Fix particle sizes, and add tools for comparing renderers

Particles: Direct3D 9's size limit evidently isn't the documented 64 pixels; unclamped (up to 2048) they match the client's renderer. A compare view shows the left half's scene over the right half, both renderers side by side; %TEMP%\t5de-renderer-view.txt switches views and %TEMP%\t5de-renderer-shaders\fixed_function.hlsl replaces the shaders while the client runs. The renderer process runs from a copy, so the program can be replaced meanwhile. The adapter recognizes only the textures and buffers it made (others reach the client renderer unchanged) and logs the others and render targets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
dhkatzandClaude Opus 5.5 committed 2026-10-28 06:43:34 -07:00
1 parent 1a45bf9a86
commit 299cd8c312
11 files changed
+237 -26

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+12
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@@ -73,6 +73,12 @@ void Engine::setViewSpace(const imvu::Transform& view)
void Engine::setTextures(imvu::PiRenderTexture* texture0, imvu::PiRenderTexture* texture1)
{
inner_->setTextures(inner(texture0), inner(texture1));
for (imvu::PiRenderTexture* texture : {texture0, texture1}) {
if (texture != nullptr && id(texture) == 0 && foreignLogged_ < 20) {
++foreignLogged_;
log::info("engine: frame {}: a texture the client renderer made ({})", frames_, static_cast<void*>(texture));
}
}
recorder_->add(Op::SetTextures, protocol::SetTextures{id(texture0), id(texture1)});
}
@@ -219,17 +225,23 @@ imvu::PiInternalVertexBuffer* Engine::newDynamicVertexBuffer(std::uint32_t eleme
imvu::SharedPtr<imvu::PiPixmapRenderTarget> Engine::newPixmapRenderTarget(imvu::Vec2i size)
{
log::info("engine: frame {}: a {}x{} pixmap render target", frames_, size.x, size.y);
return inner_->newPixmapRenderTarget(size);
}
imvu::SharedPtr<imvu::PiTextureRenderTarget> Engine::newTextureRenderTarget(imvu::Vec2i size)
{
log::info("engine: frame {}: a {}x{} texture render target", frames_, size.x, size.y);
return inner_->newTextureRenderTarget(size);
}
void Engine::beginRendering(imvu::PiRenderTarget* target)
{
inner_->beginRendering(target);
if (target != nullptr && foreignLogged_ < 20) {
++foreignLogged_;
log::info("engine: frame {}: drawing into a render target ({})", frames_, static_cast<void*>(target));
}
recorder_->add(Op::BeginFrame, protocol::BeginFrame{target != nullptr});
}
+2
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@@ -67,6 +67,8 @@ private:
imvu::SharedPtr<imvu::PiRenderEngine> inner_;
std::shared_ptr<Recorder> recorder_;
std::uint64_t frames_ = 0;
int foreignLogged_ = 0; // diagnostics: textures the client renderer made, render targets
};
} // namespace t5de
+6 -2
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@@ -33,13 +33,17 @@ imvu::SharedPtr<imvu::PiRenderEngine> create_imvu_engine(imvu::SharedPtr<imvu::I
return create(std::move(window), imvu::RendererType::Direct3D);
}
// What the renderer process draws: T5DE_RENDERER_VIEW=off, split (the default: the right half) or full.
// What the renderer process draws: T5DE_RENDERER_VIEW=off, split (the default: the right half), full or compare.
// (The renderer process can also be switched while it runs: renderer/main.cpp.)
protocol::View view()
{
wchar_t value[16] = {};
GetEnvironmentVariableW(L"T5DE_RENDERER_VIEW", value, 16);
const std::wstring_view setting = value;
return setting == L"off" ? protocol::View::Off : setting == L"full" ? protocol::View::Full : protocol::View::Split;
return setting == L"off" ? protocol::View::Off
: setting == L"full" ? protocol::View::Full
: setting == L"compare" ? protocol::View::Compare
: protocol::View::Split;
}
} // namespace
+26 -1
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@@ -29,6 +29,31 @@ std::filesystem::path module_folder()
std::string narrow(const std::wstring& text) { return std::filesystem::path(text).string(); }
// The renderer process runs from a copy in %TEMP%\t5de-renderer, one per version of the program (by size and
// modification time), so the program in the client's folder can be replaced (updated) while the client runs: the
// next engine runs the new one. Copies no longer running are removed. Falls back to the program itself.
