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o3de/Gems/LyShine/Code/Source/UiRenderer.cpp
T
2021-03-08 14:30:57 -08:00

248 lines
8.2 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.
*
*/
#include "LyShine_precompiled.h"
#include "UiRenderer.h"
#include <LyShine/IDraw2d.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
// PUBLIC MEMBER FUNCTIONS
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
UiRenderer::UiRenderer()
: m_baseState(GS_DEPTHFUNC_LEQUAL)
, m_stencilRef(0)
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiRenderer::~UiRenderer()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::BeginUiFrameRender()
{
m_renderer = gEnv->pRenderer;
// we are rendering at the end of the frame, after tone mapping, so we should be writing sRGB values
m_renderer->SetSrgbWrite(true);
#ifndef _RELEASE
if (m_debugTextureDataRecordLevel > 0)
{
m_texturesUsedInFrame.clear();
}
#endif
// Various platform drivers expect all texture slots used in the shader to be bound
BindNullTexture();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::EndUiFrameRender()
{
// We never want to leave a texture bound that could get unloaded before the next render
// So bind the global white texture for all the texture units we use.
BindNullTexture();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::BeginCanvasRender()
{
m_baseState = GS_NODEPTHTEST;
m_stencilRef = 0;
// Set default starting state
IRenderer* renderer = gEnv->pRenderer;
renderer->SetCullMode(R_CULL_DISABLE);
renderer->SetColorOp(eCO_MODULATE, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0);
renderer->SetState(GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA | GS_NODEPTHTEST);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::EndCanvasRender()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
int UiRenderer::GetBaseState()
{
return m_baseState;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::SetBaseState(int state)
{
m_baseState = state;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
uint32 UiRenderer::GetStencilRef()
{
return m_stencilRef;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::SetStencilRef(uint32 stencilRef)
{
m_stencilRef = stencilRef;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::IncrementStencilRef()
{
++m_stencilRef;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::DecrementStencilRef()
{
--m_stencilRef;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::SetTexture(ITexture* texture, int texUnit, bool clamp)
{
if (!texture)
{
texture = m_renderer->GetWhiteTexture();
}
else
{
texture->SetClamp(clamp);
}
m_renderer->SetTexture(texture->GetTextureID(), texUnit);
#ifndef _RELEASE
if (m_debugTextureDataRecordLevel > 0)
{
m_texturesUsedInFrame.insert(texture);
}
#endif
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::BindNullTexture()
{
// Bind the global white texture for all the texture units we use
const int MaxTextures = 16;
int whiteTexId = m_renderer->GetWhiteTextureId();
for (int texUnit = 0; texUnit < MaxTextures; ++texUnit)
{
m_renderer->SetTexture(whiteTexId, texUnit);
}
}
#ifndef _RELEASE
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::DebugSetRecordingOptionForTextureData(int recordingOption)
{
m_debugTextureDataRecordLevel = recordingOption;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiRenderer::DebugDisplayTextureData(int recordingOption)
{
if (recordingOption > 0)
{
// compute the total area of all the textures, also create a vector that we can sort by area
AZStd::vector<ITexture*> textures;
int totalArea = 0;
int totalDataSize = 0;
for (ITexture* texture : m_texturesUsedInFrame)
{
int area = texture->GetWidth() * texture->GetHeight();
int dataSize = texture->GetDataSize();
totalArea += area;
totalDataSize += dataSize;
textures.push_back(texture);
}
// sort the vector by data size
std::sort( textures.begin( ), textures.end( ), [ ]( const ITexture* lhs, const ITexture* rhs )
{
return lhs->GetDataSize() > rhs->GetDataSize();
});
IDraw2d* draw2d = Draw2dHelper::GetDraw2d();
// setup to render lines of text for the debug display
draw2d->BeginDraw2d(false);
float xOffset = 20.0f;
float yOffset = 20.0f;
float xSpacing = 20.0f;
int blackTexture = gEnv->pRenderer->GetBlackTextureId();
float textOpacity = 1.0f;
float backgroundRectOpacity = 0.75f;
const float lineSpacing = 20.0f;
const AZ::Vector3 white(1,1,1);
const AZ::Vector3 red(1,0.3f,0.3f);
const AZ::Vector3 blue(0.3f,0.3f,1);
int xDim, yDim;
if (totalArea > 2048 * 2048)
{
xDim = 4096;
yDim = totalArea / 4096;
}
else
{
xDim = 2048;
yDim = totalArea / 2048;
}
float totalDataSizeMB = static_cast<float>(totalDataSize) / (1024.0f * 1024.0f);
// local function to write a line of text (with a background rect) and increment Y offset
AZStd::function<void(const char*, const AZ::Vector3&)> WriteLine = [&](const char* buffer, const AZ::Vector3& color)
{
IDraw2d::TextOptions textOptions = draw2d->GetDefaultTextOptions();
textOptions.color = color;
AZ::Vector2 textSize = draw2d->GetTextSize(buffer, 16, &textOptions);
AZ::Vector2 rectTopLeft = AZ::Vector2(xOffset - 2, yOffset);
AZ::Vector2 rectSize = AZ::Vector2(textSize.GetX() + 4, lineSpacing);
draw2d->DrawImage(blackTexture, rectTopLeft, rectSize, backgroundRectOpacity);
draw2d->DrawText(buffer, AZ::Vector2(xOffset, yOffset), 16, textOpacity, &textOptions);
yOffset += lineSpacing;
};
int numTexturesUsedInFrame = m_texturesUsedInFrame.size();
char buffer[200];
sprintf_s(buffer, "There are %d unique UI textures rendered in this frame, the total texture area is %d (%d x %d), total data size is %d (%.2f MB)",
numTexturesUsedInFrame, totalArea, xDim, yDim, totalDataSize, totalDataSizeMB);
WriteLine(buffer, white);
sprintf_s(buffer, "Dimensions Data Size Format Texture name");
WriteLine(buffer, blue);
for (ITexture* texture : textures)
{
sprintf_s(buffer, "%4d x %4d, %9d %8s %s",
texture->GetWidth(), texture->GetHeight(), texture->GetDataSize(), texture->GetFormatName(), texture->GetName());
WriteLine(buffer, white);
}
draw2d->EndDraw2d();
}
}
#endif