29 Commits
Author SHA1 Message Date
dhkatzandClaude Opus 5.5 2c55a6ee25 Version 0.3.0
CI / build (push) Successful in 22s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 22:47:11 -07:00
dhkatzandClaude Opus 5.5 db344b7b95 Crossfade animations between ticks
CI / build (push) Successful in 1m30s
ModelInstance::step ramps the weights of animations fading in and out in tenths
over 10 ticks; between ticks, the posing hook sets them partway to the next
tick's weight, and puts them back with the times. Only if ModelInstance::step
counts the fades where expected (checked when installing); otherwise
crossfades stay at the client's rate.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 22:41:23 -07:00
dhkatzandClaude Opus 5.5 9d0faecf4d Move particles between ticks
CI / build (push) Successful in 53s
The particle library moves particles by their velocity times a tick's time at
each tick; between ticks, the adapter (ModelInstance::render's call to
ParticleSystem::render, redirected after checking it) draws them moved on by
their velocity times the time since, then moves each back by its own velocity:
ParticleSystem::render sorts them by distance, reordering them in memory, so
restoring saved positions in order scrambled them. Like ParticleSystem::render,
it only reads particles when there's a group (the library throws without one,
which crashed the client).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 22:21:58 -07:00
dhkatzandClaude Opus 5.5 869eb19a1f Version 0.2.0
CI / build (push) Successful in 21s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 22:05:25 -07:00
dhkatzandClaude Opus 5.5 4670a6a191 Pan between ticks, and move animations at their own rate
CI / build (push) Successful in 27s
The point the camera looks at is its position plus an offset (setCameraFocus,
at each tick), so between ticks it now moves with the eased position: panning
moves the target the position eases to, and was still at 30 per second.

Between ticks, an animation is moved on at the rate it moved at the last step
(per tick: the client steps several ticks at once when it falls behind), not
only when it moved exactly a frame: animations played at other speeds were
posed at the tick, between smooth ones.

The engine's stats also log the longest time between frames.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 21:56:09 -07:00
dhkatzandClaude Opus 5.5 d1437a3923 Move the camera between ticks
CI / build (push) Successful in 1m38s
CameraController::step eases the camera's position, orbit angles and zoom a
share k (0.4) of the way to their targets at each tick; between ticks, the
adapter's getCameraTransform (its entry in CameraController's exported vtable,
replaced after checking it) sets them 1 - (1 - k)^fraction of the way for IMVU's
code to make the transform from, then puts them back. k is read from the
constant CameraController::step uses, checked to be referenced there.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 21:44:56 -07:00
dhkatzandClaude Opus 5.5 2471b1fd4f Pose avatars between ticks
CI / build (push) Successful in 27s
ModelInstance::render poses its model (updateCalSkeleton) before drawing it;
the adapter redirects that one call (after checking it) to ours, which between
ticks moves each playing animation that went on a frame at the last tick ahead
by the fraction of a frame since, has IMVU's code pose the skeleton (Cal3D
poses between keyframes), and puts the animations back, marking the skeleton
to be posed again. Held, looping and starting animations are posed as they
are. The frame lengths come from zero.dll's millisecondsPerFrame and
secondsPerFrame.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 21:38:07 -07:00
dhkatzandClaude Opus 5.5 065c7e9300 Never make the client wait for drawing, or hold up its steps
CI / build (push) Successful in 1m15s
The renderer process now takes each view's chunks on a thread of its own as
they come, and draws the newest frame on its main thread: the client no longer
waits for the previous frame to be drawn (on a VM, 22 of a frame's 25 ms).

The adapter records the client's steps (SceneViewer::step, by replacing its
entry in the exported IFrameListener vtable, after checking it), and the frame
pacer doesn't ask for a frame that wouldn't end before the next step is due: a
late step made the client catch up two at once, which showed as hitches. While
the renderer process covers the view, the client's renderer doesn't begin or
present frames, which could wait for the display.

The engine's stats now include the time in the client renderer's methods.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 21:30:46 -07:00
dhkatzandClaude Opus 5.5 399d934a08 Pace all frames to the frame rate, at best effort
CI / build (push) Successful in 32s
The pacer counted only its own frames, so the client's 30 came on top (60 gave
about 80), and it added no frames at all when the rate was out of reach. It now
asks for a window's next frame once the interval since its last frame began has
passed, and the client has had a third of a frame's time idle: all frames
within the rate, and as many as the client can draw when it can't reach it.

The engine's stats also break a frame's time down: sending to the renderer
process, bytes sent, buffer updates.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 21:16:22 -07:00
dhkatzandClaude Opus 5.5 05a7be5d41 Ask the client for frames between its steps
CI / build (push) Successful in 1m31s
The frame pacer repaints the client's 3D windows at the user's frame rate
(HKCU\Software\T5DE\Graphics\FrameRate: 30, the default, adds nothing; 60, 120,
240, 360; 0 uncapped), so the client draws frames between its 30-per-second
steps. Only when affordable: a window is asked once its last frame is drawn,
and only if its frames take under three quarters of the interval; uncapped,
the client is left idle a third of a frame between frames. The engine's stats
now log frames per second.

The extra frames show the same scene for now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 20:38:31 -07:00
dhkatzandClaude Opus 5.5 8055099920 Draw all of a client's views in one renderer process
CI / build (push) Successful in 40s
The adapter starts one renderer process per client, with the first engine
(again if it has exited), and attaches each engine's channel to it through a
control section (protocol version 5: Control, the -attach event). The renderer
process keeps a window, swap chain and scene per channel on one Direct3D
device, takes the views' frames in turns, and closes a view when its engine
does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 19:16:01 -07:00
dhkatzandClaude Opus 5.5 6e4fe589e5 Draw render targets in the renderer process
CI / build (push) Successful in 48s
While the renderer process runs, the adapter makes the client's render targets
itself and the renderer process draws frames into them: texture targets are
drawn with like any texture, and a pixmap target's frame is read back through
the channel into its Pixmap (protocol version 4: BeginFrame names its target,
CreateRenderTarget, Channel::readSize and the -read event). Frames into render
targets are drawn even while the window is hidden.

The client uses pixmap targets for snapshots (outfit pictures, photos), checked
to look right. The render target interfaces are declared from IMVU's vtables.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 19:09:48 -07:00
dhkatzandClaude Opus 5.5 fa883892db Say in release notes that T5DE's setup installs the renderer
CI / build (push) Successful in 26s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:57:13 -07:00
dhkatzandClaude Opus 5.5 a021e2caa9 Note the full view's speed on real hardware
CI / build (push) Successful in 23s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:47:29 -07:00
dhkatzandClaude Opus 5.5 7bf29f3e4c Clear WS_CLIPCHILDREN on the client's window
CI / build (push) Successful in 54s
The client creates its 3D view's window with it, so not adding it wasn't
enough: covered entirely by the renderer's window, the client's window got no
WM_PAINT and the client still drew about once a second.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:18:23 -07:00
dhkatzandClaude Opus 5.5 97b1d36466 Run CI steps whatever the runner's execution policy
CI / build (push) Successful in 39s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:15:07 -07:00
dhkatzandClaude Opus 5.5 2d9da249fa Draw the whole 3D view in place of the client's renderer
CI / build (push) Failing after 0s
The full view is now the default. While the renderer process covers the whole
view (Channel::covering, set after each frame it presents), the adapter skips
the client's renderer's clears and draws, decided per frame; the client's
renderer still gets state and resources, and draws again as soon as the
renderer process stops covering the view.

The client's window no longer gets WS_CLIPCHILDREN: the client draws when its
window gets WM_PAINT, which a window entirely covered by clipped children never
gets (it fell to about one frame a second). The flip model swap chain shows
above the client's drawing anyway.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:14:17 -07:00
dhkatzandClaude Opus 5.5 64e152de3c Send a User-Agent when publishing
CI / build (push) Successful in 29s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:00:24 -07:00
dhkatzandClaude Opus 5.5 c48c666309 Build and publish the renderer in CI
CI / build (push) Failing after 1m47s
Builds both programs and runs the tests on T5DE's Windows runner, and publishes
them like T5DE's own releases: pushes to main replace the nightly pre-release,
vX.Y.Z tags make release X.Y.Z.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 17:57:52 -07:00
dhkatzandClaude Opus 5.5 7d17cb0b1f Note the renderer's speed on real hardware
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 07:39:30 -07:00
dhkatzandClaude Opus 5.5 3cdda4c7ed Map projections' depth like the client's renderer
IMVU's projections give depth from -1 to 1; its Direct3D renderer maps it to 0 to 1, and now so does ours. Without that, the nearer half of the depth range was clipped, the whole 2D overlay (name tags, the frame rate, the room's title) with it. The adapter also draws drawTrianglesFromMemory without indices, and sums up what the client draws in its log.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 07:01:47 -07:00
dhkatzandClaude Opus 5.5 299cd8c312 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]>
2026-10-28 06:43:34 -07:00
dhkatzandClaude Opus 5.5 1a45bf9a86 Fog by view depth again
Fogging by depth buffer value, as Direct3D 9's documentation suggests for IMVU's projections, looks nothing like the client; fogging by view depth matched it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 06:16:57 -07:00
dhkatzandClaude Opus 5.5 a04dba18c1 Draw particles, match the client's fog, and measure frame delay
Particles (point sprites) are drawn as instanced camera-facing squares sized like Direct3D 9's. Fog is by depth buffer value, as Direct3D 9 does with IMVU's projections. At most one frame is queued for display, frames carry the adapter's timestamp so the renderer process logs the delay to presenting, and the log's lines from several processes no longer mix.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 06:11:51 -07:00
dhkatzandClaude Opus 5.5 42fc55cb91 Draw the client's scene in the renderer process
The adapter records everything the client draws (state, transforms, lights, fog, textures and buffers) as a command stream, sent in chunks through the shared memory channel, while IMVU's Direct3D renderer still draws the whole view. The renderer process draws it with Diligent, with shaders reproducing IMVU's Direct3D 9 fixed-function setup, over the right half of the 3D view to compare. It skips to the newest frame when it falls behind, and logs its errors and frame times.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 05:52:15 -07:00
dhkatzandClaude Opus 5.5 5c35c8b63a Note the renderer process spike's results
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 05:22:28 -07:00
dhkatzandClaude Opus 5.5 9a7d7d2908 Add the renderer process
The renderer becomes two programs: the adapter (t5deRenderEngine.dll, 32-bit, in IMVU's process) and a 64-bit renderer process (t5de-renderer.exe) drawing with Diligent Engine, fetched with FetchContent and pinned. For now a spike: the adapter starts the renderer process for each engine and signals each frame through a shared memory channel, and the renderer process draws a box into a child window in the client's 3D view.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 05:17:03 -07:00
dhkatzandClaude Opus 5.5 0d126574bf Note the data types checked in the client
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 04:39:15 -07:00
dhkatzandClaude Opus 5.5 83e0665681 Declare the renderer interface's data types
Transforms, matrices, colors, lights, blend modes, fog, texture transforms, vertex arrays and the engine's buffer and texture objects, worked out from IMVU's Direct3D engine. The pass-through logs the first calls' arguments read through them, to check them in the client.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 04:36:37 -07:00
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"""Publish the renderer's programs. Run by ci.yml.
release.py version print version and channel
release.py publish <dir> publish the programs in dir: a release for a vX.Y.Z tag, else the rolling nightly
A vX.Y.Z tag is release X.Y.Z. Other builds are nightlies, "X.Y.Z-nightly.N+commit": N commits after the last
release tag (0.0.0 before the first). The nightly pre-release (tag `nightly`) is replaced on every push to main.
The same scheme as T5DE's own releases (t5de's .gitea/scripts/release.py).