std::filesystem::path running_copy(const std::filesystem::path& exe)
{
std::error_code error;
const auto size = std::filesystem::file_size(exe, error);
const auto modified = std::filesystem::last_write_time(exe, error);
if (error) {
return exe;
}
const auto folder = std::filesystem::temp_directory_path(error) / L"t5de-renderer";
std::filesystem::create_directories(folder, error);
const auto copy = folder / std::format(L"t5de-renderer-{}-{}.exe", size, modified.time_since_epoch().count());
if (!std::filesystem::exists(copy, error)) {
for (const auto& old : std::filesystem::directory_iterator(folder, error)) {
std::filesystem::remove(old.path(), error); // fails, harmlessly, for copies still running
}
if (!CopyFileW(exe.c_str(), copy.c_str(), FALSE)) {
return exe;
}
}
return copy;
}
} // namespace
std::unique_ptr<RendererProcess> RendererProcess::start(HWND window, protocol::View view)
@@ -64,7 +89,7 @@ std::unique_ptr<RendererProcess> RendererProcess::start(HWND window, protocol::V
// The renderer's window goes on top of the client's 3D view: keep the client's drawing out of it.
SetWindowLongW(window, GWL_STYLE, GetWindowLongW(window, GWL_STYLE) | WS_CLIPCHILDREN);
const auto exe = module_folder() / L"t5de-renderer.exe";
const auto exe = running_copy(module_folder() / L"t5de-renderer.exe");
std::wstring command = std::format(L"\"{}\" --channel {} --parent {}", exe.wstring(), name, GetCurrentProcessId());
STARTUPINFOW startup{.cb = sizeof(STARTUPINFOW)};
PROCESS_INFORMATION process{};
+46
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@@ -1,14 +1,56 @@
#include "resources.hpp"
#include <mutex>
#include <unordered_set>
namespace t5de {
namespace {
// Our live resources, by address.
struct Registry {
std::mutex mutex;
std::unordered_set<const void*> objects;
};
Registry& registry()
{
static Registry instance;
return instance;
}
void add(const void* object)
{
const std::scoped_lock lock(registry().mutex);
registry().objects.insert(object);
}
void remove(const void* object)
{
const std::scoped_lock lock(registry().mutex);
registry().objects.erase(object);
}
} // namespace
bool ours(const void* object)
{
if (object == nullptr) {
return false;
}
const std::scoped_lock lock(registry().mutex);
return registry().objects.contains(object);
}
Texture::Texture(imvu::PiRenderTexture* inner, std::shared_ptr<Recorder> recorder, std::uint32_t id)
: inner_(inner), recorder_(std::move(recorder)), id_(id)
{
add(static_cast<imvu::PiRenderTexture*>(this));
}
Texture::~Texture()
{
remove(static_cast<imvu::PiRenderTexture*>(this));
delete inner_; // through its virtual destructor: IMVU's code frees it
recorder_->destroyTexture(id_);
}
@@ -32,10 +74,12 @@ imvu::Pixmap* Texture::read(imvu::Pixmap* result) const { return inner_->read(re
IndexBuffer::IndexBuffer(imvu::PiInternalIndexBuffer* inner, std::shared_ptr<Recorder> recorder, std::uint32_t id)
: inner_(inner), recorder_(std::move(recorder)), id_(id)
{
add(static_cast<imvu::PiInternalIndexBuffer*>(this));
}
IndexBuffer::~IndexBuffer()
{
remove(static_cast<imvu::PiInternalIndexBuffer*>(this));
delete inner_;
recorder_->destroyBuffer(id_);
}
@@ -43,10 +87,12 @@ IndexBuffer::~IndexBuffer()
VertexBuffer::VertexBuffer(imvu::PiInternalVertexBuffer* inner, std::shared_ptr<Recorder> recorder, std::uint32_t id)
: inner_(inner), recorder_(std::move(recorder)), id_(id)
{
add(static_cast<imvu::PiInternalVertexBuffer*>(this));
}
VertexBuffer::~VertexBuffer()
{
remove(static_cast<imvu::PiInternalVertexBuffer*>(this));
delete inner_;
recorder_->destroyBuffer(id_);
}
+11 -7
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@@ -62,30 +62,34 @@ private:
std::uint32_t id_;
};
// The client renderer's object and our id for something the engine made; null and 0 for null.
