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764 lines
34 KiB
764 lines
34 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: tracks VB allocations (and compressed/uncompressed vertex memory usage) |
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// |
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//===========================================================================// |
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#include "materialsystem/imaterial.h" |
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#include "imeshdx8.h" |
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#include "convar.h" |
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#include "tier1/utlhash.h" |
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#include "tier1/utlstack.h" |
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#include "materialsystem/ivballoctracker.h" |
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//----------------------------------------------------------------------------- |
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// |
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// Types |
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// |
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//----------------------------------------------------------------------------- |
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#if ENABLE_VB_ALLOC_TRACKER |
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// FIXME: combine this into the lower bits of VertexFormat_t |
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typedef uint64 VertexElementMap_t; |
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enum Saving_t |
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{ |
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SAVING_COMPRESSION = 0, |
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SAVING_REMOVAL = 1, |
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SAVING_ALIGNMENT = 2 |
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}; |
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struct ElementData |
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{ |
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VertexElement_t element; |
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int uncompressed; // uncompressed vertex size |
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int currentCompressed; // current compressed vertex element size |
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int idealCompressed; // ideal future compressed vertex element size |
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const char *name; |
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}; |
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class CounterData |
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{ |
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public: |
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CounterData() : m_memCount( 0 ), m_vertCount( 0 ), m_paddingCount( 0 ) |
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{ |
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for ( int i = 0; i < VERTEX_ELEMENT_NUMELEMENTS; i++ ) |
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{ |
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m_elementsCompressed[ i ] = 0; |
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m_elementsUncompressed[ i ] = 0; |
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} |
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m_AllocatorName[ 0 ] = 0; |
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} |
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static const int MAX_NAME_SIZE = 128; |
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int m_memCount; |
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int m_vertCount; |
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int m_paddingCount; |
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int m_elementsCompressed[ VERTEX_ELEMENT_NUMELEMENTS ]; // Number of compressed verts using each element |
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int m_elementsUncompressed[ VERTEX_ELEMENT_NUMELEMENTS ]; // Number of uncompressed verts using each element |
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char m_AllocatorName[ MAX_NAME_SIZE ]; |
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}; |
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class AllocData |
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{ |
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public: |
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AllocData( void * buffer, int bufferSize, VertexFormat_t fmt, int numVerts, int allocatorHash ) |
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: m_buffer( buffer ), m_bufferSize( bufferSize ), m_fmt( fmt ), m_numVerts( numVerts ), m_allocatorHash( allocatorHash ) {} |
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AllocData() : m_buffer( NULL ), m_bufferSize( 0 ), m_fmt( 0 ), m_numVerts( 0 ), m_allocatorHash( 0 ) {} |
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VertexFormat_t m_fmt; |
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void * m_buffer; |
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int m_bufferSize; |
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int m_numVerts; |
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short m_allocatorHash; |
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}; |
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typedef CUtlHashFixed < CounterData, 64 > CCounterTable; |
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typedef CUtlHashFixed < AllocData, 4096 > CAllocTable; |
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typedef CUtlStack < short > CAllocNameHashes; |
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#endif // ENABLE_VB_ALLOC_TRACKER |
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class CVBAllocTracker : public IVBAllocTracker |
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{ |
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public: |