"""
import hashlib
import json
import os
import re
import subprocess
import sys
import urllib.error
import urllib.request
import uuid
from pathlib import Path
ASSETS = ("t5deRenderEngine.dll", "t5de-renderer.exe")
NIGHTLY_TAG = "nightly"
USER_AGENT = "t5de-release (https://git.t5de.dev/t5de/t5de-renderer, 1)"
RELEASE_TAG = re.compile(r"v(\d+)\.(\d+)\.(\d+)")
def git(*args: str) -> str:
return subprocess.run(["git", *args], capture_output=True, text=True, check=True).stdout.strip()
def version() -> dict[str, str]:
ref_name = os.environ.get("GITHUB_REF_NAME", "")
if os.environ.get("GITHUB_REF_TYPE") == "tag" and RELEASE_TAG.fullmatch(ref_name):
return {"version": ref_name[1:], "channel": "release", "tag": ref_name}
try:
last = git("describe", "--tags", "--abbrev=0", "--match", "v[0-9]*.[0-9]*.[0-9]*")
count = int(git("rev-list", "--count", f"{last}..HEAD"))
base = last[1:]
except subprocess.CalledProcessError: # no release yet
count, base = int(git("rev-list", "--count", "HEAD")), "0.0.0"
commit = git("rev-parse", "--short=7", "HEAD")
return {"version": f"{base}-nightly.{count}+{commit}", "channel": "nightly", "tag": NIGHTLY_TAG}
class Gitea:
def __init__(self):
self.api = f"{os.environ['GITHUB_SERVER_URL']}/api/v1/repos/{os.environ['GITHUB_REPOSITORY']}"
self.token = os.environ["GITEA_TOKEN"]
def request(self, method: str, path: str, body: dict | None = None, data: bytes | None = None,
content_type: str = "application/json"):
if body is not None:
data = json.dumps(body).encode()
req = urllib.request.Request(self.api + path, method=method, data=data,
# Cloudflare in front of the server refuses Python's default User-Agent.
headers={"Authorization": f"token {self.token}", "Content-Type": content_type,
"User-Agent": USER_AGENT})
try:
with urllib.request.urlopen(req, timeout=120) as response:
text = response.read()
return json.loads(text) if text else None
except urllib.error.HTTPError as e:
if e.code == 404 and method in ("GET", "DELETE"):
return None
raise SystemExit(f"{method} {path}: {e.code} {e.read().decode(errors='replace')}")
def upload(self, release_id: int, name: str, content: bytes):
boundary = uuid.uuid4().hex
data = (f"--{boundary}\r\nContent-Disposition: form-data; name=\"attachment\"; filename=\"{name}\"\r\n"
f"Content-Type: application/octet-stream\r\n\r\n").encode() + content + f"\r\n--{boundary}--\r\n".encode()
return self.request("POST", f"/releases/{release_id}/assets?name={name}", data=data,
content_type=f"multipart/form-data; boundary={boundary}")
def notes(info: dict[str, str], files: dict[str, bytes]) -> str:
nightly = ("A nightly build of the latest commit, for testing; it's replaced by the next one.\n\n"
if info["channel"] == "nightly" else "")
hashes = "\n".join(f"`{name}` sha256: `{hashlib.sha256(content).hexdigest()}`" for name, content in files.items())
return f"""{nightly}T5DE's renderer for IMVU Classic. T5DE's setup installs a pinned release with its T5DE Renderer
patch, used when the client's Settings > Advanced > Graphics is OpenGL. To try this build instead, copy both files
into a T5DE install's folder (with that patch).
Unofficial: not made by or affiliated with IMVU. Use at your own risk.
Version {info['version']} · commit {os.environ.get('GITHUB_SHA', git('rev-parse', 'HEAD'))}
{hashes}
"""
def publish(folder: str):
info = version()
files = {name: (Path(folder) / name).read_bytes() for name in ASSETS}
gitea = Gitea()
previous = None
if info["channel"] == "nightly":
old = gitea.request("GET", f"/releases/tags/{NIGHTLY_TAG}")
if old:
previous = old["target_commitish"]
gitea.request("DELETE", f"/releases/{old['id']}")
gitea.request("DELETE", f"/tags/{NIGHTLY_TAG}")
release = gitea.request("POST", "/releases", {
"tag_name": NIGHTLY_TAG, "target_commitish": os.environ["GITHUB_SHA"],
"name": f"Nightly {info['version']}", "body": notes(info, files), "prerelease": True})
else:
release = gitea.request("GET", f"/releases/tags/{info['tag']}")
fields = {"name": f"T5DE Renderer {info['version']}", "body": notes(info, files), "prerelease": False}
if release: # a rerun: refresh it
release = gitea.request("PATCH", f"/releases/{release['id']}", fields)
for asset in release.get("assets") or []:
if asset["name"] in files:
gitea.request("DELETE", f"/releases/{release['id']}/assets/{asset['id']}")
else:
release = gitea.request("POST", "/releases", {"tag_name": info["tag"], **fields})
for name, content in files.items():
gitea.upload(release["id"], name, content)
print(f"Published {release['html_url']}")
if info["channel"] == "nightly" and os.environ.get("DISCORD_NIGHTLY_WEBHOOK"):
announce(os.environ["DISCORD_NIGHTLY_WEBHOOK"], info, release, previous)
def announce(webhook: str, info: dict[str, str], release: dict, previous: str | None):
"""Post the release to a Discord channel. Failing to doesn't fail the release."""
commits = []
if previous:
try:
commits = git("log", "--format=%h %s", "--no-merges", f"{previous}..HEAD").splitlines()
except subprocess.CalledProcessError: # the previous nightly's commit is gone (history rewritten)
pass
shown = commits[:10] + ([f"and {len(commits) - 10} more"] if len(commits) > 10 else [])
description = f"[Download]({release['html_url']})"
if shown:
description += "\n\n" + "\n".join(f"• {line}" for line in shown)
body = {"embeds": [{"title": f"Renderer Nightly {info['version']}", "url": release["html_url"],
"description": description[:4000], "color": 0xFFD200}]}
req = urllib.request.Request(webhook, method="POST", data=json.dumps(body).encode(),
headers={"Content-Type": "application/json",
"User-Agent": USER_AGENT})
try:
urllib.request.urlopen(req, timeout=30).close()
print("Announced on Discord")
except (urllib.error.URLError, TimeoutError) as e:
print(f"warning: couldn't post to Discord: {e}")
if __name__ == "__main__":
if sys.argv[1:] == ["version"]:
for key, value in version().items():
print(f"{key}={value}")
elif len(sys.argv) == 3 and sys.argv[1] == "publish":
publish(sys.argv[2])
else:
raise SystemExit(__doc__)
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# Builds the adapter (32-bit) and the renderer process (64-bit), runs the tests, and publishes both programs: pushes to
# main replace the nightly pre-release, vX.Y.Z tags make release X.Y.Z (.gitea/scripts/release.py).
#
# Runs on T5DE's Windows runner (label `windows`, jobs run directly on the machine: it needs Visual Studio's
# compiler). The checkout lives in a fixed folder there ($T5DE_BUILD_ROOT, set in the runner's config), so Diligent
# Engine is fetched and built once, not on every run. Never on pull requests: their code would run on that machine.
name: CI
on:
push:
branches: [main]
tags: ["v*"]
workflow_dispatch:
jobs:
build:
runs-on: windows
defaults:
run:
# Steps run as script files, which Windows' default execution policy refuses.
shell: powershell -NoProfile -ExecutionPolicy Bypass -Command ". '{0}'"
steps:
- name: Check out
env:
TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
function git { & git.exe -c "http.extraHeader=Authorization: token $env:TOKEN" @args; if ($LASTEXITCODE) { exit $LASTEXITCODE } }
$root = if ($env:T5DE_BUILD_ROOT) { $env:T5DE_BUILD_ROOT } else { $env:GITHUB_WORKSPACE }
$src = Join-Path $root ($env:GITHUB_REPOSITORY -replace '/', '-')
if (-not (Test-Path (Join-Path $src .git))) { git init -q $src }
Set-Location $src
git fetch -q --force --tags "$env:GITHUB_SERVER_URL/$env:GITHUB_REPOSITORY" "+${env:GITHUB_REF}:refs/remotes/ci/head"
git checkout -q --force --detach $env:GITHUB_SHA
git clean -q -ffdx -e /build/
"T5DE_SRC=$src" | Out-File -Append -Encoding utf8 $env:GITHUB_ENV
- name: Build and test the adapter
working-directory: ${{ env.T5DE_SRC }}
run: cmake --workflow --preset adapter
- name: Build the renderer process
working-directory: ${{ env.T5DE_SRC }}
run: cmake --workflow --preset renderer
- name: Collect the programs
working-directory: ${{ env.T5DE_SRC }}
run: |
cmake --install build/windows-x86 --config Release --prefix dist
if ($LASTEXITCODE) { exit $LASTEXITCODE }
cmake --install build/windows-x64 --config Release --prefix dist
- name: Publish the release
if: github.ref == 'refs/heads/main' || startsWith(github.ref, 'refs/tags/v')
working-directory: ${{ env.T5DE_SRC }}
env:
GITEA_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# Optional: a Discord webhook URL that nightlies are announced on.
DISCORD_NIGHTLY_WEBHOOK: ${{ secrets.DISCORD_NIGHTLY_WEBHOOK }}
run: python .gitea/scripts/release.py publish dist
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# t5de-renderer
A renderer plugin for IMVU Classic (see README.md and docs/interface.md). Part of T5DE; the patches and the patcher
are in the `t5de` repository (git.t5de.dev/t5de/t5de, usually checked out beside this one).
A new renderer for IMVU Classic: a 32-bit adapter DLL the client loads as a renderer plugin, and a 64-bit renderer
process drawing with Diligent Engine (see README.md, docs/architecture.md, docs/interface.md). Part of T5DE; the
patches and the patcher are in the `t5de` repository (git.t5de.dev/t5de/t5de, usually checked out beside this one).
The user chose this architecture for ray tracing, mesh shaders and a possible browser client later.
## Rules
@@ -13,9 +15,12 @@ are in the `t5de` repository (git.t5de.dev/t5de/t5de, usually checked out beside
## Notes
- The plugin must match IMVU's ABI: 32-bit, MSVC (cl or clang-cl; MinGW's C++ ABI differs), `__thiscall`
virtual methods in IMVU's vtable order, Boost 1.61's `shared_ptr` layout. Exceptions must not cross into IMVU's
code (a different C runtime); the CRT is linked statically.
- The adapter must match IMVU's ABI: 32-bit, MSVC (cl or clang-cl; MinGW's C++ ABI differs), `__thiscall`
virtual methods in IMVU's vtable order (never overloaded: MSVC orders overloads unlike their declaration), Boost
1.61's `shared_ptr` layout. Exceptions must not cross into IMVU's code (a different C runtime); the CRT is linked
statically. Code shared with the 64-bit renderer process (`include/t5de/protocol/`) uses fixed-size fields only.
- The development VM has no graphics driver (Microsoft Basic Render Driver): Direct3D 11 works in software, IMVU's
OpenGL renderer doesn't, and performance there means nothing.
- Ghidra 12.2 (Java 25) is at `%LOCALAPPDATA%\Programs\ghidra_12.2_PUBLIC`; projects in
`%LOCALAPPDATA%\t5de-dev\ghidra`, analysed headless (`support\analyzeHeadless.bat`). The client to analyse is the
`t5de` checkout's `.cache/<version>/install`.
+27 -24
View File
@@ -1,19 +1,22 @@
cmake_minimum_required(VERSION 3.28)
project(t5de-renderer
VERSION 0.1.0
VERSION 0.3.0
DESCRIPTION "A new 3D renderer for the IMVU Classic client"
LANGUAGES CXX)
# The plugin is loaded into IMVU Classic, a 32-bit program built with Visual C++: it must use the same ABI.
# Two programs, for two architectures (a preset for each, see CMakePresets.json):
# - 32-bit: the adapter, t5deRenderEngine.dll, a renderer plugin loaded into IMVU Classic (a 32-bit Visual C++
# program, so it must match its ABI).
# - 64-bit: the renderer process, t5de-renderer.exe, which draws.
if(NOT MSVC) # cl or clang-cl
message(FATAL_ERROR "Build with MSVC or clang-cl: the plugin must match IMVU Classic's Visual C++ ABI.")
endif()
if(NOT CMAKE_SIZEOF_VOID_P EQUAL 4)
message(FATAL_ERROR "Build for 32-bit x86 (IMVU Classic is 32-bit): use a CMakePresets.json preset.")
message(FATAL_ERROR "Build with MSVC or clang-cl: the adapter must match IMVU Classic's Visual C++ ABI.")
endif()
# The C runtime is linked statically, so the plugin needs nothing installed beside it.
# No C++ modules: skip scanning for them.
set(CMAKE_CXX_SCAN_FOR_MODULES OFF)
# The C runtime is linked statically, so the programs need nothing installed beside them.
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
# Warnings and conformance for our own targets.
@@ -23,25 +26,25 @@ target_compile_features(t5de_options INTERFACE cxx_std_20)
target_compile_options(t5de_options INTERFACE /W4 /permissive- /utf-8 /Zc:__cplusplus)
target_compile_definitions(t5de_options INTERFACE WIN32_LEAN_AND_MEAN NOMINMAX UNICODE _UNICODE)
# Our declarations of IMVU's interfaces.
add_library(t5de_imvu INTERFACE)
add_library(t5de::imvu ALIAS t5de_imvu)
target_include_directories(t5de_imvu INTERFACE
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>)
target_compile_features(t5de_imvu INTERFACE cxx_std_20)
# The renderer plugin, t5deRenderEngine.dll.
add_library(t5de_render_engine SHARED
src/log.cpp
src/passthrough_engine.cpp
src/plugin.cpp
src/plugin.def)
set_target_properties(t5de_render_engine PROPERTIES OUTPUT_NAME t5deRenderEngine)
target_link_libraries(t5de_render_engine PRIVATE t5de::imvu t5de::options)
install(TARGETS t5de_render_engine RUNTIME DESTINATION .)
