//===== Copyright 1996-2007, 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" // NOTE: This has to be the last file included! #include "tier0/memdbgon.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(); 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 position4DElement = { VERTEX_ELEMENT_POSITION4D, 16, 16, 8, "POSITION4D " }; // Not really a position as used by SubD path static const ElementData normalElement = { VERTEX_ELEMENT_NORMAL, 12, 4, 4, "NORMAL " }; // (UNDONE: PC (2x16-byte Raphael method) or 360 (D3DDECLTYPE_HEND3N)) static const ElementData normal4DElement = { VERTEX_ELEMENT_NORMAL4D, 16, 16, 8, "NORMAL4D " }; // Not really a normal as used by SubD path 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 Raphael 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 Raphael 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[] = { positionElement, position4DElement, normalElement, normal4DElement, 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 //----------------------------------------------------------------------------- static CVBAllocTracker s_VBAllocTracker; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CVBAllocTracker, IVBAllocTracker, VB_ALLOC_TRACKER_INTERFACE_VERSION, s_VBAllocTracker ); //----------------------------------------------------------------------------- // // VB alloc-tracking code starts here // //----------------------------------------------------------------------------- #if ENABLE_VB_ALLOC_TRACKER CVBAllocTracker::CVBAllocTracker() { COMPILE_TIME_ASSERT( VERTEX_ELEMENT_NUMELEMENTS == ARRAYSIZE( elementTable ) ); m_bSuperSpew = false; m_MeshAllocatorName[0] = 0; } 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( (intp)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( (intp)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( nCoordSize <= 4 ); if ( nCoordSize <= 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 ) ) + 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 ) { 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 s_VBAllocTracker.DumpVBAllocs(); #endif } static ConCommand mem_dumpvballocs( "mem_dumpvballocs", CC_DumpVBMemAllocs, "Dump VB memory allocation stats.", FCVAR_CHEAT ); #endif // RETAIL