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virtual void CountVB( void * buffer, bool isDynamic, int bufferSize, int vertexSize, VertexFormat_t fmt ); |
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virtual void UnCountVB( void * buffer ); |
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virtual bool TrackMeshAllocations( const char * allocatorName ); |
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void DumpVBAllocs(); |
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#if ENABLE_VB_ALLOC_TRACKER |
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public: |
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CVBAllocTracker() : m_bSuperSpew( false ) { m_MeshAllocatorName[0] = 0; } |
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private: |
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UtlHashFixedHandle_t TrackAlloc( void * buffer, int bufferSize, VertexFormat_t fmt, int numVerts, short allocatorHash ); |
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bool KillAlloc( void * buffer, int & bufferSize, VertexFormat_t & fmt, int & numVerts, short & allocatorHash ); |
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UtlHashFixedHandle_t GetCounterHandle( const char * allocatorName, short allocatorHash ); |
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void SpewElements( const char * allocatorName, short nameHash ); |
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int ComputeVertexSize( VertexElementMap_t map, VertexFormat_t fmt, bool compressed ); |
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VertexElementMap_t ComputeElementMap( VertexFormat_t fmt, int vertexSize, bool isDynamic ); |
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void UpdateElements( CounterData & data, VertexFormat_t fmt, int numVerts, int vertexSize, |
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bool isDynamic, bool isCompressed ); |
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int ComputeAlignmentWastage( int bufferSize ); |
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void AddSaving( int & alreadySaved, int & yetToSave, const char *allocatorName, VertexElement_t element, Saving_t savingType ); |
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void SpewExpectedSavings( void ); |
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void UpdateData( const char * allocatorName, short allocatorKey, int bufferSize, VertexFormat_t fmt, |
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int numVerts, int vertexSize, bool isDynamic, bool isCompressed ); |
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const char * GetNameString( int allocatorKey ); |
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void SpewData( const char * allocatorName, short nameHash = 0 ); |
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void SpewDataSometimes( int inc ); |
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static const int SPEW_RATE = 64; |
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static const int MAX_ALLOCATOR_NAME_SIZE = 128; |
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char m_MeshAllocatorName[ MAX_ALLOCATOR_NAME_SIZE ]; |
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bool m_bSuperSpew; |
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CCounterTable m_VBCountTable; |
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CAllocTable m_VBAllocTable; |
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CAllocNameHashes m_VBTableNameHashes; |
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// We use a mutex since allocation tracking is accessed from multiple loading threads. |
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// CThreadFastMutex is used as contention is expected to be low during loading. |
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CThreadFastMutex m_VBAllocMutex; |
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#endif // ENABLE_VB_ALLOC_TRACKER |
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}; |
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//----------------------------------------------------------------------------- |
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// |
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// Global data |
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// |
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//----------------------------------------------------------------------------- |
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#if ENABLE_VB_ALLOC_TRACKER |
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// FIXME: do this in a better way: |
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static const ElementData positionElement = { VERTEX_ELEMENT_POSITION, 12, 12, 8, "POSITION " }; // (UNDONE: need vertex shader to scale, may cause cracking w/ static props) |
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static const ElementData normalElement = { VERTEX_ELEMENT_NORMAL, 12, 4, 4, "NORMAL " }; // (UNDONE: PC (2x16-byte Ravi method) or 360 (D3DDECLTYPE_HEND3N)) |
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static const ElementData colorElement = { VERTEX_ELEMENT_COLOR, 4, 4, 4, "COLOR " }; // (already minimal) |
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static const ElementData specularElement = { VERTEX_ELEMENT_SPECULAR, 4, 4, 4, "SPECULAR " }; // (already minimal) |
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static const ElementData tangentSElement = { VERTEX_ELEMENT_TANGENT_S, 12, 12, 4, "TANGENT_S " }; // (all-but-unused) |
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static const ElementData tangentTElement = { VERTEX_ELEMENT_TANGENT_T, 12, 12, 4, "TANGENT_T " }; // (all-but-unused) |
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static const ElementData wrinkleElement = { VERTEX_ELEMENT_WRINKLE, 4, 4, 0, "WRINKLE " }; // (UNDONE: compress it as a SHORTN in Position.w - is it [0,1]?) |
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static const ElementData boneIndexElement = { VERTEX_ELEMENT_BONEINDEX, 4, 4, 4, "BONEINDEX " }; // (already minimal) |