# What the adapter and the renderer process share.
add_library(t5de_protocol INTERFACE)
add_library(t5de::protocol ALIAS t5de_protocol)
target_include_directories(t5de_protocol INTERFACE $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>)
target_compile_features(t5de_protocol INTERFACE cxx_std_20)
include(CTest)
if(CMAKE_SIZEOF_VOID_P EQUAL 4)
# Our declarations of IMVU's interfaces (32-bit layouts).
add_library(t5de_imvu INTERFACE)
add_library(t5de::imvu ALIAS t5de_imvu)
target_include_directories(t5de_imvu INTERFACE $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>)
target_compile_features(t5de_imvu INTERFACE cxx_std_20)
add_subdirectory(adapter)
if(BUILD_TESTING)
add_subdirectory(tests)
endif()
else()
add_subdirectory(renderer)
endif()
+33 -12
View File
@@ -3,29 +3,43 @@
"cmakeMinimumRequired": { "major": 3, "minor": 28, "patch": 0 },
"configurePresets": [
{
"name": "windows-x86",
"displayName": "Windows, 32-bit (Visual Studio Build Tools)",
"description": "IMVU Classic is a 32-bit Visual C++ program: build for Win32 with MSVC.",
"name": "windows",
"hidden": true,
"generator": "Visual Studio 18 2026",
"architecture": { "value": "Win32", "strategy": "set" },
"binaryDir": "${sourceDir}/build/${presetName}",
"installDir": "${sourceDir}/build/${presetName}/install",
"installDir": "${sourceDir}/build/install",
"condition": { "type": "equals", "lhs": "${hostSystemName}", "rhs": "Windows" }
},
{
"name": "windows-x86",
"inherits": "windows",
"displayName": "Adapter (32-bit)",
"description": "t5deRenderEngine.dll, loaded into IMVU Classic, a 32-bit Visual C++ program.",
"architecture": { "value": "Win32", "strategy": "set" }
},
{
"name": "windows-x64",
"inherits": "windows",
"displayName": "Renderer process (64-bit)",
"description": "t5de-renderer.exe, with Diligent Engine (fetched and built on the first configure).",
"architecture": { "value": "x64", "strategy": "set" }
}
],
"buildPresets": [
{ "name": "debug", "configurePreset": "windows-x86", "configuration": "Debug" },
{ "name": "release", "configurePreset": "windows-x86", "configuration": "Release" }
{ "name": "adapter-debug", "configurePreset": "windows-x86", "configuration": "Debug" },
{ "name": "adapter-release", "configurePreset": "windows-x86", "configuration": "Release" },
{ "name": "renderer-debug", "configurePreset": "windows-x64", "configuration": "Debug" },
{ "name": "renderer-release", "configurePreset": "windows-x64", "configuration": "Release" }
],
"testPresets": [
{
"name": "debug",
"name": "adapter-debug",
"configurePreset": "windows-x86",
"configuration": "Debug",
"output": { "outputOnFailure": true }
},
{
"name": "release",
"name": "adapter-release",
"configurePreset": "windows-x86",
"configuration": "Release",
"output": { "outputOnFailure": true }
@@ -33,11 +47,18 @@
],
"workflowPresets": [
{
"name": "release",
"name": "adapter",
"steps": [
{ "type": "configure", "name": "windows-x86" },
{ "type": "build", "name": "release" },
{ "type": "test", "name": "release" }
{ "type": "build", "name": "adapter-release" },
{ "type": "test", "name": "adapter-release" }
]
},
{
"name": "renderer",
"steps": [
{ "type": "configure", "name": "windows-x64" },
{ "type": "build", "name": "renderer-release" }
]
}
]
+14 -11
View File
@@ -1,25 +1,28 @@
# t5de-renderer
A new 3D renderer for the IMVU Classic client, as a renderer plugin the client loads like its own OpenGL renderer.
Part of [T5DE](https://git.t5de.dev/t5de/t5de); unofficial, not affiliated with IMVU.
A new 3D renderer for the IMVU Classic client. Part of [T5DE](https://git.t5de.dev/t5de/t5de); unofficial, not
affiliated with IMVU.
For now it's a pass-through: it wraps IMVU's Direct3D renderer and logs what each frame draws, to prove our
declarations of IMVU's interface (`docs/interface.md`).
Two programs (`docs/architecture.md`): an adapter, `t5deRenderEngine.dll`, which IMVU Classic loads as a renderer
plugin, and a 64-bit renderer process, `t5de-renderer.exe`, which draws with
[Diligent Engine](https://github.com/DiligentGraphics/DiligentCore). For now the client's own Direct3D renderer still
draws the scene, and the renderer process proves the setup by drawing a small box over it. `docs/interface.md` has
what we know of IMVU's renderer interface.
## Building
Needs Visual Studio Build Tools 2026 (the C++ workload) and CMake 3.28 or newer. IMVU Classic is a 32-bit
Visual C++ program, so the plugin is built for 32-bit Windows (the `windows-x86` preset):
Needs Visual Studio Build Tools 2026 (the C++ workload) and CMake 3.28 or newer. One preset per program:
```sh
cmake --workflow --preset release
cmake --workflow --preset adapter # build/windows-x86/adapter/Release/t5deRenderEngine.dll, and the tests
cmake --workflow --preset renderer # build/windows-x64/renderer/Release/t5de-renderer.exe
```
That configures, builds `build/windows-x86/Release/t5deRenderEngine.dll` and runs the tests. Or step by step:
`cmake --preset windows-x86`, `cmake --build --preset debug`, `ctest --preset debug`.
The renderer's first configure fetches Diligent Engine (pinned in `renderer/CMakeLists.txt`) and builds it, which
takes a while.
## Trying it
Copy `t5deRenderEngine.dll` into a T5DE client folder built with the `t5de-renderer` patch, which has the OpenGL
setting load it in place of `glRenderEngine.dll`, then choose OpenGL in Settings > Advanced. The log is
Copy both programs into a T5DE client folder built with the `t5de-renderer` patch, which has the OpenGL setting load
the adapter in place of `glRenderEngine.dll`, then choose OpenGL in Settings > Advanced. The adapter's log is
`%TEMP%\t5de-renderer.log`.
+17
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@@ -0,0 +1,17 @@
# t5deRenderEngine.dll, the adapter: a renderer plugin for IMVU Classic (32-bit).
add_library(t5de_render_engine SHARED
engine.cpp
frame_pacer.cpp
log.cpp
pixmap.cpp
plugin.cpp
plugin.def
recorder.cpp
renderer_process.cpp
resources.cpp
scene_hooks.cpp)
set_target_properties(t5de_render_engine PROPERTIES OUTPUT_NAME t5deRenderEngine)
target_link_libraries(t5de_render_engine PRIVATE t5de::imvu t5de::protocol t5de::options)
install(TARGETS t5de_render_engine RUNTIME DESTINATION .)
+448
View File
@@ -0,0 +1,448 @@
#include "engine.hpp"
#include <windows.h>
#include <algorithm>
#include <bit>
#include <cmath>
#include <cstring>
#include <vector>
#include "frame_pacer.hpp"
#include "inner_timing.hpp"
#include "log.hpp"
#include "resources.hpp"
namespace t5de {
using protocol::Op;
using protocol::State;
namespace {
protocol::SetTransform transform_command(const imvu::Transform& t)
{
protocol::SetTransform command{};
std::memcpy(command.m, &t.linear[0][0], sizeof(float) * 9);
command.m[9] = t.translation.x;
command.m[10] = t.translation.y;
command.m[11] = t.translation.z;
return command;
}
} // namespace
Engine::Engine(imvu::SharedPtr<imvu::PiRenderEngine> inner, std::shared_ptr<Recorder> recorder, HWND window)
: inner_(std::move(inner)), recorder_(std::move(recorder)), window_(window), innerTicksAtStats_(innerTicks)
{
QueryPerformanceCounter(&statsStart_);
if (window_ != nullptr) {
frame_pacer::add(window_);
}
}
Engine::~Engine()
{
if (window_ != nullptr) {
frame_pacer::remove(window_);
}
log::info("engine: destroyed after {} frames", frames_);
}
void Engine::setState(State state, std::uint32_t value)
{
recorder_->add(Op::SetState, protocol::SetState{state, value});
}
void Engine::resizeFrameBuffer(imvu::Vec2i size) { const InnerCall timed; inner_->resizeFrameBuffer(size); }
void Engine::enable2dFrameBuffer() { const InnerCall timed; inner_->enable2dFrameBuffer(); }
void Engine::clear(std::uint32_t flags, imvu::Color color)
{
if (innerDraws()) {
{ const InnerCall timed; inner_->clear(flags, color); }
}
recorder_->add(Op::Clear, protocol::Clear{flags, color});
}
void Engine::setProjection(imvu::Vec2i viewport, const imvu::Mat4f& projection)
{
{ const InnerCall timed; inner_->setProjection(viewport, projection); }
if (projection.m[2][3] == 0.0f) {
++stats_.flat;
}
protocol::SetProjection command{viewport.x, viewport.y, {}};
std::memcpy(command.m, &projection.m[0][0], sizeof(command.m));
recorder_->add(Op::SetProjection, command);
}
void Engine::setModelSpace(const imvu::Transform& model)
{
{ const InnerCall timed; inner_->setModelSpace(model); }
recorder_->add(Op::SetModel, transform_command(model));
}
void Engine::setViewSpace(const imvu::Transform& view)
{
{ const InnerCall timed; inner_->setViewSpace(view); }
recorder_->add(Op::SetView, transform_command(view));
}
void Engine::setTextures(imvu::PiRenderTexture* texture0, imvu::PiRenderTexture* texture1)
{
{ const InnerCall timed; 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)});
}
void Engine::setDepthTestingOn(bool on)
{
{ const InnerCall timed; inner_->setDepthTestingOn(on); }
setState(State::DepthTest, on);
}
void Engine::setDepthWritingOn(bool on)
{
{ const InnerCall timed; inner_->setDepthWritingOn(on); }
setState(State::DepthWrite, on);
}
void Engine::setBlendMode(imvu::RenderBlendMode mode)
{
{ const InnerCall timed; inner_->setBlendMode(mode); }
setState(State::BlendMode, static_cast<std::uint32_t>(mode));
}
void Engine::setAlphaTestingOn(bool on)
{
{ const InnerCall timed; inner_->setAlphaTestingOn(on); }
setState(State::AlphaTest, on);
}
void Engine::setAlphaTestValue(float value)
{
{ const InnerCall timed; inner_->setAlphaTestValue(value); }
setState(State::AlphaReference, static_cast<std::uint32_t>(std::lround(value * 255.0f)));
}
void Engine::setBlendingOn(bool on)
{
{ const InnerCall timed; inner_->setBlendingOn(on); }
setState(State::Blending, on);
}
void Engine::setBackFaceCullingOn(bool on)
{
{ const InnerCall timed; inner_->setBackFaceCullingOn(on); }
setState(State::Culling, on);
}
void Engine::setNormalInvertingOn(bool on)
{
{ const InnerCall timed; inner_->setNormalInvertingOn(on); }
setState(State::NormalInverting, on);
}
void Engine::setLightingOn(bool on)
{
{ const InnerCall timed; inner_->setLightingOn(on); }
setState(State::Lighting, on);
}
void Engine::setLightProperties(std::uint32_t index, const imvu::LightProperties& light)
{
{ const InnerCall timed; inner_->setLightProperties(index, light); }
protocol::SetLight command{index, light.enabled, light.diffuse,
light.type == imvu::LightType::Directional,
{light.vector.x, light.vector.y, light.vector.z}};
// IMVU's Direct3D renderer shines a directional light along -vector, along -x for a zero vector.
