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o3de/Code/CryEngine/CrySystem/Statistics/LocalMemoryUsage.h

246 lines
13 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
// Description : Visual helper for checking a local memory usage on maps
#ifndef CRYINCLUDE_CRYSYSTEM_STATISTICS_LOCALMEMORYUSAGE_H
#define CRYINCLUDE_CRYSYSTEM_STATISTICS_LOCALMEMORYUSAGE_H
#pragma once
#include "../CryCommon/Cry_Geo.h"
#include "ILocalMemoryUsage.h"
#include "TimeValue.h"
#define LOCALMEMORY_SECTOR_SIZE 32.f //Size of one sector
#define LOCALMEMORY_SECTOR_NR_X 128 //4096 / LOCALMEMORY_SECTOR_SIZE Sector number of the world (x)
#define LOCALMEMORY_SECTOR_NR_Y 128 //4096 / LOCALMEMORY_SECTOR_SIZE Sector number of the world (y)
#define LOCALMEMORY_SECTOR_PER_PASS 128 //4096 / 32 Sector nr for one calculation pass. Now it is the whole world;
//Sector number must be = LOCALMEMORY_SECTOR_PER_PASS * n
#define LOCALMEMORY_COLOR_OK 0, 255, 0
#define LOCALMEMORY_COLOR_WARNING 255, 255, 0
#define LOCALMEMORY_COLOR_ERROR 255, 0, 0
#define LOCALMEMORY_COLOR_TEXTURE 0, 0, 255
#define LOCALMEMORY_COLOR_GEOMETRY 0, 0, 0
#define LOCALMEMORY_COLOR_BLACK 0, 0, 0, 192
#define LOCALMEMORY_FCOLOR_OK 0, 1, 0
#define LOCALMEMORY_FCOLOR_WARNING 1, 1, 0
#define LOCALMEMORY_FCOLOR_ERROR 1, 0, 0
#define LOCALMEMORY_FCOLOR_OTHER 0, 0, 1
struct IMaterial;
struct IStatObj;
struct IRenderMesh;
struct IRenderNode;
struct CRenderChunk;
class CCamera;
#include <VectorMap.h>
struct CLocalMemoryUsage
: public ILocalMemoryUsage
{
private:
struct STextureInfo;
struct SMaterialInfo;
struct SStatObjInfo;
typedef std__hash_map<INT_PTR, STextureInfo > TTextureMap; // Type: hash map of textures
typedef std__hash_map<INT_PTR, SMaterialInfo> TMaterialMap; // Type: hash map of materials
typedef std__hash_map<INT_PTR, SStatObjInfo > TStatObjMap; // Type: hash map of stat objects
//*******************
struct SResource
{
CLocalMemoryUsage* m_pLocalMemoryUsage; // Inner pointer to the singleton (we can use gEnv->pLocalMemoryUsage with type cast instead this)
float m_arrMipFactor[LOCALMEMORY_SECTOR_PER_PASS * LOCALMEMORY_SECTOR_PER_PASS]; // Mipmap factor based on minimum distance of the resource from the sector (bounding box distance)
bool m_arrRowDirty[LOCALMEMORY_SECTOR_PER_PASS]; // Dirty flag for m_arrMipFactor rows
bool m_used;
static int m_arrMemoryUsage[LOCALMEMORY_SECTOR_PER_PASS]; // Memory usage of the resource in sectors (last row)
static int m_arrPieces[LOCALMEMORY_SECTOR_PER_PASS]; // Pieces nr of the resource in sectors (last row)
virtual void StartChecking(); // Called every frame first
void CheckOnAllSectorsP1(const AABB& bounding, float maxViewDist, float viewDistMultiplierForLOD, float mipFactor); // Calculates the minimum of sector bounding vs renderobject bounding distances
SResource();
virtual void Init(CLocalMemoryUsage* pLocalMemoryUsage);
//If we will needed a destructor, it must be virtual!
};
//*******************
struct STextureInfo
: public SResource
{
ITexture* m_pTexture; // Texture pointer
//int m_size; // For later use - Used memory
//int m_xSize; // For later use - Texture x size
//int m_ySize; // For later use - Texture y size
//int m_numMips; // For later use - Number of mip maps
void CheckOnAllSectorsP2(); // Calculate memory usage using distances
STextureInfo();
~STextureInfo();
};
//*******************
struct STextureInfoAndTilingFactor
{
STextureInfo* m_pTextureInfo;
float m_tilingFactor;
};
typedef std::vector<STextureInfoAndTilingFactor> TTextureVector; // Type: vector of textures
struct SMaterialInfo
: public SResource
{
//_smart_ptr<IMaterial> m_pMaterial; // For later use
TTextureVector m_textures; // Used textures
SMaterialInfo();
void AddTextureInfo(STextureInfoAndTilingFactor texture);// Add a new texture (unique)
void CheckOnAllSectorsP2(); // Forward distance informations to textures
};
//*******************
struct SStatObjInfo
: public SResource
{
int m_streamableContentMemoryUsage; // Total streamable memory usage
//IStatObj *m_pStatObj; //TODO kiszedni
string m_filePath; // The original file name and path of the StatObj
bool m_bSubObject; // Is the original StatObj a subobject?