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static const ElementData boneWeight1Element = { VERTEX_ELEMENT_BONEWEIGHTS1, 4, 4, 4, "BONEWEIGHT1 " }; // (unused) |
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static const ElementData boneWeight2Element = { VERTEX_ELEMENT_BONEWEIGHTS2, 8, 8, 4, "BONEWEIGHT2 " }; // (UNDONE: take care w.r.t cracking in flex regions) |
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static const ElementData boneWeight3Element = { VERTEX_ELEMENT_BONEWEIGHTS3, 12, 12, 8, "BONEWEIGHT3 " }; // (unused) |
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static const ElementData boneWeight4Element = { VERTEX_ELEMENT_BONEWEIGHTS4, 16, 16, 8, "BONEWEIGHT4 " }; // (unused) |
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static const ElementData userData1Element = { VERTEX_ELEMENT_USERDATA1, 4, 4, 4, "USERDATA1 " }; // (unused) |
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static const ElementData userData2Element = { VERTEX_ELEMENT_USERDATA2, 8, 8, 4, "USERDATA2 " }; // (unused) |
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static const ElementData userData3Element = { VERTEX_ELEMENT_USERDATA3, 12, 12, 4, "USERDATA3 " }; // (unused) |
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#if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 ) |
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static const ElementData userData4Element = { VERTEX_ELEMENT_USERDATA4, 16, 4, 4, "USERDATA4 " }; // (UNDONE: PC (2x16-byte Ravi method) or 360 (D3DDECLTYPE_HEND3N)) |
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#else // ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) |
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static const ElementData userData4Element = { VERTEX_ELEMENT_USERDATA4, 16, 0, 0, "USERDATA4 " }; // (UNDONE: PC (2x16-byte Ravi method) or 360 (D3DDECLTYPE_HEND3N)) |
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#endif |
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static const ElementData texCoord1D0Element = { VERTEX_ELEMENT_TEXCOORD1D_0, 4, 4, 4, "TEXCOORD1D_0" }; // (not worth compressing) |
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static const ElementData texCoord1D1Element = { VERTEX_ELEMENT_TEXCOORD1D_1, 4, 4, 4, "TEXCOORD1D_1" }; // (not worth compressing) |
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static const ElementData texCoord1D2Element = { VERTEX_ELEMENT_TEXCOORD1D_2, 4, 4, 4, "TEXCOORD1D_2" }; // (not worth compressing) |
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static const ElementData texCoord1D3Element = { VERTEX_ELEMENT_TEXCOORD1D_3, 4, 4, 4, "TEXCOORD1D_3" }; // (not worth compressing) |
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static const ElementData texCoord1D4Element = { VERTEX_ELEMENT_TEXCOORD1D_4, 4, 4, 4, "TEXCOORD1D_4" }; // (not worth compressing) |
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static const ElementData texCoord1D5Element = { VERTEX_ELEMENT_TEXCOORD1D_5, 4, 4, 4, "TEXCOORD1D_5" }; // (not worth compressing) |
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static const ElementData texCoord1D6Element = { VERTEX_ELEMENT_TEXCOORD1D_6, 4, 4, 4, "TEXCOORD1D_6" }; // (not worth compressing) |
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static const ElementData texCoord1D7Element = { VERTEX_ELEMENT_TEXCOORD1D_7, 4, 4, 4, "TEXCOORD1D_7" }; // (not worth compressing) |
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static const ElementData texCoord2D0Element = { VERTEX_ELEMENT_TEXCOORD2D_0, 8, 8, 4, "TEXCOORD2D_0" }; // (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord2D1Element = { VERTEX_ELEMENT_TEXCOORD2D_1, 8, 8, 4, "TEXCOORD2D_1" }; // (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord2D2Element = { VERTEX_ELEMENT_TEXCOORD2D_2, 8, 8, 4, "TEXCOORD2D_2" }; // (all-but-unused) |
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static const ElementData texCoord2D3Element = { VERTEX_ELEMENT_TEXCOORD2D_3, 8, 8, 4, "TEXCOORD2D_3" }; // (unused) |
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static const ElementData texCoord2D4Element = { VERTEX_ELEMENT_TEXCOORD2D_4, 8, 8, 4, "TEXCOORD2D_4" }; // (unused) |
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static const ElementData texCoord2D5Element = { VERTEX_ELEMENT_TEXCOORD2D_5, 8, 8, 4, "TEXCOORD2D_5" }; // (unused) |
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static const ElementData texCoord2D6Element = { VERTEX_ELEMENT_TEXCOORD2D_6, 8, 8, 4, "TEXCOORD2D_6" }; // (unused) |
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static const ElementData texCoord2D7Element = { VERTEX_ELEMENT_TEXCOORD2D_7, 8, 8, 4, "TEXCOORD2D_7" }; // (unused) |
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static const ElementData texCoord3D0Element = { VERTEX_ELEMENT_TEXCOORD3D_0, 12, 12, 8, "TEXCOORD3D_0" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord3D1Element = { VERTEX_ELEMENT_TEXCOORD3D_1, 12, 12, 8, "TEXCOORD3D_1" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord3D2Element = { VERTEX_ELEMENT_TEXCOORD3D_2, 12, 12, 8, "TEXCOORD3D_2" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord3D3Element = { VERTEX_ELEMENT_TEXCOORD3D_3, 12, 12, 8, "TEXCOORD3D_3" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord3D4Element = { VERTEX_ELEMENT_TEXCOORD3D_4, 12, 12, 8, "TEXCOORD3D_4" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord3D5Element = { VERTEX_ELEMENT_TEXCOORD3D_5, 12, 12, 8, "TEXCOORD3D_5" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord3D6Element = { VERTEX_ELEMENT_TEXCOORD3D_6, 12, 12, 8, "TEXCOORD3D_6" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord3D7Element = { VERTEX_ELEMENT_TEXCOORD3D_7, 12, 12, 8, "TEXCOORD3D_7" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord4D0Element = { VERTEX_ELEMENT_TEXCOORD4D_0, 16, 16, 8, "TEXCOORD4D_0" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord4D1Element = { VERTEX_ELEMENT_TEXCOORD4D_1, 16, 16, 8, "TEXCOORD4D_1" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord4D2Element = { VERTEX_ELEMENT_TEXCOORD4D_2, 16, 16, 8, "TEXCOORD4D_2" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord4D3Element = { VERTEX_ELEMENT_TEXCOORD4D_3, 16, 16, 8, "TEXCOORD4D_3" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord4D4Element = { VERTEX_ELEMENT_TEXCOORD4D_4, 16, 16, 8, "TEXCOORD4D_4" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord4D5Element = { VERTEX_ELEMENT_TEXCOORD4D_5, 16, 16, 8, "TEXCOORD4D_5" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord4D6Element = { VERTEX_ELEMENT_TEXCOORD4D_6, 16, 16, 8, "TEXCOORD4D_6" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData texCoord4D7Element = { VERTEX_ELEMENT_TEXCOORD4D_7, 16, 16, 8, "TEXCOORD4D_7" }; // FIXME: used how much? (UNDONE: need vertex shader to take scale, account for clamping) |