if (command.directional && light.vector.x == 0 && light.vector.y == 0 && light.vector.z == 0) {
command.vector[0] = 1;
}
recorder_->add(Op::SetLight, command);
}
void Engine::setFogOn(bool on)
{
{ const InnerCall timed; inner_->setFogOn(on); }
setState(State::Fog, on);
}
void Engine::setFogAttributes(float start, float end, imvu::Color color)
{
{ const InnerCall timed; inner_->setFogAttributes(start, end, color); }
recorder_->add(Op::SetFog, protocol::SetFog{start, end, color});
}
void Engine::setTextureTransformMatrixIdentity(std::uint32_t stage)
{
{ const InnerCall timed; inner_->setTextureTransformMatrixIdentity(stage); }
recorder_->add(Op::SetTextureTransform, protocol::SetTextureTransform{stage, 1, {1, 0, 0, 1, 0, 0}});
}
void Engine::setTextureTransformMatrix(std::uint32_t stage, const imvu::TextureTransform& transform)
{
{ const InnerCall timed; inner_->setTextureTransformMatrix(stage, transform); }
protocol::SetTextureTransform command{stage, 0, {}};
std::memcpy(command.m, transform.m, sizeof(command.m));
recorder_->add(Op::SetTextureTransform, command);
}
void Engine::setEnvironmentAmbient(imvu::Color color)
{
{ const InnerCall timed; inner_->setEnvironmentAmbient(color); }
setState(State::Ambient, color);
}
imvu::PiRenderTexture* Engine::newRenderTexture(const imvu::Pixmap& pixmap, std::uint32_t flags)
{
imvu::PiRenderTexture* texture = inner_->newRenderTexture(pixmap, flags);
if (texture == nullptr) {
return nullptr;
}
return new Texture(texture, recorder_, recorder_->createTexture(pixmap, flags));
}
imvu::PiInternalIndexBuffer* Engine::newIndexBuffer(std::uint32_t count, const std::uint16_t* indices)
{
imvu::PiInternalIndexBuffer* buffer = inner_->newIndexBuffer(count, indices);
if (buffer == nullptr) {
return nullptr;
}
return new IndexBuffer(buffer, recorder_,
recorder_->createBuffer(protocol::BufferKind::Index, indices, 2, 2, count));
}
imvu::PiInternalVertexBuffer* Engine::newStaticVertexBuffer(const void* data, std::uint32_t stride,
std::uint32_t elementSize, std::uint32_t elementCount)
{
imvu::PiInternalVertexBuffer* buffer = inner_->newStaticVertexBuffer(data, stride, elementSize, elementCount);
if (buffer == nullptr) {
return nullptr;
}
return new VertexBuffer(
buffer, recorder_,
recorder_->createBuffer(protocol::BufferKind::Vertex, data, stride, elementSize, elementCount));
}
imvu::PiInternalVertexBuffer* Engine::newDynamicVertexBuffer(std::uint32_t elementSize, std::uint32_t elementCount)
{
imvu::PiInternalVertexBuffer* buffer = inner_->newDynamicVertexBuffer(elementSize, elementCount);
if (buffer == nullptr) {
return nullptr;
}
return new VertexBuffer(
buffer, recorder_,
recorder_->createBuffer(protocol::BufferKind::Vertex, nullptr, 0, elementSize, elementCount));
}
imvu::SharedPtr<imvu::PiPixmapRenderTarget> Engine::newPixmapRenderTarget(imvu::Vec2i size)
{
log::info("engine: frame {}: a {}x{} pixmap render target", frames_, size.x, size.y);
if (!recorder_->active() || size.x <= 0 || size.y <= 0) {
return inner_->newPixmapRenderTarget(size);
}
return imvu::SharedPtr<PixmapTarget>(std::make_unique<PixmapTarget>(recorder_, size));
}
imvu::SharedPtr<imvu::PiTextureRenderTarget> Engine::newTextureRenderTarget(imvu::Vec2i size)
{
log::info("engine: frame {}: a {}x{} texture render target", frames_, size.x, size.y);
if (!recorder_->active() || size.x <= 0 || size.y <= 0) {
return inner_->newTextureRenderTarget(size);
}
return imvu::SharedPtr<TextureTarget>(std::make_unique<TextureTarget>(recorder_, size));
}
void Engine::beginRendering(imvu::PiRenderTarget* target)
{
QueryPerformanceCounter(&frameStart_);
windowFrame_ = target == nullptr;
if (windowFrame_) {
if (lastWindowFrame_ != 0) {
LARGE_INTEGER frequency;
QueryPerformanceFrequency(&frequency);
longestGap_ = std::max(longestGap_, static_cast<double>(frameStart_.QuadPart - lastWindowFrame_) /
static_cast<double>(frequency.QuadPart));
}
lastWindowFrame_ = frameStart_.QuadPart;
}
// Frames into our render targets are drawn by the renderer process only; the client's renderer doesn't know them.
ourTarget_ = ours(target) ? target : nullptr;
// Decided per frame: frames into the client renderer's render targets, and frames while the renderer process
// doesn't cover the view, are drawn by the client's renderer.
const bool takenOver = ourTarget_ != nullptr || (target == nullptr && recorder_->covering());
// Frames the client's renderer doesn't draw aren't begun in it either: its endRendering presents, which can wait
// for the display (and would show nothing: the renderer process's window covers it).
innerFrame_ = !takenOver;
if (innerFrame_) {
{ const InnerCall timed; inner_->beginRendering(target); }
}
if (takenOver != takenOver_ && target == nullptr) {
log::info("engine: frame {}: {}", frames_, takenOver ? "drawn by the renderer process" : "drawn by the client's renderer");
}
takenOver_ = takenOver;
if (target != nullptr && foreignLogged_ < 20) {
++foreignLogged_;
log::info("engine: frame {}: drawing into {} render target ({})", frames_,
ourTarget_ != nullptr ? "our" : "the client renderer's", static_cast<void*>(target));
}
protocol::BeginFrame begin{target == nullptr ? 0 : protocol::foreignTarget, 0};
if (const auto* pixmap = dynamic_cast<const PixmapTarget*>(ourTarget_)) {
begin = {pixmap->id(), 1};
} else if (const auto* texture = dynamic_cast<const TextureTarget*>(ourTarget_)) {
begin = {texture->id(), 0};
}
recorder_->add(Op::BeginFrame, begin);
}
void Engine::endRendering()
{
if (innerFrame_) {
{ const InnerCall timed; inner_->endRendering(); }
}
LARGE_INTEGER now;
QueryPerformanceCounter(&now);
recorder_->add(Op::EndFrame, protocol::EndFrame{static_cast<std::uint64_t>(now.QuadPart)});
recorder_->flush(true);
if (auto* pixmap = dynamic_cast<PixmapTarget*>(ourTarget_)) {
pixmap->setPixels(recorder_->readBack());
} else if (windowFrame_ && window_ != nullptr) {
LARGE_INTEGER end, frequency;
QueryPerformanceCounter(&end);
QueryPerformanceFrequency(&frequency);
const double seconds =
static_cast<double>(end.QuadPart - frameStart_.QuadPart) / static_cast<double>(frequency.QuadPart);
frameSeconds_ += seconds;
frame_pacer::frameDrawn(window_, seconds);
}
ourTarget_ = nullptr;
++frames_;
if (frames_ % 300 == 0) {
LARGE_INTEGER ended, frequency;
QueryPerformanceCounter(&ended);
QueryPerformanceFrequency(&frequency);
const double seconds =
static_cast<double>(ended.QuadPart - statsStart_.QuadPart) / static_cast<double>(frequency.QuadPart);
statsStart_ = ended;
const Recorder::Counters sent = recorder_->takeCounters();
if (statsLogged_ < 6 || frames_ % 3000 == 0) {
++statsLogged_;
log::info("engine: last 300 frames: {:.0f} per second, at most {:.1f} ms apart; each {:.2f} ms beginRendering to "
"endRendering, {:.2f} ms in the client renderer's methods, {:.2f} ms sending, {:.0f} KB sent, {:.1f} "
"buffer updates ({:.0f} KB); drawTriangles {} (and {} with buffers not ours), drawTrianglesFromMemory "
"{} (and {} without indices), point sprites {}, lines {}, 2D projections {}",
300 / seconds, longestGap_ * 1000, frameSeconds_ * 1000 / 300,
static_cast<double>(innerTicks - innerTicksAtStats_) * 1000 / static_cast<double>(frequency.QuadPart) / 300,
sent.sendSeconds * 1000 / 300,
static_cast<double>(sent.bytes) / 1024 / 300, sent.bufferUpdates / 300.0,
static_cast<double>(sent.bufferBytes) / 1024 / 300, stats_.triangles, stats_.foreignTriangles,
stats_.indexed, stats_.unindexed, stats_.sprites, stats_.lines, stats_.flat);
}
stats_ = {};
frameSeconds_ = 0;
longestGap_ = 0;
innerTicksAtStats_ = innerTicks;
}
}
void Engine::drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInternalVertexBuffer* positions,
imvu::PiInternalVertexBuffer* normals, imvu::PiInternalVertexBuffer* texCoords,
imvu::PiInternalVertexBuffer* colors)
{
if (innerDraws()) {
{ const InnerCall timed; inner_->drawTriangles(inner(indices), inner(positions), inner(normals), inner(texCoords), inner(colors)); }
}
++(id(indices) != 0 && id(positions) != 0 ? stats_.triangles : stats_.foreignTriangles);
recorder_->add(Op::DrawTriangles,
protocol::DrawTriangles{id(indices), id(positions), id(normals), id(texCoords), id(colors)});
}
void Engine::drawLine(imvu::Vec3f from, imvu::Vec3f to, imvu::Color color)
{
if (innerDraws()) {
{ const InnerCall timed; inner_->drawLine(from, to, color); }
}
++stats_.lines;
}
void Engine::drawPointSprites(const imvu::PointSpriteVector& sprites)
{
if (innerDraws()) {
{ const InnerCall timed; inner_->drawPointSprites(sprites); }
}
++stats_.sprites;
if (sprites.first == nullptr || sprites.last <= sprites.first) {
return;
}
const auto count = static_cast<std::uint32_t>(sprites.last - sprites.first);
if (std::byte* payload = recorder_->add(Op::DrawPointSprites, protocol::DrawPointSprites{count},
std::size_t{count} * sizeof(imvu::PointSprite))) {
std::memcpy(payload, sprites.first, std::size_t{count} * sizeof(imvu::PointSprite));
}
}
void Engine::drawTrianglesFromMemory(std::uint32_t vertexCount, std::uint32_t indexCount,
const std::uint16_t* indices,
const imvu::VertexAttributeArray<imvu::Vec3f>& positions,
const imvu::VertexAttributeArray<imvu::Vec3f>& normals,
const imvu::VertexAttributeArray<imvu::Vec2f>& texCoords,
const imvu::VertexAttributeArray<imvu::Color>& colors)
{
if (innerDraws()) {
{ const InnerCall timed; inner_->drawTrianglesFromMemory(vertexCount, indexCount, indices, positions, normals, texCoords, colors); }
}
++(indices != nullptr ? stats_.indexed : stats_.unindexed);
if (positions.data == nullptr || vertexCount == 0) {
return;
}
// Without indices: the vertices in order, as a triangle list.
std::vector<std::uint16_t> sequence;
if (indices == nullptr) {
if (vertexCount > 0xffff) {
return;
}
sequence.resize(vertexCount - vertexCount % 3);
for (std::size_t i = 0; i < sequence.size(); ++i) {
sequence[i] = static_cast<std::uint16_t>(i);
}
indices = sequence.data();
indexCount = static_cast<std::uint32_t>(sequence.size());
}
const bool hasNormals = normals.data != nullptr && normals.count >= vertexCount;
const bool hasTexCoords = texCoords.data != nullptr && texCoords.count >= vertexCount;
const bool hasColors = colors.data != nullptr && colors.count >= vertexCount;
const std::size_t indexBytes = protocol::padded(std::size_t{indexCount} * 2);
const std::size_t size = indexBytes + std::size_t{vertexCount} * (12 + (hasNormals ? 12 : 0) +
(hasTexCoords ? 8 : 0) + (hasColors ? 4 : 0));
std::byte* payload = recorder_->add(Op::DrawArrays,
protocol::DrawArrays{vertexCount, indexCount, hasNormals, hasTexCoords,
hasColors},
size);
if (payload == nullptr) {
return;
}
std::memcpy(payload, indices, std::size_t{indexCount} * 2);
std::byte* next = payload + indexBytes;
pack(next, positions.data, positions.stride, 12, vertexCount);
next += std::size_t{vertexCount} * 12;
if (hasNormals) {
pack(next, normals.data, normals.stride, 12, vertexCount);
next += std::size_t{vertexCount} * 12;
}
if (hasTexCoords) {
pack(next, texCoords.data, texCoords.stride, 8, vertexCount);
next += std::size_t{vertexCount} * 8;
}
if (hasColors) {
pack(next, colors.data, colors.stride, 4, vertexCount);
}
}
} // namespace t5de
+104
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#pragma once
// The adapter's engine: what the client draws with. Everything is recorded for the renderer process, which draws the
// 3D view and the render targets it makes. The client's own Direct3D renderer gets state and resources too (as a
// fallback, and for reading textures back), but while the renderer process covers the whole view, the client's
// renderer skips its frames' clears and draws. When the renderer process doesn't cover it (it failed, or shows only
// part of the view, for comparing) the client's renderer draws everything, from the next frame on.
#include <windows.h>
#include <cstdint>
#include <memory>
#include "recorder.hpp"
#include "t5de/imvu/render_engine.hpp"
namespace t5de {
class Engine final : public imvu::PiRenderEngine {
public:
// recorder may be inactive (no renderer process); window is the 3D window drawn into (frame_pacer.hpp), or null.
