summaryrefslogtreecommitdiff
path: root/materialsystem/shaderapidx9/cvballoctracker.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'materialsystem/shaderapidx9/cvballoctracker.cpp')
-rw-r--r--materialsystem/shaderapidx9/cvballoctracker.cpp764
1 files changed, 764 insertions, 0 deletions
diff --git a/materialsystem/shaderapidx9/cvballoctracker.cpp b/materialsystem/shaderapidx9/cvballoctracker.cpp
new file mode 100644
index 0000000..8c3cdd0
--- /dev/null
+++ b/materialsystem/shaderapidx9/cvballoctracker.cpp
@@ -0,0 +1,764 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: tracks VB allocations (and compressed/uncompressed vertex memory usage)
+//
+//===========================================================================//
+
+#include "materialsystem/imaterial.h"
+#include "imeshdx8.h"
+#include "convar.h"
+#include "tier1/utlhash.h"
+#include "tier1/utlstack.h"
+
+#include "materialsystem/ivballoctracker.h"
+
+
+//-----------------------------------------------------------------------------
+//
+// Types
+//
+//-----------------------------------------------------------------------------
+
+#if ENABLE_VB_ALLOC_TRACKER
+
+// FIXME: combine this into the lower bits of VertexFormat_t
+typedef uint64 VertexElementMap_t;
+
+enum Saving_t
+{
+ SAVING_COMPRESSION = 0,
+ SAVING_REMOVAL = 1,
+ SAVING_ALIGNMENT = 2
+};
+
+struct ElementData
+{
+ VertexElement_t element;
+ int uncompressed; // uncompressed vertex size
+ int currentCompressed; // current compressed vertex element size
+ int idealCompressed; // ideal future compressed vertex element size
+ const char *name;
+};
+
+class CounterData
+{
+public:
+ CounterData() : m_memCount( 0 ), m_vertCount( 0 ), m_paddingCount( 0 )
+ {
+ for ( int i = 0; i < VERTEX_ELEMENT_NUMELEMENTS; i++ )
+ {
+ m_elementsCompressed[ i ] = 0;
+ m_elementsUncompressed[ i ] = 0;
+ }
+ m_AllocatorName[ 0 ] = 0;
+ }
+
+ static const int MAX_NAME_SIZE = 128;
+ int m_memCount;
+ int m_vertCount;
+ int m_paddingCount;
+ int m_elementsCompressed[ VERTEX_ELEMENT_NUMELEMENTS ]; // Number of compressed verts using each element
+ int m_elementsUncompressed[ VERTEX_ELEMENT_NUMELEMENTS ]; // Number of uncompressed verts using each element
+ char m_AllocatorName[ MAX_NAME_SIZE ];
+};
+
+class AllocData
+{
+public:
+ AllocData( void * buffer, int bufferSize, VertexFormat_t fmt, int numVerts, int allocatorHash )
+ : m_buffer( buffer ), m_bufferSize( bufferSize ), m_fmt( fmt ), m_numVerts( numVerts ), m_allocatorHash( allocatorHash ) {}
+ AllocData() : m_buffer( NULL ), m_bufferSize( 0 ), m_fmt( 0 ), m_numVerts( 0 ), m_allocatorHash( 0 ) {}
+
+ VertexFormat_t m_fmt;
+ void * m_buffer;
+ int m_bufferSize;
+ int m_numVerts;
+ short m_allocatorHash;
+};
+
+typedef CUtlHashFixed < CounterData, 64 > CCounterTable;
+typedef CUtlHashFixed < AllocData, 4096 > CAllocTable;
+typedef CUtlStack < short > CAllocNameHashes;
+
+#endif // ENABLE_VB_ALLOC_TRACKER
+
+
+class CVBAllocTracker : public IVBAllocTracker
+{
+public:
+ virtual void CountVB( void * buffer, bool isDynamic, int bufferSize, int vertexSize, VertexFormat_t fmt );
+ virtual void UnCountVB( void * buffer );
+ virtual bool TrackMeshAllocations( const char * allocatorName );
