/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

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.

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.

===========================================================================
*/

#pragma hdrstop
#include "../idlib/precompiled.h"
#include "tr_local.h"
#include "ResolutionScale.h"


idResolutionScale	resolutionScale;

static const float MINIMUM_RESOLUTION_SCALE = 0.5f;
static const float MAXIMUM_RESOLUTION_SCALE = 1.0f;

idCVar rs_enable( "rs_enable", "1", CVAR_INTEGER, "Enable dynamic resolution scaling, 0 - off, 1 - horz only, 2 - vert only, 3 - both" );
idCVar rs_forceFractionX( "rs_forceFractionX", "0", CVAR_FLOAT, "Force a specific 0.0 to 1.0 horizontal resolution scale" );
idCVar rs_forceFractionY( "rs_forceFractionY", "0", CVAR_FLOAT, "Force a specific 0.0 to 1.0 vertical resolution scale" );
idCVar rs_showResolutionChanges( "rs_showResolutionChanges", "0", CVAR_INTEGER, "1 = Print whenever the resolution scale changes, 2 = always" );
idCVar rs_dropMilliseconds( "rs_dropMilliseconds", "15.0", CVAR_FLOAT, "Drop the resolution when GPU time exceeds this" );
idCVar rs_raiseMilliseconds( "rs_raiseMilliseconds", "13.0", CVAR_FLOAT, "Raise the resolution when GPU time is below this for several frames" );
idCVar rs_dropFraction( "rs_dropFraction", "0.11", CVAR_FLOAT, "Drop the resolution in increments of this" );
idCVar rs_raiseFraction( "rs_raiseFraction", "0.06", CVAR_FLOAT, "Raise the resolution in increments of this" );
idCVar rs_raiseFrames( "rs_raiseFrames", "5", CVAR_INTEGER, "Require this many frames below rs_raiseMilliseconds" );
idCVar rs_display( "rs_display", "0", CVAR_INTEGER, "0 - percentages, 1 - pixels per frame" );


/*
========================
idResolutionScale::idResolutionScale
========================
*/
idResolutionScale::idResolutionScale() {
	dropMilliseconds = 15.0f;
	raiseMilliseconds = 13.0f;
	framesAboveRaise = 0;
	currentResolution = 1.0f;
}

/*
========================
idResolutionScale::InitForMap
========================
*/
void idResolutionScale::InitForMap( const char * mapName ) {
	dropMilliseconds = rs_dropMilliseconds.GetFloat();
	raiseMilliseconds = rs_raiseMilliseconds.GetFloat();
}

/*
========================
idResolutionScale::ResetToFullResolution
========================
*/
void idResolutionScale::ResetToFullResolution() {
	currentResolution = 1.0f;
}

/*
========================
idResolutionScale::GetCurrentResolutionScale
========================
*/
void idResolutionScale::GetCurrentResolutionScale( float & x, float & y ) {
	assert( currentResolution >= MINIMUM_RESOLUTION_SCALE );
	assert( currentResolution <= MAXIMUM_RESOLUTION_SCALE );

	x = MAXIMUM_RESOLUTION_SCALE;
	y = MAXIMUM_RESOLUTION_SCALE;
	switch ( rs_enable.GetInteger() ) {
		case 0: return;
		case 1: x = currentResolution; break;
		case 2: y = currentResolution; break;
		case 3: {
			const float middle = ( MINIMUM_RESOLUTION_SCALE + MAXIMUM_RESOLUTION_SCALE ) * 0.5f;
			if ( currentResolution >= middle ) {
				// First scale horizontally from max to min
				x = MINIMUM_RESOLUTION_SCALE + ( currentResolution - middle ) * 2.0f;
			} else {
				// Then scale vertically from max to min
				x = MINIMUM_RESOLUTION_SCALE;
				y = MINIMUM_RESOLUTION_SCALE + ( currentResolution - MINIMUM_RESOLUTION_SCALE ) * 2.0f;
			}
			break;
		}
	}
	float forceFrac = rs_forceFractionX.GetFloat();
	if ( forceFrac > 0.0f && forceFrac <= MAXIMUM_RESOLUTION_SCALE ) {
		x = forceFrac;
	} 
	forceFrac = rs_forceFractionY.GetFloat();
	if ( forceFrac > 0.0f && forceFrac <= MAXIMUM_RESOLUTION_SCALE ) {
		y = forceFrac;
	}
}

/*
========================
idResolutionScale::SetCurrentGPUFrameTime
========================
*/
void idResolutionScale::SetCurrentGPUFrameTime( int microseconds ) {
	float old = currentResolution;
	float milliseconds = microseconds * 0.001f;

	if ( milliseconds > dropMilliseconds ) {
		// We missed our target, so drop the resolution.
		// The target should be set conservatively so this does not
		// necessarily imply a missed VBL.
		//
		// we might consider making the drop in some way
		// proportional to how badly we missed
		currentResolution -= rs_dropFraction.GetFloat();
		if ( currentResolution < MINIMUM_RESOLUTION_SCALE ) {
			currentResolution = MINIMUM_RESOLUTION_SCALE;
		}
	} else if ( milliseconds < raiseMilliseconds ) {
		// We seem to have speed to spare, so increase the resolution
		// if we stay here consistantly.  The raise fraction should
		// be smaller than the drop fraction to avoid ping-ponging
		// back and forth.
		if ( ++framesAboveRaise >= rs_raiseFrames.GetInteger() ) {
			framesAboveRaise = 0;
			currentResolution += rs_raiseFraction.GetFloat();
			if ( currentResolution > MAXIMUM_RESOLUTION_SCALE ) {
				currentResolution = MAXIMUM_RESOLUTION_SCALE;
			}
		}
	} else {
		// we are inside the target range
		framesAboveRaise = 0;
	}

	if ( rs_showResolutionChanges.GetInteger() > 1 ||
		( rs_showResolutionChanges.GetInteger() == 1 && currentResolution != old ) ) {
		idLib::Printf( "GPU msec: %4.1f resolutionScale: %4.2f\n", milliseconds, currentResolution );
	}
}

/*
========================
idResolutionScale::GetConsoleText
========================
*/
void idResolutionScale::GetConsoleText( idStr &s ) {
	float x;
	float y;
	if ( rs_enable.GetInteger() == 0 ) {
		s = "rs-off";
		return;
	}
	GetCurrentResolutionScale( x, y );
	if ( rs_display.GetInteger() > 0 ) {
		x *= 1280.0f;
		y *= 720.0f;
		if ( rs_enable.GetInteger() == 1 ) {
			y = 1.0f;
		} else if ( rs_enable.GetInteger() == 2 ) {
			x = 1.0f;
		}
		s = va( "rs-pixels %i", idMath::Ftoi( x * y ) );
	} else {
		if ( rs_enable.GetInteger() == 3 ) {
			s = va( "%2i%%h,%2i%%v", idMath::Ftoi( 100.0f * x ), idMath::Ftoi( 100.0f * y ) );
		} else {
			s = va( "%2i%%%s", ( rs_enable.GetInteger() == 1 ) ? idMath::Ftoi( 100.0f * x ) : idMath::Ftoi( 100.0f * y ), ( rs_enable.GetInteger() == 1 ) ? "h" : "v" );
		}
	}
}