Engine(imvu::SharedPtr<imvu::PiRenderEngine> inner, std::shared_ptr<Recorder> recorder, HWND window);
~Engine() override;
void resizeFrameBuffer(imvu::Vec2i size) override;
void enable2dFrameBuffer() override;
void clear(std::uint32_t flags, imvu::Color color) override;
void setProjection(imvu::Vec2i viewport, const imvu::Mat4f& projection) override;
void setModelSpace(const imvu::Transform& model) override;
void setViewSpace(const imvu::Transform& view) override;
void setTextures(imvu::PiRenderTexture* texture0, imvu::PiRenderTexture* texture1) override;
void setDepthTestingOn(bool on) override;
void setDepthWritingOn(bool on) override;
void setBlendMode(imvu::RenderBlendMode mode) override;
void setAlphaTestingOn(bool on) override;
void setAlphaTestValue(float value) override;
void setBlendingOn(bool on) override;
void setBackFaceCullingOn(bool on) override;
void setNormalInvertingOn(bool on) override;
void setLightingOn(bool on) override;
void setLightProperties(std::uint32_t index, const imvu::LightProperties& light) override;
void setFogOn(bool on) override;
void setFogAttributes(float start, float end, imvu::Color color) override;
void setTextureTransformMatrixIdentity(std::uint32_t stage) override;
void setTextureTransformMatrix(std::uint32_t stage, const imvu::TextureTransform& transform) override;
void setEnvironmentAmbient(imvu::Color color) override;
imvu::PiRenderTexture* newRenderTexture(const imvu::Pixmap& pixmap, std::uint32_t flags) override;
imvu::PiInternalIndexBuffer* newIndexBuffer(std::uint32_t count, const std::uint16_t* indices) override;
imvu::PiInternalVertexBuffer* newStaticVertexBuffer(const void* data, std::uint32_t stride,
std::uint32_t elementSize,
std::uint32_t elementCount) override;
imvu::PiInternalVertexBuffer* newDynamicVertexBuffer(std::uint32_t elementSize,
std::uint32_t elementCount) override;
imvu::SharedPtr<imvu::PiPixmapRenderTarget> newPixmapRenderTarget(imvu::Vec2i size) override;
imvu::SharedPtr<imvu::PiTextureRenderTarget> newTextureRenderTarget(imvu::Vec2i size) override;
void beginRendering(imvu::PiRenderTarget* target) override;
void endRendering() override;
void drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInternalVertexBuffer* positions,
imvu::PiInternalVertexBuffer* normals, imvu::PiInternalVertexBuffer* texCoords,
imvu::PiInternalVertexBuffer* colors) override;
void drawLine(imvu::Vec3f from, imvu::Vec3f to, imvu::Color color) override;
void drawPointSprites(const imvu::PointSpriteVector& sprites) override;
void drawTrianglesFromMemory(std::uint32_t vertexCount, std::uint32_t indexCount, const std::uint16_t* indices,
const imvu::VertexAttributeArray<imvu::Vec3f>& positions,
const imvu::VertexAttributeArray<imvu::Vec3f>& normals,
const imvu::VertexAttributeArray<imvu::Vec2f>& texCoords,
const imvu::VertexAttributeArray<imvu::Color>& colors) override;
private:
void setState(protocol::State state, std::uint32_t value);
// Whether the client's renderer should draw this frame's clears and draws.
[[nodiscard]] bool innerDraws() const { return !takenOver_; }
imvu::SharedPtr<imvu::PiRenderEngine> inner_;
std::shared_ptr<Recorder> recorder_;
HWND window_;
std::uint64_t frames_ = 0;
bool takenOver_ = false; // this frame is drawn by the renderer process only
imvu::PiRenderTarget* ourTarget_ = nullptr; // this frame's render target, if it's one of ours
int foreignLogged_ = 0; // diagnostics: textures the client renderer made, render targets
// Diagnostics: what the client draws, summed over 300 frames and logged (the first few times).
struct Stats {
std::uint32_t triangles = 0; // drawTriangles with our buffers
std::uint32_t foreignTriangles = 0; // drawTriangles with buffers that aren't ours (not drawn)
std::uint32_t indexed = 0; // drawTrianglesFromMemory with indices
std::uint32_t unindexed = 0; // drawTrianglesFromMemory without
std::uint32_t sprites = 0;
std::uint32_t lines = 0;
std::uint32_t flat = 0; // setProjection with an orthographic projection (2D)
};
Stats stats_;
LARGE_INTEGER statsStart_{}; // when the stats' 300 frames started
LARGE_INTEGER frameStart_{}; // when the current frame began
std::int64_t lastWindowFrame_ = 0; // when the last window frame began
double longestGap_ = 0; // the stats' longest time between window frames' beginnings, in seconds
double frameSeconds_ = 0; // the stats' window frames' time, beginRendering to endRendering
bool windowFrame_ = false; // the current frame is drawn into the window
bool innerFrame_ = false; // the current frame is begun in the client's renderer
std::int64_t innerTicksAtStats_ = 0; // innerTicks when the stats' 300 frames started
int statsLogged_ = 0;
};
} // namespace t5de
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#include "frame_pacer.hpp"
#include <algorithm>
#include <cstdint>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
#include "log.hpp"
#include "scene_hooks.hpp"
namespace t5de::frame_pacer {
namespace {
// The client's own rate: its ticks already draw these frames.
constexpr DWORD clientRate = 30;
// The client is left idle at least this share of a frame's time between frames.
constexpr double idleShare = 1.0 / 3.0;
// The client's tick (SceneWindow.dll's millisecondsPerFrame).
constexpr double tickSeconds = 0.033;
// An extra frame must end at least this long before the next tick is due.
constexpr double tickMargin = 0.001;
// The user's frame rate, from the registry (unset or unreadable: the client's own).
DWORD read_rate()
{
DWORD rate = 0;
DWORD size = sizeof(rate);
if (RegGetValueW(HKEY_CURRENT_USER, L"Software\\T5DE\\Graphics", L"FrameRate", RRF_RT_REG_DWORD, nullptr, &rate,
&size) != ERROR_SUCCESS) {
return clientRate;
}
return rate;
}
double seconds(std::int64_t counter)
{
static const double frequency = [] {
LARGE_INTEGER value;
QueryPerformanceFrequency(&value);
return static_cast<double>(value.QuadPart);
}();
return static_cast<double>(counter) / frequency;
}
double now_seconds()
{
LARGE_INTEGER counter;
QueryPerformanceCounter(&counter);
return seconds(counter.QuadPart);
}
class Pacer {
public:
static Pacer& get()
{
static Pacer pacer;
return pacer;
}
void add(HWND window)
{
const std::scoped_lock lock(mutex_);
windows_.push_back({.window = window});
if (!started_) {
started_ = true;
std::thread([this] { run(); }).detach(); // runs while the client does
}
}
void remove(HWND window)
{
const std::scoped_lock lock(mutex_);
std::erase_if(windows_, [window](const Window& w) { return w.window == window; });
}
void frameDrawn(HWND window, double seconds)
{
const std::scoped_lock lock(mutex_);
for (Window& w : windows_) {
if (w.window == window) {
w.pending = false;
w.frameTime = w.frameTime == 0 ? seconds : w.frameTime * 0.9 + seconds * 0.1;
w.drawnAt = now_seconds();
}
}
}
private:
struct Window {
HWND window;
bool pending = false; // a repaint asked for and not yet drawn
double frameTime = 0; // seconds a frame takes the client, averaged
double drawnAt = 0; // when its last frame was drawn
double askedAt = 0; // when a repaint was last asked for
};
// Re-reads the setting now and then; above the client's rate, asks each window for repaints at the rate, or as often
// as leaves the client its idle time.
void run()
{
HANDLE timer = CreateWaitableTimerExW(nullptr, nullptr, CREATE_WAITABLE_TIMER_HIGH_RESOLUTION, TIMER_ALL_ACCESS);
double checked = 0;
DWORD rate = clientRate;
for (;;) {
const double now = now_seconds();
if (now - checked >= 0.5) {
checked = now;
const DWORD read = read_rate();
if (read != rate) {
rate = read;
log::info("frame pacer: frame rate {}", rate == 0 ? std::string("uncapped") : std::to_string(rate));
}
}
if (rate != 0 && rate <= clientRate) {
Sleep(100);
continue;
}
const double interval = rate == 0 ? 0 : 1.0 / rate;
// The next tick, if known (scene_hooks.hpp): extra frames mustn't hold it up, or the client catches up two
// steps at once (visible hitches).
const std::int64_t lastStep = scene_hooks::lastStep();
const double untilTick = lastStep != 0 ? seconds(lastStep) + tickSeconds - now : tickSeconds;
{
const std::scoped_lock lock(mutex_);
for (Window& w : windows_) {
if (w.pending && now - w.askedAt < 0.25) {
continue; // not drawn yet (asked again after a while: the client may have skipped it)
}
if (untilTick > -tickSeconds && untilTick < w.frameTime + tickMargin) {
continue; // the tick is due: it draws a frame of its own
}
// Since the last frame ended: the rest of the interval since it began, and the idle time.
if (now - w.drawnAt >= std::max(interval - w.frameTime, w.frameTime * idleShare)) {
w.pending = true;
w.askedAt = now;
InvalidateRect(w.window, nullptr, FALSE);
}
}
}
// Wake often enough for the rate (1 ms at most when uncapped).
const double wait = std::clamp(interval / 4, 0.0005, 0.004);
LARGE_INTEGER due{.QuadPart = -static_cast<LONGLONG>(wait * 10'000'000)}; // relative, 100 ns units
if (timer != nullptr && SetWaitableTimer(timer, &due, 0, nullptr, nullptr, FALSE)) {
WaitForSingleObject(timer, INFINITE);
} else {
Sleep(1);
}
}
}
std::mutex mutex_;
std::vector<Window> windows_;
bool started_ = false;
};
} // namespace
void add(HWND window) { Pacer::get().add(window); }
void remove(HWND window) { Pacer::get().remove(window); }
void frameDrawn(HWND window, double seconds) { Pacer::get().frameDrawn(window, seconds); }
} // namespace t5de::frame_pacer
+25
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#pragma once
// Extra frames between the client's 30-per-second ticks. The client draws a 3D window's frame when the window gets
// WM_PAINT, and steps its scene on its own timer (SceneWindow.dll's runApp: a step, then the window is invalidated);
// its message loop also wakes for WM_PAINT between steps. So asking the windows to repaint more often makes the client
// draw more frames, without stepping the scene. The rate is the user's (T5DE's settings, Graphics: HKCU\Software\T5DE\
// Graphics, FrameRate): 30, the client's own and the default, adds nothing; 60, 120, 240 or 360 add frames between
// ticks; 0 is uncapped.
//
// The rate counts all of a window's frames, the client's own included: a window is asked for one once its last frame
// is drawn and the interval since it began has passed. Drawing runs on the client's main thread, with its input and
// interface, so the client is also always left idle a third of a frame's time between frames: when the rate can't be
// reached, the client draws as many frames as that allows.
#include <windows.h>
namespace t5de::frame_pacer {
// A 3D window an engine draws into: repainted at the user's frame rate while added.
void add(HWND window);
void remove(HWND window);
// A frame drawn into window, taking the client this long (beginRendering to endRendering).
void frameDrawn(HWND window, double seconds);
} // namespace t5de::frame_pacer
+31
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#pragma once
// Diagnostics: the time spent in the client renderer's methods (the engine's inner engine, and the resources it made),
// summed, so the stats can tell it from the rest of a frame.
