DOOM-3-BFG

DOOM 3 BFG Edition
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ResolutionScale.cpp (7307B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 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.
     23 
     24 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.
     25 
     26 ===========================================================================
     27 */
     28 
     29 #pragma hdrstop
     30 #include "../idlib/precompiled.h"
     31 #include "tr_local.h"
     32 #include "ResolutionScale.h"
     33 
     34 
     35 idResolutionScale	resolutionScale;
     36 
     37 static const float MINIMUM_RESOLUTION_SCALE = 0.5f;
     38 static const float MAXIMUM_RESOLUTION_SCALE = 1.0f;
     39 
     40 idCVar rs_enable( "rs_enable", "1", CVAR_INTEGER, "Enable dynamic resolution scaling, 0 - off, 1 - horz only, 2 - vert only, 3 - both" );
     41 idCVar rs_forceFractionX( "rs_forceFractionX", "0", CVAR_FLOAT, "Force a specific 0.0 to 1.0 horizontal resolution scale" );
     42 idCVar rs_forceFractionY( "rs_forceFractionY", "0", CVAR_FLOAT, "Force a specific 0.0 to 1.0 vertical resolution scale" );
     43 idCVar rs_showResolutionChanges( "rs_showResolutionChanges", "0", CVAR_INTEGER, "1 = Print whenever the resolution scale changes, 2 = always" );
     44 idCVar rs_dropMilliseconds( "rs_dropMilliseconds", "15.0", CVAR_FLOAT, "Drop the resolution when GPU time exceeds this" );
     45 idCVar rs_raiseMilliseconds( "rs_raiseMilliseconds", "13.0", CVAR_FLOAT, "Raise the resolution when GPU time is below this for several frames" );
     46 idCVar rs_dropFraction( "rs_dropFraction", "0.11", CVAR_FLOAT, "Drop the resolution in increments of this" );
     47 idCVar rs_raiseFraction( "rs_raiseFraction", "0.06", CVAR_FLOAT, "Raise the resolution in increments of this" );
     48 idCVar rs_raiseFrames( "rs_raiseFrames", "5", CVAR_INTEGER, "Require this many frames below rs_raiseMilliseconds" );
     49 idCVar rs_display( "rs_display", "0", CVAR_INTEGER, "0 - percentages, 1 - pixels per frame" );
     50 
     51 
     52 /*
     53 ========================
     54 idResolutionScale::idResolutionScale
     55 ========================
     56 */
     57 idResolutionScale::idResolutionScale() {
     58 	dropMilliseconds = 15.0f;
     59 	raiseMilliseconds = 13.0f;
     60 	framesAboveRaise = 0;
     61 	currentResolution = 1.0f;
     62 }
     63 
     64 /*
     65 ========================
     66 idResolutionScale::InitForMap
     67 ========================
     68 */
     69 void idResolutionScale::InitForMap( const char * mapName ) {
     70 	dropMilliseconds = rs_dropMilliseconds.GetFloat();
     71 	raiseMilliseconds = rs_raiseMilliseconds.GetFloat();
     72 }
     73 
     74 /*
     75 ========================
     76 idResolutionScale::ResetToFullResolution
     77 ========================
     78 */
     79 void idResolutionScale::ResetToFullResolution() {
     80 	currentResolution = 1.0f;
     81 }
     82 
     83 /*
     84 ========================
     85 idResolutionScale::GetCurrentResolutionScale
     86 ========================
     87 */
     88 void idResolutionScale::GetCurrentResolutionScale( float & x, float & y ) {
     89 	assert( currentResolution >= MINIMUM_RESOLUTION_SCALE );
     90 	assert( currentResolution <= MAXIMUM_RESOLUTION_SCALE );
     91 
     92 	x = MAXIMUM_RESOLUTION_SCALE;
     93 	y = MAXIMUM_RESOLUTION_SCALE;
     94 	switch ( rs_enable.GetInteger() ) {
     95 		case 0: return;
     96 		case 1: x = currentResolution; break;
     97 		case 2: y = currentResolution; break;
     98 		case 3: {
     99 			const float middle = ( MINIMUM_RESOLUTION_SCALE + MAXIMUM_RESOLUTION_SCALE ) * 0.5f;