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static const ElementData elementTable[ VERTEX_ELEMENT_NUMELEMENTS ] = { positionElement, |
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normalElement, |
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colorElement, |
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specularElement, |
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tangentSElement, |
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tangentTElement, |
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wrinkleElement, |
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boneIndexElement, |
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boneWeight1Element, boneWeight2Element, boneWeight3Element, boneWeight4Element, |
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userData1Element, userData2Element, userData3Element, userData4Element, |
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texCoord1D0Element, texCoord1D1Element, texCoord1D2Element, texCoord1D3Element, texCoord1D4Element, texCoord1D5Element, texCoord1D6Element, texCoord1D7Element, |
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texCoord2D0Element, texCoord2D1Element, texCoord2D2Element, texCoord2D3Element, texCoord2D4Element, texCoord2D5Element, texCoord2D6Element, texCoord2D7Element, |
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texCoord3D0Element, texCoord3D1Element, texCoord3D2Element, texCoord3D3Element, texCoord3D4Element, texCoord3D5Element, texCoord3D6Element, texCoord3D7Element, |
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texCoord4D0Element, texCoord4D1Element, texCoord4D2Element, texCoord4D3Element, texCoord4D4Element, texCoord4D5Element, texCoord4D6Element, texCoord4D7Element, |
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}; |
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static ConVar mem_vballocspew( "mem_vballocspew", "0", FCVAR_CHEAT, "How often to spew vertex buffer allocation stats - 1: every alloc, 2+: every 2+ allocs, 0: off" ); |
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#endif // ENABLE_VB_ALLOC_TRACKER |
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//----------------------------------------------------------------------------- |
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// Singleton instance exposed to the engine |
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//----------------------------------------------------------------------------- |
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CVBAllocTracker g_VBAllocTrackerShaderAPI; |
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CVBAllocTracker, IVBAllocTracker, |
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VB_ALLOC_TRACKER_INTERFACE_VERSION, g_VBAllocTrackerShaderAPI ); |
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//----------------------------------------------------------------------------- |
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// |
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// VB alloc-tracking code starts here |
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// |
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//----------------------------------------------------------------------------- |
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#if ENABLE_VB_ALLOC_TRACKER |
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UtlHashFixedHandle_t CVBAllocTracker::TrackAlloc( void * buffer, int bufferSize, VertexFormat_t fmt, int numVerts, short allocatorHash ) |
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{ |
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AllocData newData( buffer, bufferSize, fmt, numVerts, allocatorHash ); |
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UtlHashFixedHandle_t handle = m_VBAllocTable.Insert( (intp)buffer, newData ); |
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if ( handle == m_VBAllocTable.InvalidHandle() ) |
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{ |
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Warning( "[VBMEM] VBMemAllocTable hash collision (grow table).\n" ); |
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} |
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return handle; |
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} |
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bool CVBAllocTracker::KillAlloc( void * buffer, int & bufferSize, VertexFormat_t & fmt, int & numVerts, short & allocatorHash ) |
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{ |
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UtlHashFixedHandle_t handle = m_VBAllocTable.Find( (intp)buffer ); |
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if ( handle != m_VBAllocTable.InvalidHandle() ) |
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{ |
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AllocData & data = m_VBAllocTable.Element( handle ); |
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bufferSize = data.m_bufferSize; |
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fmt = data.m_fmt; |
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numVerts = data.m_numVerts; |
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allocatorHash = data.m_allocatorHash; |
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m_VBAllocTable.Remove( handle ); |
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return true; |