#include <windows.h>
#include <cstdint>
namespace t5de {
// QueryPerformanceCounter ticks spent in the client renderer's methods so far.
inline std::int64_t innerTicks = 0;
// Adds its lifetime to innerTicks.
class InnerCall {
public:
InnerCall() { QueryPerformanceCounter(&start_); }
InnerCall(const InnerCall&) = delete;
InnerCall& operator=(const InnerCall&) = delete;
~InnerCall()
{
LARGE_INTEGER end;
QueryPerformanceCounter(&end);
innerTicks += end.QuadPart - start_.QuadPart;
}
private:
LARGE_INTEGER start_;
};
} // namespace t5de
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+83
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@@ -0,0 +1,83 @@
#include "pixmap.hpp"
#include <windows.h>
namespace t5de {
namespace {
using Getter = unsigned(__thiscall*)(const imvu::Pixmap*);
using PixelsGetter = std::uint32_t*(__thiscall*)(const imvu::Pixmap*);
using SizeConstructor = imvu::Pixmap*(__thiscall*)(void*, int, int);
using DefaultConstructor = imvu::Pixmap*(__thiscall*)(void*);
using CopyConstructor = imvu::Pixmap*(__thiscall*)(void*, const imvu::Pixmap*);
using Destructor = void(__thiscall*)(imvu::Pixmap*);
struct Methods {
Getter width = nullptr;
Getter height = nullptr;
Getter rowBytes = nullptr;
PixelsGetter pixels = nullptr;
SizeConstructor construct = nullptr;
DefaultConstructor constructEmpty = nullptr;
CopyConstructor copy = nullptr;
Destructor destroy = nullptr;
};
const Methods& methods()
{
static const Methods methods = [] {
Methods found;
if (HMODULE module = GetModuleHandleW(L"pixmap.dll")) {
found.width = reinterpret_cast<Getter>(GetProcAddress(module, "?width@Pixmap@@QBEIXZ"));
found.height = reinterpret_cast<Getter>(GetProcAddress(module, "?height@Pixmap@@QBEIXZ"));
found.rowBytes = reinterpret_cast<Getter>(GetProcAddress(module, "?rowBytes@Pixmap@@QBEIXZ"));
found.pixels = reinterpret_cast<PixelsGetter>(GetProcAddress(module, "?pixels@Pixmap@@QBEPAIXZ"));
found.construct = reinterpret_cast<SizeConstructor>(GetProcAddress(module, "??0Pixmap@@QAE@HH@Z"));
found.constructEmpty = reinterpret_cast<DefaultConstructor>(GetProcAddress(module, "??0Pixmap@@QAE@XZ"));
found.copy = reinterpret_cast<CopyConstructor>(GetProcAddress(module, "??0Pixmap@@QAE@ABV0@@Z"));
found.destroy = reinterpret_cast<Destructor>(GetProcAddress(module, "??1Pixmap@@QAE@XZ"));
}
return found;
}();
return methods;
}
} // namespace
std::optional<PixmapPixels> pixmap_pixels(const imvu::Pixmap& pixmap)
{
const Methods& m = methods();
if (m.width == nullptr || m.height == nullptr || m.rowBytes == nullptr || m.pixels == nullptr) {
return std::nullopt;
}
return PixmapPixels{m.width(&pixmap), m.height(&pixmap), m.rowBytes(&pixmap), m.pixels(&pixmap)};
}
OwnedPixmap::OwnedPixmap(int width, int height)
{
const Methods& m = methods();
if (m.construct != nullptr && m.constructEmpty != nullptr && m.copy != nullptr && m.destroy != nullptr) {
m.construct(storage_, width, height);
valid_ = true;
}
}
OwnedPixmap::~OwnedPixmap()
{
if (valid_) {
methods().destroy(reinterpret_cast<imvu::Pixmap*>(storage_));
}
}
imvu::Pixmap* OwnedPixmap::copyTo(imvu::Pixmap* result) const
{
const Methods& m = methods();
if (valid_) {
return m.copy(result, &get());
}
// Without pixmap.dll's methods there's nothing to construct one with (IMVU's own code would have failed already).
return m.constructEmpty != nullptr ? m.constructEmpty(result) : result;
}
} // namespace t5de
+45
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@@ -0,0 +1,45 @@
#pragma once
// IMVU's images (Pixmap), through pixmap.dll's exported methods rather than depending on their layout (only their
// size, for making our own).
#include <cstddef>
#include <cstdint>
#include <optional>
#include "t5de/imvu/types.hpp"
namespace t5de {
struct PixmapPixels {
std::uint32_t width;
std::uint32_t height;
std::uint32_t rowBytes;
std::uint32_t* pixels; // 0xAARRGGBB, rows rowBytes apart
};
// Null if pixmap.dll's methods can't be found.
std::optional<PixmapPixels> pixmap_pixels(const imvu::Pixmap& pixmap);
// A Pixmap of our own, made and destroyed by pixmap.dll.
class OwnedPixmap {
public:
// Width by height; invalid if pixmap.dll's methods can't be found.
OwnedPixmap(int width, int height);
OwnedPixmap(const OwnedPixmap&) = delete;
OwnedPixmap& operator=(const OwnedPixmap&) = delete;
~OwnedPixmap();
[[nodiscard]] bool valid() const { return valid_; }
[[nodiscard]] const imvu::Pixmap& get() const { return *reinterpret_cast<const imvu::Pixmap*>(storage_); }
// Constructs a copy in result (raw memory for a Pixmap, as for a Pixmap returned by value); an empty Pixmap if
// this one isn't valid.
imvu::Pixmap* copyTo(imvu::Pixmap* result) const;
private:
// sizeof(Pixmap) in pixmap.dll: its constructors set 7 fields.
alignas(4) std::byte storage_[28];
bool valid_ = false;
};
} // namespace t5de
+26 -3
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@@ -1,12 +1,17 @@
// The renderer plugin's entry points, which SceneWindow.dll's createDLLRenderer looks up by name (exported
// undecorated by plugin.def). For now the renderer is the pass-through: IMVU's Direct3D engine, wrapped.
// undecorated by plugin.def). The engine is the adapter's (engine.hpp): IMVU's Direct3D engine draws, and the
// renderer process draws over part of it.
#include <windows.h>
#include <exception>
#include <string_view>
#include "log.hpp"
#include "passthrough_engine.hpp"
#include "engine.hpp"
#include "recorder.hpp"
#include "renderer_process.hpp"
#include "scene_hooks.hpp"
#include "t5de/imvu/render_engine.hpp"
namespace {
@@ -29,6 +34,19 @@ 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 right half), full (the default) 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"split" ? protocol::View::Split
: setting == L"compare" ? protocol::View::Compare
: protocol::View::Full;
}
} // namespace
extern "C" int __cdecl isRenderEngineSupported() { return 1; }
@@ -39,11 +57,16 @@ extern "C" imvu::SharedPtr<imvu::PiRenderEngine> __cdecl createRenderEngine(imvu
{
try {
log::info("createRenderEngine: window {}", static_cast<void*>(window.get()));
HWND hwnd = window ? window->getPlatformWindow() : nullptr;
scene_hooks::install();
auto inner = create_imvu_engine(std::move(window));
if (!inner) {
return {};
}
return imvu::SharedPtr<imvu::PiRenderEngine>(std::make_unique<PassthroughEngine>(std::move(inner)));
const protocol::View shown = view();
auto renderer = hwnd != nullptr && shown != protocol::View::Off ? RendererProcess::start(hwnd, shown) : nullptr;
return imvu::SharedPtr<imvu::PiRenderEngine>(std::make_unique<Engine>(
std::move(inner), std::make_shared<Recorder>(std::move(renderer)), hwnd));
} catch (const std::exception& e) {
// Exceptions mustn't cross into IMVU's code (a different C++ runtime).
log::info("createRenderEngine failed: {}", e.what());
File renamed without changes.
+131
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@@ -0,0 +1,131 @@
#include "recorder.hpp"
#include <cstring>
#include "log.hpp"
#include "pixmap.hpp"
namespace t5de {
namespace {
// Between frames, recorded commands (mostly textures and buffers being loaded) are sent once they reach this size.
constexpr std::size_t flushSize = 4 * 1024 * 1024;
} // namespace
void pack(std::byte* destination, const void* source, std::uint32_t stride, std::uint32_t elementSize,
std::uint32_t count)
{
const auto* from = static_cast<const std::byte*>(source);
if (stride == 0 || stride == elementSize) {
std::memcpy(destination, from, std::size_t{elementSize} * count);
return;
}
for (std::uint32_t i = 0; i < count; ++i) {
std::memcpy(destination + std::size_t{i} * elementSize, from + std::size_t{i} * stride, elementSize);
}
}
Recorder::Recorder(std::unique_ptr<RendererProcess> process) : process_(std::move(process)) {}
void Recorder::flush(bool endsFrame)
{
if (!active()) {
writer_.clear();
return;
}
LARGE_INTEGER start, end, frequency;
QueryPerformanceCounter(&start);
process_->send(writer_.bytes(), endsFrame);
QueryPerformanceCounter(&end);
QueryPerformanceFrequency(&frequency);
counters_.bytes += writer_.size();
counters_.sendSeconds += static_cast<double>(end.QuadPart - start.QuadPart) / static_cast<double>(frequency.QuadPart);
writer_.clear();
}
void Recorder::flushIfLarge()
{
if (writer_.size() >= flushSize) {
flush(false);
}
}
void Recorder::addPixels(protocol::Op op, std::uint32_t id, const imvu::Pixmap& pixmap, std::uint32_t flags)
{
const auto pixels = pixmap_pixels(pixmap);
if (!pixels || pixels->pixels == nullptr) {
return;
}
const std::size_t rowSize = std::size_t{pixels->width} * 4;
std::byte* payload = nullptr;
if (op == protocol::Op::CreateTexture) {
payload = add(op, protocol::CreateTexture{id, pixels->width, pixels->height, flags}, rowSize * pixels->height);
} else {
payload = add(op, protocol::UpdateTexture{id, pixels->width, pixels->height}, rowSize * pixels->height);
}
if (payload == nullptr) {
return;
}
const auto* rows = reinterpret_cast<const std::byte*>(pixels->pixels);
for (std::uint32_t y = 0; y < pixels->height; ++y) {
std::memcpy(payload + y * rowSize, rows + std::size_t{y} * pixels->rowBytes, rowSize);
}
flushIfLarge();
}
std::uint32_t Recorder::createRenderTarget(std::uint32_t width, std::uint32_t height)
{
const std::uint32_t id = nextId_++;
add(protocol::Op::CreateRenderTarget, protocol::CreateRenderTarget{id, width, height});
return id;
}
std::span<const std::byte> Recorder::readBack()
{
return active() ? process_->readBack() : std::span<const std::byte>{};
}
std::uint32_t Recorder::createTexture(const imvu::Pixmap& pixmap, std::uint32_t flags)
{
const std::uint32_t id = nextId_++;
addPixels(protocol::Op::CreateTexture, id, pixmap, flags);
return id;
}
void Recorder::updateTexture(std::uint32_t id, const imvu::Pixmap& pixmap)
{
addPixels(protocol::Op::UpdateTexture, id, pixmap, 0);
}
void Recorder::destroyTexture(std::uint32_t id) { add(protocol::Op::DestroyTexture, protocol::DestroyTexture{id}); }
std::uint32_t Recorder::createBuffer(protocol::BufferKind kind, const void* data, std::uint32_t stride,
std::uint32_t elementSize, std::uint32_t count)
{
const std::uint32_t id = nextId_++;
const std::size_t size = data != nullptr ? std::size_t{elementSize} * count : 0;
if (std::byte* payload = add(protocol::Op::CreateBuffer, protocol::CreateBuffer{id, kind, elementSize, count}, size);
payload != nullptr && size != 0) {
pack(payload, data, stride, elementSize, count);
}
flushIfLarge();
return id;
}
void Recorder::updateBuffer(std::uint32_t id, const void* data, std::uint32_t stride, std::uint32_t elementSize,
std::uint32_t count)
{
const std::size_t size = std::size_t{elementSize} * count;
++counters_.bufferUpdates;
counters_.bufferBytes += size;
if (std::byte* payload = add(protocol::Op::UpdateBuffer, protocol::UpdateBuffer{id, elementSize, count}, size);
payload != nullptr && data != nullptr) {
pack(payload, data, stride, elementSize, count);
}
}
void Recorder::destroyBuffer(std::uint32_t id) { add(protocol::Op::DestroyBuffer, protocol::DestroyBuffer{id}); }
} // namespace t5de
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#pragma once
// Records what the client draws as commands (include/t5de/protocol/commands.hpp) and sends them to the renderer
// process. Shared by an engine and the resources it creates (which can outlive it); once the renderer process is
// gone, it records nothing.
#include <cstdint>
#include <memory>
#include <span>
#include <utility>
#include "renderer_process.hpp"
#include "t5de/imvu/types.hpp"
#include "t5de/protocol/commands.hpp"
namespace t5de {
class Recorder {
public:
explicit Recorder(std::unique_ptr<RendererProcess> process);
[[nodiscard]] bool active() const { return process_ && process_->alive(); }
// Whether the renderer process draws the whole 3D view, so the client's renderer needn't.
[[nodiscard]] bool covering() const { return process_ && process_->covering(); }
// Records a command (if active); returns its payload to fill, or null.
template <class Body>
std::byte* add(protocol::Op op, const Body& body, std::size_t payloadSize = 0)
{
if (!active()) {
return nullptr;
}
std::byte* payload = writer_.add(op, body, payloadSize);
return payload;
}
// Sends what's recorded: at the end of each frame, and between frames when a lot is waiting (resources).
void flush(bool endsFrame);
void flushIfLarge();
std::uint32_t createTexture(const imvu::Pixmap& pixmap, std::uint32_t flags);
// Destroyed with destroyTexture.
std::uint32_t createRenderTarget(std::uint32_t width, std::uint32_t height);
// After flushing a frame that reads its render target back: its pixels (RendererProcess::readBack).
std::span<const std::byte> readBack();
void updateTexture(std::uint32_t id, const imvu::Pixmap& pixmap);
void destroyTexture(std::uint32_t id);
// Copies count elements of elementSize bytes, stride bytes apart (0: packed), from data (null: none yet).
std::uint32_t createBuffer(protocol::BufferKind kind, const void* data, std::uint32_t stride,
std::uint32_t elementSize, std::uint32_t count);
void updateBuffer(std::uint32_t id, const void* data, std::uint32_t stride, std::uint32_t elementSize,
std::uint32_t count);
void destroyBuffer(std::uint32_t id);
// Diagnostics: what's been sent, and the time spent sending (waiting for the renderer process to take it).
struct Counters {
std::uint64_t bytes = 0;
double sendSeconds = 0;
std::uint32_t bufferUpdates = 0;
std::uint64_t bufferBytes = 0;
};
// Returns the counters since the last call.
