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performance.js
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performance.js
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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* @fileoverview This file contains a utility that helps adjust rendering
* quality [or any other setting, really] based on rendering performance.
*
*/
o3djs.provide('o3djs.performance');
/**
* A Module to help with adjusting performance.
* @namespace
*/
o3djs.performance = o3djs.performance || {};
/**
* Creates a utility that monitors performance [in terms of FPS] and helps to
* adjust the rendered scene accordingly.
* @param {number} targetFPSMin the minimum acceptable frame rate; if we're
* under this, try to decrease quality to improve performance.
* @param {number} targetFPSMax if we're over this, try to increase quality.
* @param {!function(): void} increaseQuality a function to increase
* quality because we're rendering at high-enough FPS to afford it.
* @param {!function(): void} decreaseQuality a function to decrease
* quality to try to raise our rendering speed.
* @param {!o3djs.performance.PerformanceMonitor.Options} opt_options Options.
* @return {!o3djs.performance.PerformanceMonitor} The created
* PerformanceMonitor.
*/
o3djs.performance.createPerformanceMonitor = function(
targetFPSMin, targetFPSMax, increaseQuality, decreaseQuality, opt_options) {
return new o3djs.performance.PerformanceMonitor(targetFPSMin, targetFPSMax,
increaseQuality, decreaseQuality, opt_options);
};
/**
* A class that monitors performance [in terms of FPS] and helps to adjust the
* rendered scene accordingly.
* @constructor
* @param {number} targetFPSMin the minimum acceptable frame rate; if we're
* under this, try to decrease quality to improve performance.
* @param {number} targetFPSMax if we're over this, try to increase quality.
* @param {function(): void} increaseQuality a function to increase
* quality/lower FPS.
* @param {function(): void} decreaseQuality a function to decrease
* quality/raise FPS.
* @param {!o3djs.performance.PerformanceMonitor.Options} opt_options Options.
*/
o3djs.performance.PerformanceMonitor = function(
targetFPSMin, targetFPSMax, increaseQuality, decreaseQuality, opt_options) {
opt_options = opt_options || {};
/**
* A function to increase quality/lower FPS.
* @type {function(): void}
*/
this.increaseQuality = increaseQuality;
/**
* A function to decrease quality/raise FPS.
* @type {function(): void}
*/
this.decreaseQuality = decreaseQuality;
/**
* The mean time taken per frame so far, in seconds. This is only valid once
* we've collected at least minSamples samples.
* @type {number}
*/
this.meanFrameTime = 0;
/**
* The number of samples we've collected so far, when that number is less than
* or equal to this.damping. After that point, we no longer update
* this.sampleCount, so it will clip at this.damping.
*
* @type {number}
*/
this.sampleCount = 0;
/**
* The minimum number of samples to collect before trying to adjust quality.
*
* @type {number}
*/
this.minSamples = opt_options.opt_minSamples || 60;
/**
* A number that controls the rate at which the effects of any given sample
* fade away. Higher is slower, but also means that each individual sample
* counts for less at its most-influential. Damping defaults to 120; anywhere
* between 60 and 600 are probably reasonable values, depending on your needs,
* but the number must be no less than minSamples.
*
* @type {number}
*/
this.damping = opt_options.opt_damping || 120;
/**
* The minimum number of samples to take in between adjustments, to cut down
* on overshoot. It defaults to 2 * minSamples.
*
* @type {number}
*/
this.delayCycles = opt_options.opt_delayCycles || 2 * this.minSamples;
this.targetFrameTimeMax_ = 1 / targetFPSMin;
this.targetFrameTimeMin_ = 1 / targetFPSMax;
this.scaleInput_ = 1 / this.minSamples;
this.scaleMean_ = 1;
this.delayCyclesLeft_ = 0;
if (this.damping < this.minSamples) {
throw Error('Damping must be at least minSamples.');
}
};
/**
* Options for the PerformanceMonitor.
*
* opt_minSamples is the minimum number of samples to take before making any
* performance adjustments.
* opt_damping is a number that controls the rate at which the effects of any
* given sample fade away. Higher is slower, but also means that each
* individual sample counts for less at its most-influential. Damping
* defaults to 120; anywhere between 60 and 600 are probably reasonable values,
* depending on your needs, but the number must be no less than minSamples.
* opt_delayCycles is the minimum number of samples to take in between
* adjustments, to cut down on overshoot. It defaults to 2 * opt_minSamples.
*
* @type {{
* opt_minSamples: number,
* opt_damping: number,
* opt_delayCycles: number
* }}
*/
o3djs.performance.PerformanceMonitor.Options = goog.typedef;
/**
* Call this once per frame with the elapsed time since the last call, and it
* will attempt to adjust your rendering quality as needed.
*
* @param {number} seconds the elapsed time since the last frame was rendered,
* in seconds.
*/
o3djs.performance.PerformanceMonitor.prototype.onRender = function(seconds) {
var test = true;
if (this.sampleCount < this.damping) {
if (this.sampleCount >= this.minSamples) {
this.scaleInput_ = 1 / (this.sampleCount + 1);
this.scaleMean_ = this.sampleCount * this.scaleInput_;
} else {
test = false;
}
this.sampleCount += 1;
}
this.meanFrameTime = this.meanFrameTime * this.scaleMean_ +
seconds * this.scaleInput_;
if (this.delayCyclesLeft_ > 0) {
this.delayCyclesLeft_ -= 1;
} else if (test) {
if (this.meanFrameTime < this.targetFrameTimeMin_) {
this.increaseQuality();
this.delayCyclesLeft_ = this.delayCycles;
} else if (this.meanFrameTime > this.targetFrameTimeMax_) {
this.decreaseQuality();
this.delayCyclesLeft_ = this.delayCycles;
}
}
};