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} |
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Warning( "[VBMEM] VBMemAllocTable failed to find alloc entry...\n" ); |
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return false; |
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} |
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UtlHashFixedHandle_t CVBAllocTracker::GetCounterHandle( const char * allocatorName, short allocatorHash ) |
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{ |
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UtlHashFixedHandle_t handle = m_VBCountTable.Find( allocatorHash ); |
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if ( handle == m_VBCountTable.InvalidHandle() ) |
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{ |
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CounterData newData; |
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Assert( ( allocatorName != NULL ) && ( allocatorName[0] != 0 ) ); |
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V_strncpy( newData.m_AllocatorName, allocatorName, CounterData::MAX_NAME_SIZE ); |
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handle = m_VBCountTable.Insert( allocatorHash, newData ); |
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m_VBTableNameHashes.Push( allocatorHash ); |
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} |
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if ( handle == m_VBCountTable.InvalidHandle() ) |
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{ |
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Warning( "[VBMEM] CounterData hash collision (grow table).\n" ); |
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} |
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return handle; |
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} |
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void CheckForElementTableUpdates( const ElementData & element ) |
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{ |
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// Ensure that 'elementTable' gets updated if VertexElement_t ever changes: |
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int tableIndex = &element - &( elementTable[0] ); |
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Assert( tableIndex == element.element ); |
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if ( tableIndex != element.element ) |
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{ |
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static int timesToSpew = 20; |
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if ( timesToSpew > 0 ) |
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{ |
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Warning( "VertexElement_t structure has changed, ElementData table in cvballoctracker needs updating!\n" ); |
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timesToSpew--; |
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} |
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} |
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} |
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void CVBAllocTracker::SpewElements( const char * allocatorName, short nameHash ) |
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{ |
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short allocatorHash = allocatorName ? HashString( allocatorName ) : nameHash; |
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UtlHashFixedHandle_t handle = GetCounterHandle( allocatorName, allocatorHash ); |
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if ( handle != m_VBCountTable.InvalidHandle() ) |
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{ |
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CounterData & data = m_VBCountTable.Element( handle ); |
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int originalSum = 0, currentSum = 0, idealSum = 0; |
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for (int i = 0;i < VERTEX_ELEMENT_NUMELEMENTS;i++) |
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{ |
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CheckForElementTableUpdates( elementTable[ i ] ); |
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int numCompressed = data.m_elementsCompressed[ i ]; |
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int numUncompressed = data.m_elementsUncompressed[ i ]; |
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int numVerts = numCompressed + numUncompressed; |
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originalSum += numVerts*elementTable[ i ].uncompressed; |
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currentSum += numCompressed*elementTable[ i ].currentCompressed + numUncompressed*elementTable[ i ].uncompressed; |
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idealSum += numVerts*elementTable[ i ].idealCompressed; |
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} |
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if ( originalSum > 0 ) |
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{ |
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Msg( "[VBMEM] ----elements (%s)----:\n", data.m_AllocatorName); |
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for (int i = 0;i < VERTEX_ELEMENT_NUMELEMENTS;i++) |
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{ |
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// We count vertices (converted to bytes via elementTable) |
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int numCompressed = data.m_elementsCompressed[ i ]; |
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int numUncompressed = data.m_elementsUncompressed[ i ]; |
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int numVerts = numCompressed + numUncompressed; |
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const ElementData & elementData = elementTable[ i ]; |
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if ( numVerts > 0 ) |
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{ |