+
+ void DumpVBAllocs();
+
+#if ENABLE_VB_ALLOC_TRACKER
+
+public:
+ CVBAllocTracker() : m_bSuperSpew( false ) { m_MeshAllocatorName[0] = 0; }
+
+private:
+
+ UtlHashFixedHandle_t TrackAlloc( void * buffer, int bufferSize, VertexFormat_t fmt, int numVerts, short allocatorHash );
+ bool KillAlloc( void * buffer, int & bufferSize, VertexFormat_t & fmt, int & numVerts, short & allocatorHash );
+
+ UtlHashFixedHandle_t GetCounterHandle( const char * allocatorName, short allocatorHash );
+
+ void SpewElements( const char * allocatorName, short nameHash );
+ int ComputeVertexSize( VertexElementMap_t map, VertexFormat_t fmt, bool compressed );
+ VertexElementMap_t ComputeElementMap( VertexFormat_t fmt, int vertexSize, bool isDynamic );
+ void UpdateElements( CounterData & data, VertexFormat_t fmt, int numVerts, int vertexSize,
+ bool isDynamic, bool isCompressed );
+
+ int ComputeAlignmentWastage( int bufferSize );
+ void AddSaving( int & alreadySaved, int & yetToSave, const char *allocatorName, VertexElement_t element, Saving_t savingType );
+ void SpewExpectedSavings( void );
+ void UpdateData( const char * allocatorName, short allocatorKey, int bufferSize, VertexFormat_t fmt,
+ int numVerts, int vertexSize, bool isDynamic, bool isCompressed );
+
+ const char * GetNameString( int allocatorKey );
+ void SpewData( const char * allocatorName, short nameHash = 0 );
+ void SpewDataSometimes( int inc );
+
+
+ static const int SPEW_RATE = 64;
+ static const int MAX_ALLOCATOR_NAME_SIZE = 128;
+ char m_MeshAllocatorName[ MAX_ALLOCATOR_NAME_SIZE ];
+ bool m_bSuperSpew;
+
+ CCounterTable m_VBCountTable;
+ CAllocTable m_VBAllocTable;
+ CAllocNameHashes m_VBTableNameHashes;
+
+ // We use a mutex since allocation tracking is accessed from multiple loading threads.
+ // CThreadFastMutex is used as contention is expected to be low during loading.
+ CThreadFastMutex m_VBAllocMutex;
+#endif // ENABLE_VB_ALLOC_TRACKER
+};
+
+
+//-----------------------------------------------------------------------------
+//
+// Global data
+//
+//-----------------------------------------------------------------------------
+
+#if ENABLE_VB_ALLOC_TRACKER
+
+// FIXME: do this in a better way:
+static const ElementData positionElement = { VERTEX_ELEMENT_POSITION, 12, 12, 8, "POSITION " }; // (UNDONE: need vertex shader to scale, may cause cracking w/ static props)
+static const ElementData normalElement = { VERTEX_ELEMENT_NORMAL, 12, 4, 4, "NORMAL " }; // (UNDONE: PC (2x16-byte Ravi method) or 360 (D3DDECLTYPE_HEND3N))
+static const ElementData colorElement = { VERTEX_ELEMENT_COLOR, 4, 4, 4, "COLOR " }; // (already minimal)
+static const ElementData specularElement = { VERTEX_ELEMENT_SPECULAR, 4, 4, 4, "SPECULAR " }; // (already minimal)
+static const ElementData tangentSElement = { VERTEX_ELEMENT_TANGENT_S, 12, 12, 4, "TANGENT_S " }; // (all-but-unused)
+static const ElementData tangentTElement = { VERTEX_ELEMENT_TANGENT_T, 12, 12, 4, "TANGENT_T " }; // (all-but-unused)
+static const ElementData wrinkleElement = { VERTEX_ELEMENT_WRINKLE, 4, 4, 0, "WRINKLE " }; // (UNDONE: compress it as a SHORTN in Position.w - is it [0,1]?)
