rendering speed. |
| 51 * @param {!o3djs.performance.PerformanceMonitor.Options} opt_options Options. |
| 52 * @return {!o3djs.performance.PerformanceMonitor} The created |
| 53 * PerformanceMonitor. |
| 54 */ |
| 55 o3djs.performance.createPerformanceMonitor = function( |
| 56 targetFPSMin, targetFPSMax, increaseQuality, decreaseQuality, opt_options) { |
| 57 return new o3djs.performance.PerformanceMonitor(targetFPSMin, targetFPSMax, |
| 58 increaseQuality, decreaseQuality, opt_options); |
| 59 } |
| 60 |
| 61 /** |
| 62 * A class that monitors performance [in terms of FPS] and helps to adjust the |
| 63 * rendered scene accordingly. |
| 64 * @constructor |
| 65 * @param {number} targetFPSMin the minimum acceptable frame rate; if we're |
| 66 * under this, try to decrease quality to improve performance. |
| 67 * @param {number} targetFPSMax if we're over this, try to increase quality. |
| 68 * @param {function(): void} increaseQuality a function to increase |
| 69 * quality/lower FPS. |
| 70 * @param {function(): void} decreaseQuality a function to decrease |
| 71 * quality/raise FPS. |
| 72 * @param {!o3djs.performance.PerformanceMonitor.Options} opt_options Options. |
| 73 */ |
| 74 o3djs.performance.PerformanceMonitor = function( |
| 75 targetFPSMin, targetFPSMax, increaseQuality, decreaseQuality, opt_options) { |
| 76 opt_options = opt_options || {}; |
| 77 |
| 78 /** |
| 79 * A function to increase quality/lower FPS. |
| 80 * @type {function(): void} |
| 81 */ |
| 82 this.increaseQuality = increaseQuality; |
| 83 |
| 84 /** |
| 85 * A function to decrease quality/raise FPS. |
| 86 * @type {function(): void} |
| 87 */ |
| 88 this.decreaseQuality = decreaseQuality; |
| 89 |
| 90 /** |
| 91 * The mean time taken per frame so far, in seconds. This is only valid once |
| 92 * we've collected at least minSamples samples. |
| 93 * @type {number} |
| 94 */ |
| 95 this.meanFrameTime = 0; |
| 96 |
| 97 /** |
| 98 * The number of samples we've collected so far, when that number is less than |
| 99 * or equal to this.damping. After that point, we no longer update |
| 100 * this.sampleCount, so it will clip at this.damping. |
| 101 * |
| 102 * @type {number} |
| 103 */ |
| 104 this.sampleCount = 0; |
| 105 |
| 106 /** |
| 107 * The minimum number of samples to collect before trying to adjust quality. |
| 108 * |
| 109 * @type {number} |
| 110 */ |
| 111 this.minSamples = opt_options.opt_minSamples || 60; |
| 112 |
| 113 /** |
| 114 * A number that controls the rate at which the effects of any given sample |
| 115 * fade away. Higher is slower, but also means that each individual sample |
| 116 * counts for less at its most-influential. Damping defaults to 120; anywhere |
| 117 * between 60 and 600 are probably reasonable values, depending on your needs, |
| 118 * but the number must be no less than minSamples. |
| 119 * |
| 120 * @type {number} |
| 121 */ |
| 122 this.damping = opt_options.opt_damping || 120; |
| 123 |
| 124 /** |
| 125 * The minimum number of samples to take in between adjustments, to cut down |
| 126 * on overshoot. It defaults to 2 * minSamples. |
| 127 * |
| 128 * @type {number} |
| 129 */ |
| 130 this.delayCycles = opt_options.opt_delayCycles || 2 * this.minSamples; |
| 131 |
| 132 this.targetFrameTimeMax_ = 1 / targetFPSMin; |
| 133 this.targetFrameTimeMin_ = 1 / targetFPSMax; |
| 134 this.scaleInput_ = 1 / this.minSamples; |
| 135 this.scaleMean_ = 1; |
| 136 this.delayCyclesLeft_ = 0; |
| 137 if (this.damping < this.minSamples) { |
| 138 throw Error('Damping must be at least minSamples.'); |
| 139 } |
| 140 } |
| 141 |
| 142 /** |
| 143 * Options for the PerformanceMonitor. |
| 144 * |
| 145 * opt_minSamples is the minimum number of samples to take before making any |
| 146 * performance adjustments. |
| 147 * opt_damping is a number that controls the rate at which the effects of any |
| 148 * given sample fade away. Higher is slower, but also means that each |
| 149 * individual sample counts for less at its most-influential. Damping |
| 150 * defaults to 120; anywhere between 60 and 600 are probably reasonable values, |
| 151 * depending on your needs, but the number must be no less than minSamples. |
| 152 * opt_delayCycles is the minimum number of samples to take in between |
| 153 * adjustments, to cut down on overshoot. It defaults to 2 * opt_minSamples. |
| 154 * |
| 155 * @type {{ |
| 156 * opt_minSamples: number, |
| 157 * opt_damping: number, |
| 158 * opt_delayCycles, number |
| 159 * }} |
| 160 */ |
| 161 o3djs.performance.PerformanceMonitor.Options = goog.typedef; |
| 162 |
| 163 /** |
| 164 * Call this once per frame with the elapsed time since the last call, and it |
| 165 * will attempt to adjust your rendering quality as needed. |
| 166 * |
| 167 * @param {number} seconds the elapsed time since the last frame was rendered, |
| 168 * in seconds. |
| 169 */ |
| 170 o3djs.performance.PerformanceMonitor.prototype.onRender = function(seconds) { |
| 171 var test = true; |
| 172 if (this.sampleCount < this.damping) { |
| 173 if (this.sampleCount >= this.minSamples) { |
| 174 this.scaleInput_ = 1 / (this.sampleCount + 1); |
| 175 this.scaleMean_ = this.sampleCount * this.scaleInput_; |
| 176 } else { |
| 177 test = false; |
| 178 } |
| 179 this.sampleCount += 1; |
| 180 } |
| 181 this.meanFrameTime = this.meanFrameTime * this.scaleMean_ + |
| 182 seconds * this.scaleInput_; |
| 183 if (this.delayCyclesLeft_ > 0) { |
| 184 this.delayCyclesLeft_ -= 1; |
| 185 } else if (test) { |
| 186 if (this.meanFrameTime < this.targetFrameTimeMin_) { |
| 187 this.increaseQuality(); |
| 188 this.delayCyclesLeft_ = this.delayCycles; |
| 189 } else if (this.meanFrameTime > this.targetFrameTimeMax_) { |
| 190 this.decreaseQuality(); |
| 191 this.delayCyclesLeft_ = this.delayCycles; |
| 192 } |
| 193 } |
| 194 } |
| 195 |
OLD | NEW |