// Whether an object is one of ours (live Texture, IndexBuffer or VertexBuffer): the client can also hand the engine
// objects the client renderer made itself (render targets' textures), which must reach it unchanged.
bool ours(const void* object);
// The client renderer's object, and our id, for what the client passes in: ours unwrapped, others unchanged (id 0).
inline imvu::PiRenderTexture* inner(imvu::PiRenderTexture* texture)
{
return texture != nullptr ? static_cast<Texture*>(texture)->inner() : nullptr;
return ours(texture) ? static_cast<Texture*>(texture)->inner() : texture;
}
inline std::uint32_t id(imvu::PiRenderTexture* texture)
{
return texture != nullptr ? static_cast<Texture*>(texture)->id() : 0;
return ours(texture) ? static_cast<Texture*>(texture)->id() : 0;
}
inline imvu::PiInternalIndexBuffer* inner(imvu::PiInternalIndexBuffer* buffer)
{
return buffer != nullptr ? static_cast<IndexBuffer*>(buffer)->inner() : nullptr;
return ours(buffer) ? static_cast<IndexBuffer*>(buffer)->inner() : buffer;
}
inline std::uint32_t id(imvu::PiInternalIndexBuffer* buffer)
{
return buffer != nullptr ? static_cast<IndexBuffer*>(buffer)->id() : 0;
return ours(buffer) ? static_cast<IndexBuffer*>(buffer)->id() : 0;
}
inline imvu::PiInternalVertexBuffer* inner(imvu::PiInternalVertexBuffer* buffer)
{
return buffer != nullptr ? static_cast<VertexBuffer*>(buffer)->inner() : nullptr;
return ours(buffer) ? static_cast<VertexBuffer*>(buffer)->inner() : buffer;
}
inline std::uint32_t id(imvu::PiInternalVertexBuffer* buffer)
{
return buffer != nullptr ? static_cast<VertexBuffer*>(buffer)->id() : 0;
return ours(buffer) ? static_cast<VertexBuffer*>(buffer)->id() : 0;
}
} // namespace t5de
+1
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@@ -14,6 +14,7 @@ enum class View : std::uint32_t {
Off, // none
Split, // the right half, to compare with the client's renderer on the left
Full,
Compare, // over the right half, the left half's scene: both renderers side by side, showing the same
};
// A shared memory section the adapter creates for each engine, named by the renderer process's `--channel <name>`
+95 -13
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@@ -84,15 +84,90 @@ HWND create_child_window(HWND parent)
0, 0, 1, 1, parent, nullptr, windowClass.hInstance, nullptr);
}
// Where the child window goes in the client's 3D view.
RECT placement(HWND parent, View view)
// The view, as the adapter set it, or as %TEMP%\t5de-renderer-view.txt says while the client runs (off, split, full
// or compare): for comparing the renderers without restarting the client. Read every second or so.
View current_view(View adapter)
{
RECT client{};
GetClientRect(parent, &client);
if (view == View::Split) {
client.left = client.right / 2;
static View view = adapter;
static ULONGLONG checked = 0;
if (GetTickCount64() - checked < 1000) {
return view;
}
return client;
checked = GetTickCount64();
view = adapter;
wchar_t temp[MAX_PATH + 1];
const DWORD length = GetTempPathW(MAX_PATH + 1, temp);
if (length == 0 || length > MAX_PATH) {
return view;
}
const HANDLE file = CreateFileW((std::filesystem::path(temp) / L"t5de-renderer-view.txt").c_str(), GENERIC_READ,
FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE, nullptr, OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL, nullptr);
if (file == INVALID_HANDLE_VALUE) {
return view;
}
char text[16] = {};
DWORD read = 0;
ReadFile(file, text, sizeof(text) - 1, &read, nullptr);
CloseHandle(file);
const std::string_view setting(text, std::strcspn(text, "\r\n "));
view = setting == "off" ? View::Off
: setting == "split" ? View::Split
: setting == "full" ? View::Full
: setting == "compare" ? View::Compare
: adapter;
return view;
}
// Shader changes to try while the client runs: %TEMP%\t5de-renderer-shaders\fixed_function.hlsl, if there is
// one, replaces the built-in shaders, and is read again when it changes (checked every second or so).