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Msg( " element: %5.2f MB 'U', %5.2f MB 'C', %5.2f MB 'I', %6.2f MB 'D', %s\n", |
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numVerts*elementData.uncompressed / ( 1024.0f*1024.0f ), |
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( numCompressed*elementData.currentCompressed + numUncompressed*elementData.uncompressed ) / ( 1024.0f*1024.0f ), |
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numVerts*elementData.idealCompressed / ( 1024.0f*1024.0f ), |
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-( numCompressed*elementData.currentCompressed + numUncompressed*elementData.uncompressed - numVerts*elementData.idealCompressed ) / ( 1024.0f*1024.0f ), |
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elementData.name ); |
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} |
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} |
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Msg( "[VBMEM] total: %5.2f MB 'U', %5.2f MB 'C', %5.2f MB 'I', %6.2f MB 'D'\n", |
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originalSum / ( 1024.0f*1024.0f ), |
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currentSum / ( 1024.0f*1024.0f ), |
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idealSum / ( 1024.0f*1024.0f ), |
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-( currentSum - idealSum ) / ( 1024.0f*1024.0f ) ); |
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Msg( "[VBMEM] ----elements (%s)----:\n", data.m_AllocatorName); |
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} |
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} |
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} |
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int CVBAllocTracker::ComputeVertexSize( VertexElementMap_t map, VertexFormat_t fmt, bool compressed ) |
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{ |
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int vertexSize = 0; |
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for ( int i = 0;i < VERTEX_ELEMENT_NUMELEMENTS;i++ ) |
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{ |
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const ElementData & element = elementTable[ i ]; |
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CheckForElementTableUpdates( element ); |
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VertexElementMap_t LSB = 1; |
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if ( map & ( LSB << i ) ) |
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{ |
|
vertexSize += compressed ? element.currentCompressed : element.uncompressed; |
|
} |
|
} |
|
|
|
// On PC (see CVertexBufferBase::ComputeVertexDescription() in meshbase.cpp) |
|
// vertex strides are aligned to 16 bytes: |
|
bool bCacheAlign = ( fmt & VERTEX_FORMAT_USE_EXACT_FORMAT ) == 0; |
|
if ( bCacheAlign && ( vertexSize > 16 ) && IsPC() ) |
|
{ |
|
vertexSize = (vertexSize + 0xF) & (~0xF); |
|
} |
|
|
|
return vertexSize; |
|
} |
|
|
|
VertexElementMap_t CVBAllocTracker::ComputeElementMap( VertexFormat_t fmt, int vertexSize, bool isDynamic ) |
|
{ |
|
VertexElementMap_t map = 0, LSB = 1; |
|
if ( fmt & VERTEX_POSITION ) map |= LSB << VERTEX_ELEMENT_POSITION; |
|
if ( fmt & VERTEX_NORMAL ) map |= LSB << VERTEX_ELEMENT_NORMAL; |
|
if ( fmt & VERTEX_COLOR ) map |= LSB << VERTEX_ELEMENT_COLOR; |
|
if ( fmt & VERTEX_SPECULAR ) map |= LSB << VERTEX_ELEMENT_SPECULAR; |
|
if ( fmt & VERTEX_TANGENT_S ) map |= LSB << VERTEX_ELEMENT_TANGENT_S; |
|
if ( fmt & VERTEX_TANGENT_T ) map |= LSB << VERTEX_ELEMENT_TANGENT_T; |
|
if ( fmt & VERTEX_WRINKLE ) map |= LSB << VERTEX_ELEMENT_WRINKLE; |
|
if ( fmt & VERTEX_BONE_INDEX) map |= LSB << VERTEX_ELEMENT_BONEINDEX; |
|
int numBones = NumBoneWeights( fmt ); |
|
if ( numBones > 0 ) map |= LSB << ( VERTEX_ELEMENT_BONEWEIGHTS1 + numBones - 1 ); |
|
int userDataSize = UserDataSize( fmt ); |
|
if ( userDataSize > 0 ) map |= LSB << ( VERTEX_ELEMENT_USERDATA1 + userDataSize - 1 ); |
|
for ( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i ) |
|
{ |
|
VertexElement_t texCoordElements[4] = { VERTEX_ELEMENT_TEXCOORD1D_0, VERTEX_ELEMENT_TEXCOORD2D_0, VERTEX_ELEMENT_TEXCOORD3D_0, VERTEX_ELEMENT_TEXCOORD4D_0 }; |
|
int nCoordSize = TexCoordSize( i, fmt ); |
|
if ( nCoordSize > 0 ) |
|
{ |
|
Assert( i < 4 ); |
|
if ( i < 4 ) |
|
{ |
|
map |= LSB << ( texCoordElements[ nCoordSize - 1 ] + i ); |
|
} |
|
} |
|
} |
|
|
|
if ( map == 0 ) |
|
{ |
|
if ( !isDynamic ) |
|
{ |
|
// We expect all (non-dynamic) VB allocs to specify a vertex format |
|
// Warning("[VBMEM] unknown vertex format\n"); |
|
return 0; |
|
} |
|
} |
|
else |
|
{ |
|
if ( vertexSize != 0 ) |
|
{ |
|
// Make sure elementTable above matches external computations of vertex size |
|
// FIXME: make this assert dependent on whether the current VB is compressed or not |
|
VertexCompressionType_t compressionType = CompressionType( fmt ); |
|
bool isCompressedAlloc = ( compressionType == VERTEX_COMPRESSION_ON ); |
|
// FIXME: once we've finalised which elements we're compressing for ship, update |
|
// elementTable to reflect that and re-enable this assert for compressed verts |
|
if ( !isCompressedAlloc ) |
|
{ |
|
Assert( vertexSize == ComputeVertexSize( map, fmt, isCompressedAlloc ) ); |
|
} |
|
} |
|
} |
|
|
|
return map; |
|
} |
|
|
|
void CVBAllocTracker::UpdateElements( CounterData & data, VertexFormat_t fmt, int numVerts, int vertexSize, |
|
bool isDynamic, bool isCompressed ) |
|
{ |
|
VertexElementMap_t map = ComputeElementMap( fmt, vertexSize, isDynamic ); |
|
if ( map != 0 ) |
|
{ |
|
for (int i = 0;i < VERTEX_ELEMENT_NUMELEMENTS;i++) |
|
{ |
|
// Count vertices (get bytes from our elements table) |
|
VertexElementMap_t LSB = 1; |
|
if ( map & ( LSB << i ) ) |
|
{ |
|
if ( isCompressed ) |
|
data.m_elementsCompressed[ i ] += numVerts; |
|
else |
|
data.m_elementsUncompressed[ i ] += numVerts; |
|
} |
|
} |
|
} |
|
} |
|
|
|
int CVBAllocTracker::ComputeAlignmentWastage( int bufferSize ) |
|
{ |
|
if ( !IsX360() ) |
|
return 0; |
|
|
|
// VBs are 4KB-aligned on 360, so we waste thiiiiiis much: |
|
return ( ( 4096 - (bufferSize & 4095)) & 4095 ); |