+static const ElementData boneIndexElement = { VERTEX_ELEMENT_BONEINDEX, 4, 4, 4, "BONEINDEX " }; // (already minimal)
+static const ElementData boneWeight1Element = { VERTEX_ELEMENT_BONEWEIGHTS1, 4, 4, 4, "BONEWEIGHT1 " }; // (unused)
+static const ElementData boneWeight2Element = { VERTEX_ELEMENT_BONEWEIGHTS2, 8, 8, 4, "BONEWEIGHT2 " }; // (UNDONE: take care w.r.t cracking in flex regions)
+static const ElementData boneWeight3Element = { VERTEX_ELEMENT_BONEWEIGHTS3, 12, 12, 8, "BONEWEIGHT3 " }; // (unused)
+static const ElementData boneWeight4Element = { VERTEX_ELEMENT_BONEWEIGHTS4, 16, 16, 8, "BONEWEIGHT4 " }; // (unused)
+static const ElementData userData1Element = { VERTEX_ELEMENT_USERDATA1, 4, 4, 4, "USERDATA1 " }; // (unused)
+static const ElementData userData2Element = { VERTEX_ELEMENT_USERDATA2, 8, 8, 4, "USERDATA2 " }; // (unused)
+static const ElementData userData3Element = { VERTEX_ELEMENT_USERDATA3, 12, 12, 4, "USERDATA3 " }; // (unused)
+#if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 )
+static const ElementData userData4Element = { VERTEX_ELEMENT_USERDATA4, 16, 4, 4, "USERDATA4 " }; // (UNDONE: PC (2x16-byte Ravi method) or 360 (D3DDECLTYPE_HEND3N))
+#else // ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 )
+static const ElementData userData4Element = { VERTEX_ELEMENT_USERDATA4, 16, 0, 0, "USERDATA4 " }; // (UNDONE: PC (2x16-byte Ravi method) or 360 (D3DDECLTYPE_HEND3N))
+#endif
+static const ElementData texCoord1D0Element = { VERTEX_ELEMENT_TEXCOORD1D_0, 4, 4, 4, "TEXCOORD1D_0" }; // (not worth compressing)
+static const ElementData texCoord1D1Element = { VERTEX_ELEMENT_TEXCOORD1D_1, 4, 4, 4, "TEXCOORD1D_1" }; // (not worth compressing)
+static const ElementData texCoord1D2Element = { VERTEX_ELEMENT_TEXCOORD1D_2, 4, 4, 4, "TEXCOORD1D_2" }; // (not worth compressing)
+static const ElementData texCoord1D3Element = { VERTEX_ELEMENT_TEXCOORD1D_3, 4, 4, 4, "TEXCOORD1D_3" }; // (not worth compressing)
+static const ElementData texCoord1D4Element = { VERTEX_ELEMENT_TEXCOORD1D_4, 4, 4, 4, "TEXCOORD1D_4" }; // (not worth compressing)
+static const ElementData texCoord1D5Element = { VERTEX_ELEMENT_TEXCOORD1D_5, 4, 4, 4, "TEXCOORD1D_5" }; // (not worth compressing)
+static const ElementData texCoord1D6Element = { VERTEX_ELEMENT_TEXCOORD1D_6, 4, 4, 4, "TEXCOORD1D_6" }; // (not worth compressing)
+static const ElementData texCoord1D7Element = { VERTEX_ELEMENT_TEXCOORD1D_7, 4, 4, 4, "TEXCOORD1D_7" }; // (not worth compressing)
+static const ElementData texCoord2D0Element = { VERTEX_ELEMENT_TEXCOORD2D_0, 8, 8, 4, "TEXCOORD2D_0" }; // (UNDONE: need vertex shader to take scale, account for clamping)
+static const ElementData texCoord2D1Element = { VERTEX_ELEMENT_TEXCOORD2D_1, 8, 8, 4, "TEXCOORD2D_1" }; // (UNDONE: need vertex shader to take scale, account for clamping)
+static const ElementData texCoord2D2Element = { VERTEX_ELEMENT_TEXCOORD2D_2, 8, 8, 4, "TEXCOORD2D_2" }; // (all-but-unused)
+static const ElementData texCoord2D3Element = { VERTEX_ELEMENT_TEXCOORD2D_3, 8, 8, 4, "TEXCOORD2D_3" }; // (unused)
+static const ElementData texCoord2D4Element = { VERTEX_ELEMENT_TEXCOORD2D_4, 8, 8, 4, "TEXCOORD2D_4" }; // (unused)
+static const ElementData texCoord2D5Element = { VERTEX_ELEMENT_TEXCOORD2D_5, 8, 8, 4, "TEXCOORD2D_5" }; // (unused)
+static const ElementData texCoord2D6Element = { VERTEX_ELEMENT_TEXCOORD2D_6, 8, 8, 4, "TEXCOORD2D_6" }; // (unused)
+static const ElementData texCoord2D7Element = { VERTEX_ELEMENT_TEXCOORD2D_7, 8, 8, 4, "TEXCOORD2D_7" }; // (unused)
+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)