void reload_shaders(t5de::Scene& scene)
{
static ULONGLONG checked = 0;
static std::filesystem::file_time_type loaded{};
if (GetTickCount64() - checked < 1000) {
return;
}
checked = GetTickCount64();
std::error_code error;
const auto path = std::filesystem::temp_directory_path(error) / L"t5de-renderer-shaders" / L"fixed_function.hlsl";
const auto modified = std::filesystem::last_write_time(path, error);
if (error || modified == loaded) {
return;
}
const HANDLE file = CreateFileW(path.c_str(), GENERIC_READ, FILE_SHARE_READ | FILE_SHARE_WRITE, nullptr,
OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, nullptr);
if (file == INVALID_HANDLE_VALUE) {
return;
}
std::string source(static_cast<std::size_t>(std::filesystem::file_size(path, error)), ' ');
DWORD read = 0;
ReadFile(file, source.data(), static_cast<DWORD>(source.size()), &read, nullptr);
CloseHandle(file);
source.resize(read);
loaded = modified;
scene.setShaderSource(std::move(source));
info("shaders reloaded from {}", path.string());
}
// Where the child window goes in the client's 3D view, and where in the 3D view its scene starts (offset).
struct Placement {
RECT window{};
int offset = 0;
};
Placement placement(HWND parent, View view)
{
Placement place;
GetClientRect(parent, &place.window);
if (view == View::Split || view == View::Compare) {
place.window.left = place.window.right / 2;
}
place.offset = view == View::Compare ? 0 : place.window.left;
if (view == View::Off) {
place.window = {};
}
return place;
}
} // namespace
@@ -203,18 +278,25 @@ int WINAPI wWinMain(HINSTANCE, HINSTANCE, PWSTR, int)
}
// Follow the client's 3D view's size.
const RECT place = placement(clientWindow, channel->view);
const auto [place, offset] = placement(clientWindow, current_view(channel->view));
const int width = place.right - place.left;
const int height = place.bottom - place.top;
if (std::memcmp(&place, &placed, sizeof(RECT)) != 0 && width > 0 && height > 0) {
SetWindowPos(window, nullptr, place.left, place.top, width, height, SWP_NOZORDER | SWP_NOACTIVATE);
swapChain->Resize(static_cast<Uint32>(width), static_cast<Uint32>(height));
if (std::memcmp(&place, &placed, sizeof(RECT)) != 0) {
placed = place;
info("drawing {}x{} at {} in the client's 3D view", width, height, place.left);
if (width > 0 && height > 0) {
SetWindowPos(window, nullptr, place.left, place.top, width, height,
SWP_NOZORDER | SWP_NOACTIVATE | SWP_SHOWWINDOW);
swapChain->Resize(static_cast<Uint32>(width), static_cast<Uint32>(height));
info("drawing {}x{} at {} in the client's 3D view, its scene from {}", width, height, place.left, offset);
} else {
ShowWindow(window, SW_HIDE);
info("hidden");
}
}
reload_shaders(scene);
LARGE_INTEGER start, end;
QueryPerformanceCounter(&start);
if (scene.execute(std::span(frame).first(complete), place.left, width > 0 && height > 0)) {
if (scene.execute(std::span(frame).first(complete), offset, width > 0 && height > 0)) {
swapChain->Present(0);
QueryPerformanceCounter(&end);
drawTime += static_cast<double>(end.QuadPart - start.QuadPart) / static_cast<double>(frequency.QuadPart);
+32 -2
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@@ -1,5 +1,8 @@
#include "scene.hpp"
#include <algorithm>
#include <array>
#include <cmath>
#include <cstring>
#include <string>
@@ -56,7 +59,7 @@ constexpr std::uint32_t hasColors = 4;
} // namespace
Scene::Scene(IRenderDevice* device, IDeviceContext* context, ISwapChain* swapChain)
: device_(device), context_(context), swapChain_(swapChain)
: device_(device), context_(context), swapChain_(swapChain), shaderSource_(fixedFunctionHlsl)
{
BufferDesc constants;
constants.Name = "Constants";
@@ -86,6 +89,13 @@ Scene::Scene(IRenderDevice* device, IDeviceContext* context, ISwapChain* swapCha
constants_.flags[2] = 127; // the client's alpha reference
}
void Scene::setShaderSource(std::string source)
{
shaderSource_ = std::move(source);
shaders_.clear();
pipelines_.clear();
}
bool Scene::execute(std::span<const std::byte> commands, int offsetX, bool draw)
{
offsetX_ = offsetX;
@@ -546,6 +556,26 @@ void Scene::drawPointSprites(const protocol::Command& command)
constants_.ambient[1], constants_.ambient[2], constants_.texTransform0[0], constants_.texTransform0[1],
constants_.texTransform0[2], constants_.texTransform0[4], constants_.texTransform0[5],
constants_.texTransform0[6]);
// The first sprite: where it is, seen from the camera, and how big it's drawn.