|
} |
|
|
|
void CVBAllocTracker::AddSaving( int & alreadySaved, int & yetToSave, const char *allocatorName, VertexElement_t element, Saving_t savingType ) |
|
{ |
|
UtlHashFixedHandle_t handle = GetCounterHandle( allocatorName, HashString( allocatorName ) ); |
|
if ( handle != m_VBCountTable.InvalidHandle() ) |
|
{ |
|
CheckForElementTableUpdates( elementTable[ element ] ); |
|
CounterData & counterData = m_VBCountTable.Element( handle ); |
|
const ElementData & elementData = elementTable[ element ]; |
|
int numVerts = counterData.m_vertCount; |
|
int numCompressed = counterData.m_elementsCompressed[ element ]; |
|
int numUncompressed = counterData.m_elementsUncompressed[ element ]; |
|
switch( savingType ) |
|
{ |
|
case SAVING_COMPRESSION: |
|
alreadySaved += numCompressed*( elementData.uncompressed - elementData.currentCompressed ); |
|
yetToSave += numUncompressed*( elementData.uncompressed - elementData.currentCompressed ); |
|
break; |
|
case SAVING_REMOVAL: |
|
alreadySaved += elementData.uncompressed*( numVerts - ( numUncompressed + numCompressed ) ); |
|
yetToSave += numUncompressed*elementData.uncompressed + numCompressed*elementData.uncompressed; |
|
break; |
|
case SAVING_ALIGNMENT: |
|
yetToSave += counterData.m_paddingCount; |
|
break; |
|
default: |
|
Assert(0); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
void CVBAllocTracker::SpewExpectedSavings( void ) |
|
{ |
|
int alreadySaved = 0, yetToSave = 0; |
|
|
|
// We have removed bone weights+indices from static props |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_static)", VERTEX_ELEMENT_BONEWEIGHTS2, SAVING_REMOVAL ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_static)", VERTEX_ELEMENT_BONEINDEX, SAVING_REMOVAL ); |
|
// We have removed vertex colors from all models (color should only ever be in stream1, for static vertex lighting) |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_dynamic)", VERTEX_ELEMENT_COLOR, SAVING_REMOVAL ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_static)", VERTEX_ELEMENT_COLOR, SAVING_REMOVAL ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (character)", VERTEX_ELEMENT_COLOR, SAVING_REMOVAL ); |
|
|
|
// We expect to compress texcoords (DONE: normals+tangents, boneweights) for all studiomdls |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_dynamic)", VERTEX_ELEMENT_NORMAL, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_static)", VERTEX_ELEMENT_NORMAL, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (character)", VERTEX_ELEMENT_NORMAL, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_dynamic)", VERTEX_ELEMENT_USERDATA4, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_static)", VERTEX_ELEMENT_USERDATA4, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (character)", VERTEX_ELEMENT_USERDATA4, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_dynamic)", VERTEX_ELEMENT_TEXCOORD2D_0, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_static)", VERTEX_ELEMENT_TEXCOORD2D_0, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (character)", VERTEX_ELEMENT_TEXCOORD2D_0, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (character)", VERTEX_ELEMENT_BONEWEIGHTS1, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (character)", VERTEX_ELEMENT_BONEWEIGHTS2, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_dynamic)", VERTEX_ELEMENT_BONEWEIGHTS1, SAVING_COMPRESSION ); |
|
AddSaving( alreadySaved, yetToSave, "R_StudioCreateStaticMeshes (prop_dynamic)", VERTEX_ELEMENT_BONEWEIGHTS2, SAVING_COMPRESSION ); |
|
|
|
// UNDONE: compress bone weights for studiomdls? (issue: possible flex artifacts, but 2xSHORTN probably ok) |
|
// UNDONE: compress positions (+wrinkle) for studiomdls? (issue: possible flex artifacts) |
|
// UNDONE: disable tangents for non-bumped models (issue: forcedmaterialoverride support... don't think that needs tangents, though |
|
// however, if we use UBYTE4 normal+tangent encoding, removing tangents saves nothing) |
|
|
|
if ( IsX360() ) |
|
{ |
|
// We expect to avoid 4-KB-alignment wastage for color meshes, by allocating them |
|
// out of a single, shared VB and adding per-mesh offsets in vertex shaders |
|
AddSaving( alreadySaved, yetToSave, "CColorMeshData::CreateResource", VERTEX_ELEMENT_USERDATA4, SAVING_ALIGNMENT ); |
|
} |
|
|
|
Msg("[VBMEM]\n"); |
|
Msg("[VBMEM] Total expected memory saving by disabling/compressing vertex elements: %6.2f MB\n", yetToSave / ( 1024.0f*1024.0f ) ); |
|
Msg("[VBMEM] ( total memory already saved: %6.2f MB)\n", alreadySaved / ( 1024.0f*1024.0f ) ); |
|
Msg("[VBMEM] - compression of model texcoords, [DONE: normals+tangents, bone weights]\n" ); |
|
Msg("[VBMEM] - avoidance of 4-KB alignment wastage for color meshes (on 360)\n" ); |
|
Msg("[VBMEM] - [DONE: removal of unneeded bone weights+indices on models]\n" ); |
|
Msg("[VBMEM]\n"); |
|
} |
|
|
|
void CVBAllocTracker::UpdateData( const char * allocatorName, short allocatorKey, int bufferSize, VertexFormat_t fmt, |
|
int numVerts, int vertexSize, bool isDynamic, bool isCompressed ) |
|
{ |
|
UtlHashFixedHandle_t handle = GetCounterHandle( allocatorName, allocatorKey ); |
|
if ( handle != m_VBCountTable.InvalidHandle() ) |
|
{ |
|
CounterData & data = m_VBCountTable.Element( handle ); |
|
data.m_memCount += bufferSize; |
|
Assert( data.m_memCount >= 0 ); |
|
data.m_vertCount += numVerts; |
|
Assert( data.m_vertCount >= 0 ); |
|
data.m_paddingCount += ( bufferSize < 0 ? -1 : +1 )*ComputeAlignmentWastage( abs( bufferSize ) ); |
|
UpdateElements( data, fmt, numVerts, vertexSize, isDynamic, isCompressed ); |
|
} |
|
} |
|
|
|
const char * CVBAllocTracker::GetNameString( int allocatorKey ) |
|
{ |
|
UtlHashFixedHandle_t handle = GetCounterHandle( NULL, allocatorKey ); |
|
if ( handle != m_VBCountTable.InvalidHandle() ) |
|
{ |
|
CounterData & data = m_VBCountTable.Element( handle ); |
|
return data.m_AllocatorName; |
|
} |
|
return "null"; |
|
} |
|
|
|
void CVBAllocTracker::SpewData( const char * allocatorName, short nameHash ) |
|
{ |
|
short allocatorHash = allocatorName ? HashString( allocatorName ) : nameHash; |
|
UtlHashFixedHandle_t handle = GetCounterHandle( allocatorName, allocatorHash ); |
|