Counters takeCounters() { return std::exchange(counters_, {}); }
private:
void addPixels(protocol::Op op, std::uint32_t id, const imvu::Pixmap& pixmap, std::uint32_t flags);
std::unique_ptr<RendererProcess> process_;
protocol::Writer writer_;
std::uint32_t nextId_ = 1;
Counters counters_;
};
// Copies count elements of elementSize bytes, stride bytes apart (0: packed), into destination, packed.
void pack(std::byte* destination, const void* source, std::uint32_t stride, std::uint32_t elementSize,
std::uint32_t count);
} // namespace t5de
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#include "renderer_process.hpp"
#include <algorithm>
#include <cstring>
#include <filesystem>
#include <format>
#include <mutex>
#include <string>
#include "log.hpp"
namespace t5de {
namespace {
// How long to wait for the renderer process to take a chunk before giving up on it.
constexpr DWORD consumeTimeout = 5000;
// The folder this DLL is in: the client's program folder.
std::filesystem::path module_folder()
{
HMODULE self = nullptr;
GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS | GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT,
reinterpret_cast<LPCWSTR>(&module_folder), &self);
wchar_t path[MAX_PATH];
GetModuleFileNameW(self, path, MAX_PATH);
return std::filesystem::path(path).parent_path();
}
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;
}
// The client's one renderer process, and the control section (protocol::Control) engines attach their channels
// through. Started with the first engine; started again by the next one if it has exited.
class Host {
public:
static Host& get()
{
static Host host;
return host;
}
std::mutex& mutex() { return mutex_; }
// The next channel's name.
std::wstring nextChannel() const { return std::format(L"{}-{}", name_, channels_); }
// Tells the renderer process about the channel just created (nextChannel()), starting it if it isn't running.
// Returns a handle to the renderer process, the caller's to close; null if it can't.
HANDLE attach()
{
if (control_ == nullptr || (!running() && !startProcess())) {
return nullptr;
}
control_->channels = ++channels_;
SetEvent(attach_);
HANDLE process = nullptr;
DuplicateHandle(GetCurrentProcess(), process_, GetCurrentProcess(), &process, 0, FALSE, DUPLICATE_SAME_ACCESS);
return process;
}
private:
Host() : name_(std::format(L"Local\\t5de-renderer-{}", GetCurrentProcessId()))
{
mapping_ = CreateFileMappingW(INVALID_HANDLE_VALUE, nullptr, PAGE_READWRITE, 0, sizeof(protocol::Control),
name_.c_str());
attach_ = CreateEventW(nullptr, FALSE, FALSE, (name_ + protocol::attachEventSuffix).c_str());
if (mapping_ != nullptr && attach_ != nullptr) {
control_ = static_cast<protocol::Control*>(
MapViewOfFile(mapping_, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(protocol::Control)));
}
if (control_ == nullptr) {
log::info("renderer process: can't create the control section: error {}", GetLastError());
return;
}
*control_ = {.version = protocol::version, .channels = 0};
}
[[nodiscard]] bool running() const { return process_ != nullptr && WaitForSingleObject(process_, 0) == WAIT_TIMEOUT; }
bool startProcess()
{
if (process_ != nullptr) {
CloseHandle(process_);
process_ = nullptr;
}
const auto exe = running_copy(module_folder() / L"t5de-renderer.exe");
std::wstring command =
std::format(L"\"{}\" --control {} --parent {}", exe.wstring(), name_, GetCurrentProcessId());
STARTUPINFOW startup{.cb = sizeof(STARTUPINFOW)};
PROCESS_INFORMATION process{};
if (!CreateProcessW(exe.c_str(), command.data(), nullptr, nullptr, FALSE, 0, nullptr, nullptr, &startup,
&process)) {
log::info("renderer process: can't start {}: error {}", exe.string(), GetLastError());
return false;
}
CloseHandle(process.hThread);
process_ = process.hProcess;
log::info("renderer process: started {} (pid {})", exe.string(), process.dwProcessId);
return true;
}
std::mutex mutex_;
std::wstring name_;
HANDLE mapping_ = nullptr;
HANDLE attach_ = nullptr;
protocol::Control* control_ = nullptr;
HANDLE process_ = nullptr;
std::uint32_t channels_ = 0;
};
} // namespace
std::unique_ptr<RendererProcess> RendererProcess::start(HWND window, protocol::View view)
{
Host& host = Host::get();
const std::scoped_lock lock(host.mutex());
const std::wstring name = host.nextChannel();
constexpr DWORD size = sizeof(protocol::Channel) + protocol::channelCapacity;
std::unique_ptr<RendererProcess> renderer(new RendererProcess());
renderer->mapping_ = CreateFileMappingW(INVALID_HANDLE_VALUE, nullptr, PAGE_READWRITE, 0, size, name.c_str());
if (renderer->mapping_ == nullptr) {
log::info("renderer process: can't create the channel: error {}", GetLastError());
return nullptr;
}
renderer->channel_ =
static_cast<protocol::Channel*>(MapViewOfFile(renderer->mapping_, FILE_MAP_ALL_ACCESS, 0, 0, size));
renderer->ready_ = CreateEventW(nullptr, FALSE, FALSE, (name + protocol::readyEventSuffix).c_str());
renderer->consumed_ = CreateEventW(nullptr, FALSE, TRUE, (name + protocol::consumedEventSuffix).c_str());
renderer->read_ = CreateEventW(nullptr, FALSE, FALSE, (name + protocol::readEventSuffix).c_str());
if (renderer->channel_ == nullptr || renderer->ready_ == nullptr || renderer->consumed_ == nullptr
|| renderer->read_ == nullptr) {
log::info("renderer process: can't set up the channel: error {}", GetLastError());
return nullptr;
}
renderer->data_ = reinterpret_cast<std::byte*>(renderer->channel_ + 1);
*renderer->channel_ = {.version = protocol::version,
.closing = 0,
.window = reinterpret_cast<std::uintptr_t>(window),
.frames = 0,
.view = view,
.capacity = protocol::channelCapacity,
.chunkSize = 0,
.chunkFlags = 0,
.covering = 0,
.readSize = 0};
// The renderer's window goes on top of the client's 3D view, as a child window. The client's window mustn't clip
// its children (WS_CLIPCHILDREN, which the client creates it with): the client draws a frame when its window gets
// WM_PAINT, which a window entirely covered by clipped children never gets (it then drew about once a second). The
// renderer's swap chain is a flip model one, which the compositor shows above the client's drawing anyway.
SetWindowLongW(window, GWL_STYLE, GetWindowLongW(window, GWL_STYLE) & ~WS_CLIPCHILDREN);
renderer->process_ = host.attach();
if (renderer->process_ == nullptr) {
return nullptr;
}
log::info("renderer process: drawing channel {}", narrow(name));
return renderer;
}
RendererProcess::~RendererProcess()
{
if (channel_ != nullptr) {
channel_->closing = 1;
if (ready_ != nullptr) {
SetEvent(ready_);
}
UnmapViewOfFile(channel_);
}
for (HANDLE handle : {ready_, consumed_, read_, mapping_, process_}) {
if (handle != nullptr) {
CloseHandle(handle);
}
}
}
bool RendererProcess::send(std::span<const std::byte> commands, bool endsFrame)
{
if (!alive_) {
return false;
}
do {
const HANDLE waits[] = {consumed_, process_};
const DWORD result = WaitForMultipleObjects(2, waits, FALSE, consumeTimeout);
if (result != WAIT_OBJECT_0) {
log::info("renderer process: {}; giving up on it", result == WAIT_OBJECT_0 + 1 ? "exited" : "not responding");
alive_ = false;
return false;
}
const std::size_t size = std::min<std::size_t>(commands.size(), channel_->capacity);
std::memcpy(data_, commands.data(), size);
commands = commands.subspan(size);
channel_->chunkSize = static_cast<std::uint32_t>(size);
channel_->chunkFlags = endsFrame && commands.empty() ? protocol::chunkEndsFrame : 0;
if (endsFrame && commands.empty()) {
++channel_->frames;
}
SetEvent(ready_);
} while (!commands.empty());
return true;
}
std::span<const std::byte> RendererProcess::readBack()
{
if (!alive_) {
return {};
}
const HANDLE waits[] = {read_, process_};
const DWORD result = WaitForMultipleObjects(2, waits, FALSE, consumeTimeout);
if (result != WAIT_OBJECT_0) {
log::info("renderer process: {} reading back a frame; giving up on it",
result == WAIT_OBJECT_0 + 1 ? "exited" : "not responding");
alive_ = false;
return {};
}
return {data_, std::min<std::size_t>(channel_->readSize, channel_->capacity)};
}
} // namespace t5de
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#pragma once
// The renderer process (t5de-renderer.exe, 64-bit) an engine draws through: one for the whole client, started with
// the first engine; each engine sends it the command stream through a shared memory channel of its own
// (include/t5de/protocol/channel.hpp), and closes the channel when it's destroyed.
#include <windows.h>
#include <cstddef>
#include <memory>
#include <span>
#include "t5de/protocol/channel.hpp"
namespace t5de {
class RendererProcess {
public:
// A channel to the renderer process (t5de-renderer.exe from this DLL's folder, started if it isn't running),
// drawing into part of window; null if it can't.
static std::unique_ptr<RendererProcess> start(HWND window, protocol::View view);
RendererProcess(const RendererProcess&) = delete;
RendererProcess& operator=(const RendererProcess&) = delete;
~RendererProcess();
// Sends commands, in as many chunks as they take; endsFrame marks the end of a frame. False if the renderer
// process is gone or stopped taking them (it's then given up on).
bool send(std::span<const std::byte> commands, bool endsFrame);
// After sending a frame that reads its render target back: waits for the pixels (protocol::Channel), valid until
// the next send. Empty if the renderer process couldn't, or is gone.
std::span<const std::byte> readBack();
[[nodiscard]] bool alive() const { return alive_; }
// Whether the renderer process covers the whole 3D view (protocol::Channel::covering).
[[nodiscard]] bool covering() const { return alive_ && channel_->covering != 0; }
private:
RendererProcess() = default;
HANDLE mapping_ = nullptr;
HANDLE ready_ = nullptr;
HANDLE consumed_ = nullptr;
HANDLE read_ = nullptr;
HANDLE process_ = nullptr;
protocol::Channel* channel_ = nullptr;
std::byte* data_ = nullptr;
bool alive_ = true;
};
} // namespace t5de
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#include "resources.hpp"
#include <algorithm>
#include <cstring>
#include <mutex>
#include <new>
#include <unordered_set>
#include "inner_timing.hpp"
#include "log.hpp"
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(std::shared_ptr<Recorder> recorder, std::uint32_t targetId, imvu::Vec2i size)
: inner_(nullptr), recorder_(std::move(recorder)), id_(targetId), size_(size), ownsId_(false)
{
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
if (ownsId_) {
recorder_->destroyTexture(id_);
}
}
imvu::Vec2i Texture::size() const { return inner_ != nullptr ? inner_->size() : size_; }
void Texture::updateRegions(const imvu::Pixmap& pixmap, const imvu::CompoundRegion& regions)
{
if (inner_ != nullptr) {
{ const InnerCall timed; inner_->updateRegions(pixmap, regions); }
recorder_->updateTexture(id_, pixmap); // all of it: the regions' layout isn't known
}
}
void Texture::update(const imvu::Pixmap& pixmap)
{
if (inner_ != nullptr) {
{ const InnerCall timed; inner_->update(pixmap); }
recorder_->updateTexture(id_, pixmap);
}
}
imvu::Pixmap* Texture::read(imvu::Pixmap* result) const
{
if (inner_ != nullptr) {
return inner_->read(result);
}
// A render target's texture: not read back (not seen used); an image of its size.