    100 			if ( currentResolution >= middle ) {
    101 				// First scale horizontally from max to min
    102 				x = MINIMUM_RESOLUTION_SCALE + ( currentResolution - middle ) * 2.0f;
    103 			} else {
    104 				// Then scale vertically from max to min
    105 				x = MINIMUM_RESOLUTION_SCALE;
    106 				y = MINIMUM_RESOLUTION_SCALE + ( currentResolution - MINIMUM_RESOLUTION_SCALE ) * 2.0f;
    107 			}
    108 			break;
    109 		}
    110 	}
    111 	float forceFrac = rs_forceFractionX.GetFloat();
    112 	if ( forceFrac > 0.0f && forceFrac <= MAXIMUM_RESOLUTION_SCALE ) {
    113 		x = forceFrac;
    114 	} 
    115 	forceFrac = rs_forceFractionY.GetFloat();
    116 	if ( forceFrac > 0.0f && forceFrac <= MAXIMUM_RESOLUTION_SCALE ) {
    117 		y = forceFrac;
    118 	}
    119 }
    120 
    121 /*
    122 ========================
    123 idResolutionScale::SetCurrentGPUFrameTime
    124 ========================
    125 */
    126 void idResolutionScale::SetCurrentGPUFrameTime( int microseconds ) {
    127 	float old = currentResolution;
    128 	float milliseconds = microseconds * 0.001f;
    129 
    130 	if ( milliseconds > dropMilliseconds ) {
    131 		// We missed our target, so drop the resolution.
    132 		// The target should be set conservatively so this does not
    133 		// necessarily imply a missed VBL.
    134 		//
    135 		// we might consider making the drop in some way
    136 		// proportional to how badly we missed
    137 		currentResolution -= rs_dropFraction.GetFloat();
    138 		if ( currentResolution < MINIMUM_RESOLUTION_SCALE ) {
    139 			currentResolution = MINIMUM_RESOLUTION_SCALE;
    140 		}
    141 	} else if ( milliseconds < raiseMilliseconds ) {
    142 		// We seem to have speed to spare, so increase the resolution
    143 		// if we stay here consistantly.  The raise fraction should
    144 		// be smaller than the drop fraction to avoid ping-ponging
    145 		// back and forth.
    146 		if ( ++framesAboveRaise >= rs_raiseFrames.GetInteger() ) {
    147 			framesAboveRaise = 0;
    148 			currentResolution += rs_raiseFraction.GetFloat();
    149 			if ( currentResolution > MAXIMUM_RESOLUTION_SCALE ) {
    150 				currentResolution = MAXIMUM_RESOLUTION_SCALE;
    151 			}
    152 		}
    153 	} else {
    154 		// we are inside the target range
    155 		framesAboveRaise = 0;
    156 	}
    157 
    158 	if ( rs_showResolutionChanges.GetInteger() > 1 ||
    159 		( rs_showResolutionChanges.GetInteger() == 1 && currentResolution != old ) ) {
    160 		idLib::Printf( "GPU msec: %4.1f resolutionScale: %4.2f\n", milliseconds, currentResolution );
    161 	}
    162 }
    163 
    164 /*
    165 ========================
    166 idResolutionScale::GetConsoleText
    167 ========================
    168 */
    169 void idResolutionScale::GetConsoleText( idStr &s ) {
    170 	float x;
    171 	float y;
    172 	if ( rs_enable.GetInteger() == 0 ) {
    173 		s = "rs-off";
    174 		return;
    175 	}
    176 	GetCurrentResolutionScale( x, y );
    177 	if ( rs_display.GetInteger() > 0 ) {
    178 		x *= 1280.0f;
    179 		y *= 720.0f;
    180 		if ( rs_enable.GetInteger() == 1 ) {
    181 			y = 1.0f;
    182 		} else if ( rs_enable.GetInteger() == 2 ) {
    183 			x = 1.0f;
    184 		}
    185 		s = va( "rs-pixels %i", idMath::Ftoi( x * y ) );
    186 	} else {
    187 		if ( rs_enable.GetInteger() == 3 ) {
    188 			s = va( "%2i%%h,%2i%%v", idMath::Ftoi( 100.0f * x ), idMath::Ftoi( 100.0f * y ) );
    189 		} else {
    190 			s = va( "%2i%%%s", ( rs_enable.GetInteger() == 1 ) ? idMath::Ftoi( 100.0f * x ) : idMath::Ftoi( 100.0f * y ), ( rs_enable.GetInteger() == 1 ) ? "h" : "v" );
    191 		}
    192 	}
    193 }