+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)
+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)
+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)
+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)
+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)
+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)
+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)
+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)
+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)
+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)
+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)
+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)
+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)
+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)
+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)
+static const ElementData elementTable[ VERTEX_ELEMENT_NUMELEMENTS ] = { positionElement,
+ normalElement,
+ colorElement,
+ specularElement,
+ tangentSElement,
+ tangentTElement,
+ wrinkleElement,
+ boneIndexElement,
+ boneWeight1Element, boneWeight2Element, boneWeight3Element, boneWeight4Element,
+ userData1Element, userData2Element, userData3Element, userData4Element,
+ texCoord1D0Element, texCoord1D1Element, texCoord1D2Element, texCoord1D3Element, texCoord1D4Element, texCoord1D5Element, texCoord1D6Element, texCoord1D7Element,
+ texCoord2D0Element, texCoord2D1Element, texCoord2D2Element, texCoord2D3Element, texCoord2D4Element, texCoord2D5Element, texCoord2D6Element, texCoord2D7Element,
+ texCoord3D0Element, texCoord3D1Element, texCoord3D2Element, texCoord3D3Element, texCoord3D4Element, texCoord3D5Element, texCoord3D6Element, texCoord3D7Element,
+ texCoord4D0Element, texCoord4D1Element, texCoord4D2Element, texCoord4D3Element, texCoord4D4Element, texCoord4D5Element, texCoord4D6Element, texCoord4D7Element,
+ };
+
+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" );
+
+#endif // ENABLE_VB_ALLOC_TRACKER
+
+//-----------------------------------------------------------------------------
+// Singleton instance exposed to the engine
+//-----------------------------------------------------------------------------
+
+CVBAllocTracker g_VBAllocTrackerShaderAPI;
+EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CVBAllocTracker, IVBAllocTracker,
+ VB_ALLOC_TRACKER_INTERFACE_VERSION, g_VBAllocTrackerShaderAPI );
+
+//-----------------------------------------------------------------------------
+//
+// VB alloc-tracking code starts here
+//
+//-----------------------------------------------------------------------------
+
+#if ENABLE_VB_ALLOC_TRACKER
+
+UtlHashFixedHandle_t CVBAllocTracker::TrackAlloc( void * buffer, int bufferSize, VertexFormat_t fmt, int numVerts, short allocatorHash )
+{
+ AllocData newData( buffer, bufferSize, fmt, numVerts, allocatorHash );
+ UtlHashFixedHandle_t handle = m_VBAllocTable.Insert( (int)buffer, newData );
+ if ( handle == m_VBAllocTable.InvalidHandle() )
+ {
+ Warning( "[VBMEM] VBMemAllocTable hash collision (grow table).\n" );
+ }
+ return handle;
+}
+
+bool CVBAllocTracker::KillAlloc( void * buffer, int & bufferSize, VertexFormat_t & fmt, int & numVerts, short & allocatorHash )
+{
+ UtlHashFixedHandle_t handle = m_VBAllocTable.Find( (int)buffer );
+ if ( handle != m_VBAllocTable.InvalidHandle() )
+ {
+ AllocData & data = m_VBAllocTable.Element( handle );
+ bufferSize = data.m_bufferSize;
+ fmt = data.m_fmt;
+ numVerts = data.m_numVerts;
+ allocatorHash = data.m_allocatorHash;
+ m_VBAllocTable.Remove( handle );
+ return true;
+ }