/*
int m_lodNr; // For later use
int m_vertices;
int m_meshSize;
int m_physProxySize;
int m_physPrimitives;
int m_indices;
int m_indicesPerLod[MAX_LODS];
*/
SStatObjInfo();
void CheckOnAllSectorsP2(); // Calculate memory usage using distances
};
//*******************
struct SSector
{
SSector();
void StartChecking(); // Called every frame first
int m_memoryUsage_Textures; // Sum of texture memory usage
int m_memoryUsage_Geometry; // Sum of geometry memory usage
};
//*******************
PREFAST_SUPPRESS_WARNING(6262);
TTextureMap m_globalTextures; // Hash map of resources: textures
PREFAST_SUPPRESS_WARNING(6262);
TMaterialMap m_globalMaterials; // Hash map of resources: materials
PREFAST_SUPPRESS_WARNING(6262);
TStatObjMap m_globalStatObjs; // Hash map of resources: stat objects
ICVar* m_pStreamCgfPredicitionDistance; // Config: additional object distance for streaming
ICVar* m_pDebugDraw; // Config: debug draw mode
int sys_LocalMemoryTextureLimit; // Config: texture limit for streaming
int sys_LocalMemoryGeometryLimit; // Config: stat object geometry limit for streaming
int sys_LocalMemoryTextureStreamingSpeedLimit; // Config: texture streaming speed limit (approx)
int sys_LocalMemoryGeometryStreamingSpeedLimit; // Config: stat object geometry streaming speed limit (approx)
float sys_LocalMemoryWarningRatio; // Config: Warning ratio for streaming
float sys_LocalMemoryOuterViewDistance; // Config: View distance for debug draw
float sys_LocalMemoryInnerViewDistance; // Config: View distance for detailed debug draw
float sys_LocalMemoryObjectWidth; // Config: Width of the debug object
float sys_LocalMemoryObjectHeight; // Config: Height of the debug object
int sys_LocalMemoryObjectAlpha; // Config: Color alpha of the debug object
float sys_LocalMemoryStreamingSpeedObjectLength; // Config: Length of the streaming speed debug object
float sys_LocalMemoryStreamingSpeedObjectWidth; // Config: Width of the streaming speed debug object
float sys_LocalMemoryDiagramWidth; // Config: Width of the diagram
float sys_LocalMemoryDiagramRadius; // Config: Radius of the diagram
float sys_LocalMemoryDiagramDistance; // Config: Distance of the diagram from the main debug object
float sys_LocalMemoryDiagramStreamingSpeedRadius; // Config: Radius of the streaming speed diagram
float sys_LocalMemoryDiagramStreamingSpeedDistance; // Config: Distance of the streaming speed diagram from the streaming speed debug line
int sys_LocalMemoryDiagramAlpha; // Config: Color alpha of the diagram
int sys_LocalMemoryDrawText; // Config: If != 0, it will draw the numeric values
int sys_LocalMemoryLogText; // Config: If != 0, it will log the numeric values
int sys_LocalMemoryOptimalMSecPerSec; // Config: Optimal calculation time (MSec) per secundum
int sys_LocalMemoryMaxMSecBetweenCalls; // Config: Maximal time difference (MSec) between calls
RectI m_actProcessedSectors; // Processed sectors (now it is the whole world)
RectI m_actDrawedSectors; // Processed sectors (now it is the whole world)
Vec2i m_sectorNr; // Sector x and y number
float m_AverageUpdateTime; // Avarage Update() time (MSec)
CTimeValue m_LastCallTime; // Last call time of Update()
SSector m_arrSectors[LOCALMEMORY_SECTOR_NR_X * LOCALMEMORY_SECTOR_NR_Y]; // Sectors
public:
CLocalMemoryUsage();
~CLocalMemoryUsage();
virtual void OnRender(IRenderer* pRenderer, const CCamera* camera);
virtual void OnUpdate();
virtual void DeleteGlobalData(); // Deletes the m_globalXXX hash maps
private:
void DeleteUnusedResources(); // Delete the non-used resources (especially StatObjs)
void StartChecking(const RectI& actProcessedSectors); // Called every frame first
void CollectGeometryP1(); // Calculates the minimum of sector bounding vs renderobject bounding distances
// Get / create StatObjInfo then run Pass1
SStatObjInfo* CheckStatObjP1(IStatObj* pStatObj, IRenderNode* pRenderNode, AABB bounding, float maxViewDist, float scale);
//void CollectStatObjInfo_Recursive( SStatObjInfo* statObjInfo, IStatObj *pStatObj );
//void CollectGeometryInfo( SStatObjInfo* statObjInfo, IStatObj *pStatObj );
// Get / create MaterialInfo then run Pass1
void CheckMaterialP1(_smart_ptr<IMaterial> pMaterial, AABB bounding, float maxViewDist, float scale, float mipFactor);
void CheckChunkMaterialP1(_smart_ptr<IMaterial> pMaterial, AABB bounding, float maxViewDist, float scale, CRenderChunk* pRenderChunk);
void CheckMeshMaterialP1(IRenderMesh* pRenderMesh, _smart_ptr<IMaterial> pMaterial, AABB bounding, float maxViewDist, float scale);
void CheckStatObjMaterialP1(IStatObj* pStatObj, _smart_ptr<IMaterial> pMaterial, AABB bounding, float maxViewDist, float scale);
// Collects textures used by the material
void CollectMaterialInfo_Recursive(SMaterialInfo* materialInfo, _smart_ptr<IMaterial> pMaterial);
// Get / create TextureInfo
STextureInfo* GetTextureInfo(ITexture* pTexture);
};
#undef MAX_LODS
#endif // CRYINCLUDE_CRYSYSTEM_STATISTICS_LOCALMEMORYUSAGE_H