float point[4] = {0, 0, 0, 1};
std::uint32_t color = 0;
std::memcpy(point, payload.data(), 12);
std::memcpy(&color, payload.data() + 12, 4);
const auto transform = [](const float (&p)[4], const float (&m)[16]) {
std::array<float, 4> out{};
for (int column = 0; column < 4; ++column) {
out[column] = p[0] * m[column] + p[1] * m[4 + column] + p[2] * m[8 + column] + p[3] * m[12 + column];
}
return out;
};
const auto world = transform(point, constants_.world);
const float worldPoint[4] = {world[0], world[1], world[2], world[3]};
const auto view = transform(worldPoint, constants_.view);
const float distance = std::sqrt(view[0] * view[0] + view[1] * view[1] + view[2] * view[2]);
log::info(" first sprite at ({:.2f} {:.2f} {:.2f}), color {:08x}, from the camera ({:.2f} {:.2f} {:.2f}): "
"distance {:.2f}, {:.1f} pixels across (viewport height {})",
point[0], point[1], point[2], color, view[0], view[1], view[2], distance,
std::clamp(constants_.viewport[1] / std::max(distance, 1e-4f), 1.0f, 2048.0f), constants_.viewport[1]);
}
IBuffer* buffers[] = {buffer};
context_->SetVertexBuffers(0, 1, buffers, nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION,
@@ -565,7 +595,7 @@ const Scene::Shaders& Scene::shaders(std::uint32_t streams, std::uint32_t textur
const std::string source = std::string("#define HAS_NORMALS ") + ((streams & hasNormals) != 0 ? "1" : "0") +
"\n#define HAS_TEX_COORDS " + ((streams & hasTexCoords) != 0 ? "1" : "0") +
"\n#define HAS_COLORS " + ((streams & hasColors) != 0 ? "1" : "0") +
"\n#define TEXTURES " + std::to_string(textures) + "\n" + fixedFunctionHlsl;
"\n#define TEXTURES " + std::to_string(textures) + "\n" + shaderSource_;
Shaders created;
ShaderCreateInfo info;
info.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
+5
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@@ -6,6 +6,7 @@
#include <cstddef>
#include <cstdint>
#include <span>
#include <string>
#include <unordered_map>
#include "EngineFactoryD3D11.h"
@@ -23,6 +24,9 @@ public:
// present).
bool execute(std::span<const std::byte> commands, int offsetX, bool draw);
// Replaces the shaders' source (the built-in one by default): for trying changes while the client runs.
void setShaderSource(std::string source);
// When the adapter sent the last frame carried out (QueryPerformanceCounter).
[[nodiscard]] std::uint64_t lastSentAt() const { return lastSentAt_; }
@@ -111,6 +115,7 @@ private:
std::unordered_map<std::uint32_t, Buffer> buffers_;
std::unordered_map<std::uint32_t, Shaders> shaders_;
std::unordered_map<std::uint32_t, Pipeline> pipelines_;
std::string shaderSource_;
Constants constants_{};
State state_;
+1 -1
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@@ -101,7 +101,7 @@ void vs_sprite(in SpriteInput input, out PSInput output)
{
float4 view = mul(mul(float4(input.Position, 1.0), g_World), g_View);
float4 clip = mul(view, g_Projection);
float size = clamp(g_Viewport.y / max(length(view.xyz), 1e-4), 1.0, 64.0);
float size = clamp(g_Viewport.y / max(length(view.xyz), 1e-4), 1.0, 2048.0);
float2 corner = float2((input.Corner & 1) != 0 ? 1.0 : -1.0, (input.Corner & 2) != 0 ? -1.0 : 1.0);
clip.xy += corner * size / g_Viewport.xy * clip.w; // half the size each way, in clip space
output.Position = clip;