+ Warning( "[VBMEM] VBMemAllocTable failed to find alloc entry...\n" );
+ return false;
+}
+
+UtlHashFixedHandle_t CVBAllocTracker::GetCounterHandle( const char * allocatorName, short allocatorHash )
+{
+ UtlHashFixedHandle_t handle = m_VBCountTable.Find( allocatorHash );
+ if ( handle == m_VBCountTable.InvalidHandle() )
+ {
+ CounterData newData;
+ Assert( ( allocatorName != NULL ) && ( allocatorName[0] != 0 ) );
+ V_strncpy( newData.m_AllocatorName, allocatorName, CounterData::MAX_NAME_SIZE );
+ handle = m_VBCountTable.Insert( allocatorHash, newData );
+ m_VBTableNameHashes.Push( allocatorHash );
+ }
+ if ( handle == m_VBCountTable.InvalidHandle() )
+ {
+ Warning( "[VBMEM] CounterData hash collision (grow table).\n" );
+ }
+ return handle;
+}
+
+void CheckForElementTableUpdates( const ElementData & element )
+{
+ // Ensure that 'elementTable' gets updated if VertexElement_t ever changes:
+ int tableIndex = &element - &( elementTable[0] );
+ Assert( tableIndex == element.element );
+ if ( tableIndex != element.element )
+ {
+ static int timesToSpew = 20;
+ if ( timesToSpew > 0 )
+ {
+ Warning( "VertexElement_t structure has changed, ElementData table in cvballoctracker needs updating!\n" );
+ timesToSpew--;
+ }
+ }
+}
+
+void CVBAllocTracker::SpewElements( 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 );
+ int originalSum = 0, currentSum = 0, idealSum = 0;
+ for (int i = 0;i < VERTEX_ELEMENT_NUMELEMENTS;i++)
+ {
+ CheckForElementTableUpdates( elementTable[ i ] );
+ int numCompressed = data.m_elementsCompressed[ i ];
+ int numUncompressed = data.m_elementsUncompressed[ i ];
+ int numVerts = numCompressed + numUncompressed;
+ originalSum += numVerts*elementTable[ i ].uncompressed;
+ currentSum += numCompressed*elementTable[ i ].currentCompressed + numUncompressed*elementTable[ i ].uncompressed;
+ idealSum += numVerts*elementTable[ i ].idealCompressed;
+ }
+
+ if ( originalSum > 0 )
+ {
+ Msg( "[VBMEM] ----elements (%s)----:\n", data.m_AllocatorName);
+ for (int i = 0;i < VERTEX_ELEMENT_NUMELEMENTS;i++)
+ {
+ // We count vertices (converted to bytes via elementTable)
+ int numCompressed = data.m_elementsCompressed[ i ];
+ int numUncompressed = data.m_elementsUncompressed[ i ];
+ int numVerts = numCompressed + numUncompressed;
+ const ElementData & elementData = elementTable[ i ];
+ if ( numVerts > 0 )
+ {
+ Msg( " element: %5.2f MB 'U', %5.2f MB 'C', %5.2f MB 'I', %6.2f MB 'D', %s\n",
+ numVerts*elementData.uncompressed / ( 1024.0f*1024.0f ),
+ ( numCompressed*elementData.currentCompressed + numUncompressed*elementData.uncompressed ) / ( 1024.0f*1024.0f ),
+ numVerts*elementData.idealCompressed / ( 1024.0f*1024.0f ),
+ -( numCompressed*elementData.currentCompressed + numUncompressed*elementData.uncompressed - numVerts*elementData.idealCompressed ) / ( 1024.0f*1024.0f ),
+ elementData.name );
+ }
+ }
+ Msg( "[VBMEM] total: %5.2f MB 'U', %5.2f MB 'C', %5.2f MB 'I', %6.2f MB 'D'\n",
+ originalSum / ( 1024.0f*1024.0f ),
+ currentSum / ( 1024.0f*1024.0f ),
+ idealSum / ( 1024.0f*1024.0f ),
+ -( currentSum - idealSum ) / ( 1024.0f*1024.0f ) );
+ Msg( "[VBMEM] ----elements (%s)----:\n", data.m_AllocatorName);
+ }
+ }
+}
+
+int CVBAllocTracker::ComputeVertexSize( VertexElementMap_t map, VertexFormat_t fmt, bool compressed )
+{
+ int vertexSize = 0;
+ for ( int i = 0;i < VERTEX_ELEMENT_NUMELEMENTS;i++ )
+ {
+ const ElementData & element = elementTable[ i ];
+ CheckForElementTableUpdates( element );
+ VertexElementMap_t LSB = 1;
+ if ( map & ( LSB << i ) )
+ {
+ 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