if ( handle != m_VBCountTable.InvalidHandle() ) |
|
{ |
|
CounterData & data = m_VBCountTable.Element( handle ); |
|
if ( data.m_memCount > 0 ) |
|
{ |
|
Msg("[VBMEM] running mem usage: (%5.2f M-verts) %6.2f MB | '%s'\n", |
|
data.m_vertCount / ( 1024.0f*1024.0f ), |
|
data.m_memCount / ( 1024.0f*1024.0f ), |
|
data.m_AllocatorName ); |
|
} |
|
if ( data.m_paddingCount > 0 ) |
|
{ |
|
Msg("[VBMEM] 4KB VB alignment wastage: %6.2f MB | '%s'\n", |
|
data.m_paddingCount / ( 1024.0f*1024.0f ), |
|
data.m_AllocatorName ); |
|
} |
|
} |
|
} |
|
|
|
void CVBAllocTracker::SpewDataSometimes( int inc ) |
|
{ |
|
static int count = 0; |
|
|
|
if ( inc < 0 ) count += inc; |
|
Assert( count >= 0 ); |
|
|
|
int period = mem_vballocspew.GetInt(); |
|
if ( period >= 1 ) |
|
{ |
|
if ( ( count % period ) == 0 ) |
|
{ |
|
Msg( "[VBMEM] Status after %d VB allocs:\n", count ); |
|
//#define ROUND_UP( _x_ ) ( ( ( _x_ ) + 31 ) & 31 ) |
|
//Msg( "[VBMEM] Conservative estimate of mem used to track allocs: %d\n", 4096*ROUND_UP( 4 + sizeof( CUtlPtrLinkedList<AllocData> ) ) + count*ROUND_UP( sizeof( AllocData ) + 8 ) ); |
|
SpewData( "total_static" ); |
|
SpewData( "unknown" ); |
|
} |
|
} |
|
|
|
if ( inc > 0 ) count += inc; |
|
} |
|
|
|
void CVBAllocTracker::DumpVBAllocs() |
|
{ |
|
m_VBAllocMutex.Lock(); |
|
|
|
Msg("[VBMEM] ----running totals----\n" ); |
|
for ( int i = ( m_VBTableNameHashes.Count() - 1 ); i >= 0; i-- ) |
|
{ |
|
short nameHash = m_VBTableNameHashes.Element( i ); |
|
SpewElements( NULL, nameHash ); |
|
} |
|
|
|
Msg("[VBMEM]\n"); |
|
Msg("[VBMEM] 'U' - original memory usage (all vertices uncompressed)\n" ); |
|
Msg("[VBMEM] 'C' - current memory usage (some compression)\n" ); |
|
Msg("[VBMEM] 'I' - ideal memory usage (all verts maximally compressed)\n" ); |
|
Msg("[VBMEM] 'D' - difference between C and I (-> how much more compression could save)\n" ); |
|
Msg("[VBMEM] 'W' - memory wasted due to 4-KB vertex buffer alignment\n" ); |
|
Msg("[VBMEM]\n"); |
|
for ( int i = ( m_VBTableNameHashes.Count() - 1 ); i >= 0; i-- ) |
|
{ |
|
short nameHash = m_VBTableNameHashes.Element( i ); |
|
SpewData( NULL, nameHash ); |
|
} |
|
SpewExpectedSavings(); |
|
Msg("[VBMEM] ----running totals----\n" ); |
|
|
|
m_VBAllocMutex.Unlock(); |
|
} |
|
|
|
#endif // ENABLE_VB_ALLOC_TRACKER |
|
|
|
void CVBAllocTracker::CountVB( void * buffer, bool isDynamic, int bufferSize, int vertexSize, VertexFormat_t fmt ) |
|
{ |
|
#if ENABLE_VB_ALLOC_TRACKER |
|
m_VBAllocMutex.Lock(); |
|
|
|
// Update VB memory counts for the relevant allocation type |
|
// (NOTE: we have 'unknown', 'dynamic' and 'total' counts) |
|
const char * allocatorName = ( m_MeshAllocatorName[0] == 0 ) ? "unknown" : m_MeshAllocatorName; |
|
if ( isDynamic ) allocatorName = "total_dynamic"; |
|
int numVerts = ( vertexSize > 0 ) ? ( bufferSize / vertexSize ) : 0; |
|
short totalStaticKey = HashString( "total_static" ); |
|
short key = HashString( allocatorName ); |
|
bool isCompressed = ( VERTEX_COMPRESSION_NONE != CompressionType( fmt ) ); |
|
|
|
if ( m_MeshAllocatorName[0] == 0 ) |
|
{ |
|
Warning("[VBMEM] unknown allocation!\n"); |
|
} |
|
|
|
// Add to the VB memory counters |
|
TrackAlloc( buffer, bufferSize, fmt, numVerts, key ); |
|
if ( !isDynamic ) |
|
{ |
|
// Keep dynamic allocs out of the total (dynamic VBs don't get compressed) |
|
UpdateData( "total_static", totalStaticKey, bufferSize, fmt, numVerts, vertexSize, isDynamic, isCompressed ); |
|
} |
|
UpdateData( allocatorName, key, bufferSize, fmt, numVerts, vertexSize, isDynamic, isCompressed ); |
|
|
|
if ( m_bSuperSpew ) |
|
{ |
|
// Spew every alloc |
|
Msg( "[VBMEM] VB-alloc | %6.2f MB | %s | %s\n", bufferSize / ( 1024.0f*1024.0f ), ( isDynamic ? "DYNamic" : " STAtic" ), allocatorName ); |
|
SpewData( allocatorName ); |
|
} |
|
SpewDataSometimes( +1 ); |
|
|
|
m_VBAllocMutex.Unlock(); |
|
#endif // ENABLE_VB_ALLOC_TRACKER |
|
} |
|
|
|
void CVBAllocTracker::UnCountVB( void * buffer ) |
|
{ |
|
#if ENABLE_VB_ALLOC_TRACKER |
|
m_VBAllocMutex.Lock(); |
|
|
|
short totalKey = HashString( "total_static" ); |
|
short dynamicKey = HashString( "total_dynamic" ); |
|
int bufferSize; |
|
VertexFormat_t fmt; |
|
int numVerts; |
|
short key; |
|
|
|
// We have to store allocation data because the caller often doesn't know what it alloc'd :o/ |
|
if ( KillAlloc( buffer, bufferSize, fmt, numVerts, key ) ) |
|
{ |
|
bool isCompressed = ( VERTEX_COMPRESSION_NONE != CompressionType( fmt ) ); |
|
bool isDynamic = ( key == dynamicKey ); |
|
|
|
// Subtract from the VB memory counters |
|
if ( !isDynamic ) |
|
{ |
|
UpdateData( NULL, totalKey, -bufferSize, fmt, -numVerts, 0, isDynamic, isCompressed ); |
|
} |
|
UpdateData( NULL, key, -bufferSize, fmt, -numVerts, 0, isDynamic, isCompressed ); |
|
|
|
const char * nameString = GetNameString( key ); |
|
|
|
if ( m_bSuperSpew ) |
|
{ |
|
Msg( "[VBMEM] VB-free | %6.2f MB | %s | %s\n", bufferSize / ( 1024.0f*1024.0f ), ( isDynamic ? "DYNamic" : " STAtic" ), nameString ); |
|
SpewData( nameString ); |
|
} |
|
SpewDataSometimes( -1 ); |
|
} |
|
|
|
m_VBAllocMutex.Unlock(); |
|
#endif // ENABLE_VB_ALLOC_TRACKER |
|
} |
|
|
|
bool CVBAllocTracker::TrackMeshAllocations( const char * allocatorName ) |
|
{ |
|
#if ENABLE_VB_ALLOC_TRACKER |
|
// Tracks mesh allocations by name (set this before an alloc, clear it after) |
|
|
|
if ( m_MeshAllocatorName[ 0 ] ) |
|
{ |
|
return true; |
|
} |
|
|
|
m_VBAllocMutex.Lock(); |
|
|
|
if ( allocatorName ) |
|
{ |
|
Assert( m_MeshAllocatorName[0] == 0 ); |
|
V_strncpy( m_MeshAllocatorName, allocatorName, MAX_ALLOCATOR_NAME_SIZE ); |
|
} |
|
else |
|
{ |
|
m_MeshAllocatorName[0] = 0; |
|
} |
|
|
|
m_VBAllocMutex.Unlock(); |
|
#endif // ENABLE_VB_ALLOC_TRACKER |
|
|
|
return false; |
|
} |
|
|
|
#ifndef RETAIL |
|
|
|
static void CC_DumpVBMemAllocs() |
|
{ |
|
#if ( ENABLE_VB_ALLOC_TRACKER == 0 ) |
|
Warning( "ENABLE_VB_ALLOC_TRACKER must be 1 to enable VB mem alloc tracking\n"); |
|
#else |
|
g_VBAllocTrackerShaderAPI.DumpVBAllocs(); |
|
#endif |
|
} |
|
|
|
static ConCommand mem_dumpvballocs( "mem_dumpvballocs", CC_DumpVBMemAllocs, "Dump VB memory allocation stats.", FCVAR_CHEAT ); |
|
|
|
#endif // RETAIL
|
|
|