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Experimentally introduces adaptive quality intermediate buffers.
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@ -8,13 +8,72 @@
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#include "DisplayMetrics.hpp"
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#include <iostream>
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using namespace Outputs::Display;
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// MARK: Frame size estimation.
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void Metrics::announce_event(ScanTarget::Event event) {
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switch(event) {
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case ScanTarget::Event::EndHorizontalRetrace:
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++lines_this_frame_;
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break;
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case ScanTarget::Event::EndVerticalRetrace:
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add_line_total(lines_this_frame_);
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lines_this_frame_ = 0;
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break;
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default: break;
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}
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}
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void Metrics::add_line_total(int total) {
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// std::cout << total << '\n';
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}
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float Metrics::lines_per_frame_estimate() {
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return 1.0f; // TODO.
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}
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// MARK: GPU processing speed decisions.
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void Metrics::announce_did_resize() {
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frames_missed_ = frames_hit_ = 0;
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}
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void Metrics::announce_draw_status(size_t lines, std::chrono::high_resolution_clock::duration duration, bool complete) {
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if(!complete) {
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++frames_missed_;
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} else {
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++frames_hit_;
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}
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// Don't allow the record of history to extend too far into the past.
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if(frames_hit_ + frames_missed_ > 200) {
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// Subtract from whichever wasn't just incremented, to ensure the
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// most recent information is more important than the historic stuff.
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if(!complete) {
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--frames_hit_;
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} else {
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--frames_missed_;
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}
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// Rebalance if either thing has gone negative.
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if(frames_hit_ < 0) {
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frames_missed_ += frames_hit_;
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frames_hit_ = 0;
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}
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if(frames_missed_ < 0) {
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frames_hit_ += frames_missed_;
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frames_missed_ = 0;
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}
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}
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}
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bool Metrics::should_lower_resolution() {
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// If less than 100 frames are on record, return no opinion; otherwise
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// suggest a lower resolution if more than 10 frames in the last 100-200
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// took too long to produce.
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if(frames_hit_ + frames_missed_ < 100) return false;
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return frames_missed_ > 10;
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}
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@ -26,6 +26,16 @@ class Metrics {
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void announce_did_resize();
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void announce_draw_status(size_t lines, std::chrono::high_resolution_clock::duration duration, bool complete);
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bool should_lower_resolution();
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float lines_per_frame_estimate();
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private:
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int lines_this_frame_ = 0;
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void add_line_total(int);
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int frames_hit_ = 0;
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int frames_missed_ = 0;
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};
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}
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@ -33,7 +33,7 @@ TextureTarget::TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit,
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bind_texture();
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// Set dimensions and set the user-supplied magnification filter.
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test_gl(glTexImage2D, GL_TEXTURE_2D, 0, GL_RGBA, GLsizei(expanded_width_), GLsizei(expanded_height_), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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test_gl(glTexImage2D, GL_TEXTURE_2D, 0, GL_RGB, GLsizei(expanded_width_), GLsizei(expanded_height_), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
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test_gl(glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
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test_gl(glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -13,6 +13,7 @@
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#include <cassert>
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#include <cstring>
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#include <limits>
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using namespace Outputs::Display::OpenGL;
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@ -550,13 +551,26 @@ void ScanTarget::update(int output_width, int output_height) {
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test_gl(glDrawArraysInstanced, GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
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}
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// Ensure the accumulation buffer is properly sized.
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// TODO: based on a decision about host speed, potentially switch to the std::min fragment as shown below,
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// which would limit total output buffer size to 1440x1080.
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const int framebuffer_height = output_height;//std::min(output_height, 1080);
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// Logic for reducing resolution: start doing so if the metrics object reports that
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// it's a good idea. Go up to a quarter of the requested resolution, subject to
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// clamping at each stage. If the output resolution changes, or anything else about
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// the output pipeline, just start trying the highest size again.
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if(display_metrics_.should_lower_resolution()) {
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resolution_reduction_level_ = std::min(resolution_reduction_level_+1, 4);
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}
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if(output_height_ != output_height || did_setup_pipeline) {
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resolution_reduction_level_ = 1;
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output_height_ = output_height;
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}
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const int min_framebuffer_height = (resolution_reduction_level_ > 1) ? 2160 / resolution_reduction_level_ : std::numeric_limits<int>::max();
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// Ensure the accumulation buffer is properly sized, allowing for the metrics object's
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// feelings about whether too high a resolution is being used.
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int framebuffer_height = std::min(output_height / resolution_reduction_level_, min_framebuffer_height);
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const int proportional_width = (framebuffer_height * 4) / 3;
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const bool did_create_accumulation_texture = !accumulation_texture_ || ( /* !synchronous && */ (accumulation_texture_->get_width() != proportional_width || accumulation_texture_->get_height() != framebuffer_height));
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const bool did_create_accumulation_texture = !accumulation_texture_ || ( (accumulation_texture_->get_width() != proportional_width || accumulation_texture_->get_height() != framebuffer_height));
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if(did_create_accumulation_texture) {
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LOG("Changed output resolution to " << proportional_width << " by " << framebuffer_height);
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display_metrics_.announce_did_resize();
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std::unique_ptr<OpenGL::TextureTarget> new_framebuffer(
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new TextureTarget(
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@ -84,6 +84,8 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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bool output_is_visible_ = false;
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Metrics display_metrics_;
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int resolution_reduction_level_ = 1;
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int output_height_ = 0;
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size_t lines_submitted_ = 0;
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std::chrono::high_resolution_clock::time_point line_submission_begin_time_;
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