Fix bandwidth estimation for texture fetch
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@@ -669,14 +669,15 @@ void update_statistics(U32 frame_count)
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gObjectBits = 0;
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// gDecodedBits = 0;
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// Only update texture stats ones per second so that they are less noisy
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//Update bandwidth stats often because texture fetch relies on them.
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{
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static const F32 texture_stats_freq = 10.f;
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static const F32 texture_stats_freq = 0.1f;
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static LLFrameTimer texture_stats_timer;
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if (texture_stats_timer.getElapsedTimeF32() >= texture_stats_freq)
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{
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LLViewerStats::getInstance()->mTextureKBitStat.addValue(LLViewerTextureList::sTextureBits/1024.f);
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LLViewerStats::getInstance()->mTexturePacketsStat.addValue(LLViewerTextureList::sTexturePackets);
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LLAppViewer::getTextureFetch()->setTextureBandwidth(LLViewerTextureList::sTextureBits/1024.f/texture_stats_timer.getElapsedTimeF32());
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gTotalTextureBytes += LLViewerTextureList::sTextureBits / 8;
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LLViewerTextureList::sTextureBits = 0;
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LLViewerTextureList::sTexturePackets = 0;
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@@ -628,7 +628,6 @@ void LLViewerTextureList::updateImages(F32 max_time)
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clearFetchingRequests();
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return;
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}
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LLAppViewer::getTextureFetch()->setTextureBandwidth(LLViewerStats::getInstance()->mTextureKBitStat.getMeanPerSec());
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S32 global_raw_memory;
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{
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