log::info("texture: a render target's texture read; not supported, returning a blank image");
return OwnedPixmap(size_.x, size_.y).copyTo(result);
}
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_);
}
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_);
}
void VertexBuffer::update(const void* data, std::uint32_t stride, std::uint32_t elementSize, std::uint32_t elementCount)
{
{ const InnerCall timed; inner_->update(data, stride, elementSize, elementCount); }
recorder_->updateBuffer(id_, data, stride, elementSize, elementCount);
}
void VertexBuffer::unknown2() { inner_->unknown2(); }
PixmapTarget::PixmapTarget(std::shared_ptr<Recorder> recorder, imvu::Vec2i size)
: recorder_(std::move(recorder)),
id_(recorder_->createRenderTarget(static_cast<std::uint32_t>(size.x), static_cast<std::uint32_t>(size.y))),
size_(size), pixmap_(size.x, size.y)
{
add(static_cast<imvu::PiRenderTarget*>(this));
}
PixmapTarget::~PixmapTarget()
{
remove(static_cast<imvu::PiRenderTarget*>(this));
recorder_->destroyTexture(id_);
}
imvu::Pixmap* PixmapTarget::getPixmap(imvu::Pixmap* result) const { return pixmap_.copyTo(result); }
void PixmapTarget::setPixels(std::span<const std::byte> pixels)
{
const auto into = pixmap_.valid() ? pixmap_pixels(pixmap_.get()) : std::nullopt;
const auto width = static_cast<std::uint32_t>(size_.x);
const auto height = static_cast<std::uint32_t>(size_.y);
const std::size_t rowSize = std::size_t{width} * 4;
if (!into || into->pixels == nullptr || pixels.size() < rowSize * height) {
log::info("render target: {}x{} frame not read back ({} bytes)", width, height, pixels.size());
return;
}
const std::size_t copied = std::min<std::size_t>(rowSize, std::size_t{into->width} * 4);
auto* rows = reinterpret_cast<std::byte*>(into->pixels);
for (std::uint32_t y = 0; y < std::min(into->height, height); ++y) {
std::memcpy(rows + std::size_t{y} * into->rowBytes, pixels.data() + y * rowSize, copied);
}
}
TextureTarget::TextureTarget(std::shared_ptr<Recorder> recorder, imvu::Vec2i size)
: recorder_(std::move(recorder)),
id_(recorder_->createRenderTarget(static_cast<std::uint32_t>(size.x), static_cast<std::uint32_t>(size.y))),
size_(size)
{
add(static_cast<imvu::PiRenderTarget*>(this));
}
TextureTarget::~TextureTarget()
{
remove(static_cast<imvu::PiRenderTarget*>(this));
recorder_->destroyTexture(id_);
}
imvu::TextureArea* TextureTarget::area(imvu::TextureArea* result) const
{
return new (result) imvu::TextureArea{0, 0, 1, 1};
}
imvu::SharedPtr<imvu::PiRenderTexture>* TextureTarget::texture(imvu::SharedPtr<imvu::PiRenderTexture>* result) const
{
return new (result) imvu::SharedPtr<imvu::PiRenderTexture>(
std::unique_ptr<imvu::PiRenderTexture>(new Texture(recorder_, id_, size_)));
}
} // namespace t5de
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#pragma once
// The textures and buffers the adapter's engine hands to the client: each wraps the client renderer's own (which the
// client renderer still draws with) and mirrors it, by id, to the renderer process. The client deletes them through
// their virtual destructors.
#include <cstddef>
#include <cstdint>
#include <memory>
#include <span>
#include "pixmap.hpp"
#include "recorder.hpp"
#include "t5de/imvu/resources.hpp"
namespace t5de {
class Texture final : public imvu::PiRenderTexture {
public:
Texture(imvu::PiRenderTexture* inner, std::shared_ptr<Recorder> recorder, std::uint32_t id);
// What's been drawn into one of our texture render targets (TextureTarget): no texture of the client renderer's,
// and the id stays the target's.
Texture(std::shared_ptr<Recorder> recorder, std::uint32_t targetId, imvu::Vec2i size);
~Texture() override;
imvu::Vec2i size() const override;
void updateRegions(const imvu::Pixmap& pixmap, const imvu::CompoundRegion& regions) override;
void update(const imvu::Pixmap& pixmap) override;
imvu::Pixmap* read(imvu::Pixmap* result) const override;
[[nodiscard]] imvu::PiRenderTexture* inner() const { return inner_; }
[[nodiscard]] std::uint32_t id() const { return id_; }
private:
imvu::PiRenderTexture* inner_;
std::shared_ptr<Recorder> recorder_;
std::uint32_t id_;
imvu::Vec2i size_{};
bool ownsId_ = true;
};
// Render targets the renderer process draws (made while it runs; otherwise the client renderer makes its own).
class PixmapTarget final : public imvu::PiPixmapRenderTarget {
public:
PixmapTarget(std::shared_ptr<Recorder> recorder, imvu::Vec2i size);
~PixmapTarget() override;
imvu::Pixmap* getPixmap(imvu::Pixmap* result) const override;
// Copies a frame's pixels, read back from the renderer process (rows packed, 0xAARRGGBB), into the pixmap.
void setPixels(std::span<const std::byte> pixels);
[[nodiscard]] std::uint32_t id() const { return id_; }
private:
std::shared_ptr<Recorder> recorder_;
std::uint32_t id_;
imvu::Vec2i size_;
OwnedPixmap pixmap_;
};
class TextureTarget final : public imvu::PiTextureRenderTarget {
public:
TextureTarget(std::shared_ptr<Recorder> recorder, imvu::Vec2i size);
~TextureTarget() override;
imvu::TextureArea* area(imvu::TextureArea* result) const override;
imvu::SharedPtr<imvu::PiRenderTexture>* texture(imvu::SharedPtr<imvu::PiRenderTexture>* result) const override;
[[nodiscard]] std::uint32_t id() const { return id_; }
private:
std::shared_ptr<Recorder> recorder_;
std::uint32_t id_;
imvu::Vec2i size_;
};
class IndexBuffer final : public imvu::PiInternalIndexBuffer {
public:
IndexBuffer(imvu::PiInternalIndexBuffer* inner, std::shared_ptr<Recorder> recorder, std::uint32_t id);
~IndexBuffer() override;
[[nodiscard]] imvu::PiInternalIndexBuffer* inner() const { return inner_; }
[[nodiscard]] std::uint32_t id() const { return id_; }
private:
imvu::PiInternalIndexBuffer* inner_;
std::shared_ptr<Recorder> recorder_;
std::uint32_t id_;
};
class VertexBuffer final : public imvu::PiInternalVertexBuffer {
public:
VertexBuffer(imvu::PiInternalVertexBuffer* inner, std::shared_ptr<Recorder> recorder, std::uint32_t id);
~VertexBuffer() override;
void update(const void* data, std::uint32_t stride, std::uint32_t elementSize,
std::uint32_t elementCount) override;
void unknown2() override;
[[nodiscard]] imvu::PiInternalVertexBuffer* inner() const { return inner_; }
[[nodiscard]] std::uint32_t id() const { return id_; }
private:
imvu::PiInternalVertexBuffer* inner_;
std::shared_ptr<Recorder> recorder_;
std::uint32_t id_;
};
// Whether an object is one of ours (live Texture, IndexBuffer, VertexBuffer, PixmapTarget or TextureTarget): the client
// can also hand the engine objects the client renderer made itself (its render targets, and their 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 ours(texture) ? static_cast<Texture*>(texture)->inner() : texture;
}
inline std::uint32_t id(imvu::PiRenderTexture* texture)
{
return ours(texture) ? static_cast<Texture*>(texture)->id() : 0;
}
inline imvu::PiInternalIndexBuffer* inner(imvu::PiInternalIndexBuffer* buffer)
{
return ours(buffer) ? static_cast<IndexBuffer*>(buffer)->inner() : buffer;
}
inline std::uint32_t id(imvu::PiInternalIndexBuffer* buffer)
{
return ours(buffer) ? static_cast<IndexBuffer*>(buffer)->id() : 0;
}
inline imvu::PiInternalVertexBuffer* inner(imvu::PiInternalVertexBuffer* buffer)
{
return ours(buffer) ? static_cast<VertexBuffer*>(buffer)->inner() : buffer;
}
inline std::uint32_t id(imvu::PiInternalVertexBuffer* buffer)
{
return ours(buffer) ? static_cast<VertexBuffer*>(buffer)->id() : 0;
}
} // namespace t5de
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#include "scene_hooks.hpp"
#include <windows.h>
#include <algorithm>
#include <atomic>
#include <cmath>
#include <cstring>
#include <mutex>
#include <unordered_map>
#include "log.hpp"
namespace t5de::scene_hooks {
namespace {
// IMVU's SceneViewer::step() and ModelInstance::updateCalSkeleton(): methods, called with the object in ECX.
using Method = void(__thiscall*)(void* self);
Method originalStep = nullptr;
Method originalUpdateCalSkeleton = nullptr;
// IMVU's CameraController::getCameraTransform(): returns a Transform by value (constructed in result).
using GetTransform = void*(__thiscall*)(const void* self, void* result);
GetTransform originalGetCameraTransform = nullptr;
float cameraEasing = 0; // the share of the way to its target the camera moves at each tick
std::atomic<std::int64_t> stepTime = 0;
std::atomic<std::uint64_t> steps = 0;
// How many ticks the last step covered: the client steps a scene several ticks at once when it falls behind.
std::atomic<int> stepTicks = 1;
std::atomic<bool> stepHooked = false;
std::atomic<bool> poseHooked = false;
bool crossfades = false; // whether ModelInstance::step's crossfades are as expected (checked when installing)
std::atomic<bool> cameraHooked = false;
std::atomic<bool> particlesHooked = false;
// IMVU's ParticleSystem::render(RenderManager*, const Transform&, const Transform&): a method with 3 arguments.
using RenderParticles = void(__thiscall*)(void* self, void* renderManager, const void* a, const void* b);
RenderParticles originalRenderParticles = nullptr;
// The particle library's (ParticleLib.dll: PAPI, the Particle System API) PContextParticleGroup_t::GetParticlePointer:
// the current group's particles, as floats: returns their count, and sets the first's address, the stride between
// them, and the offsets of their attributes (in floats): position, previous position, size, velocity, previous
// velocity, color, alpha, age, up, rotational velocity, previous up, mass, data.
using GetParticlePointer = unsigned(__thiscall*)(void* group, float*& particles, unsigned& stride, unsigned& position,
unsigned& positionB, unsigned& size, unsigned& velocity,
unsigned& velocityB, unsigned& color, unsigned& alpha, unsigned& age,
unsigned& up, unsigned& rotationalVelocity, unsigned& upB,
unsigned& mass, unsigned& data);
GetParticlePointer getParticlePointer = nullptr;
// PContextParticleGroup_t::GetGroupCount: how many particle groups there are (GetParticlePointer throws without one).
using GetGroupCount = unsigned(__thiscall*)(void* group);
GetGroupCount getGroupCount = nullptr;
// zero.dll's constants: a tick, in milliseconds (33), and an animation frame, in seconds (1/30).
const unsigned* millisecondsPerFrame = nullptr;
const float* secondsPerFrame = nullptr;
LARGE_INTEGER frequency()
{
static const LARGE_INTEGER value = [] {
LARGE_INTEGER f;
QueryPerformanceFrequency(&f);
return f;
}();
return value;
}
// Our SceneViewer::step: records the tick, then steps as IMVU's does. __fastcall takes ECX like __thiscall (EDX unused).
// Each scene viewer steps in turn at a tick: steps closer than 5 ms are the same tick.
void __fastcall step(void* self, void* /*edx*/)
{
LARGE_INTEGER now;
QueryPerformanceCounter(&now);
const std::int64_t last = stepTime.load();
if (now.QuadPart - last > frequency().QuadPart / 200) {
++steps;
if (last != 0 && millisecondsPerFrame != nullptr && *millisecondsPerFrame != 0) {
const double ticks = static_cast<double>(now.QuadPart - last) * 1000.0 /
static_cast<double>(frequency().QuadPart) / *millisecondsPerFrame;
stepTicks = std::clamp(static_cast<int>(ticks + 0.5), 1, 5);
}
stepTime = now.QuadPart;
}
originalStep(self);
}
// IMVU's objects, as far as posing between ticks reads and writes them (from SceneWindow.dll's ModelInstance::step,
// which copies each effect's time and weight into its Cal3D animation at every tick, and updateCalSkeleton):
// - ModelInstance: +0x2c, a flag: its skeleton must be posed again; +0x120, its animation effects, a std::list (a pointer
// to the list's head node; a node: next, previous, then the effect).
// - Effect: +0x34, playing (a flag); +0x3c, its time, in seconds; +0x90, its Cal3D animation.
// - The Cal3D animation: +0x8, its time, which the mixer poses the skeleton at (CalMixer::updateSkeleton); +0xc, its
// weight in the pose.
//
// Crossfades (ModelInstance::step, at each tick): an effect fading in (+0x44 set, +0x18 nonzero) has its weight
// (+0x38) ramped over 10 ticks, counted at +0x48: (n + 1) * 0.1 * weight, then n goes up. One fading out is in the
// model's crossfade list (+0x138, a std::list; a node holds the effect at +0xc and its count at +0x14): m goes up, then
// (1 - m * 0.1) * weight; after 10, it's removed. Between ticks, both are partway to the next tick's weight.
constexpr std::size_t modelPoseDirty = 0x2c;
constexpr std::size_t modelEffects = 0x120;
constexpr std::size_t modelFadingOut = 0x138;
constexpr std::size_t effectPlaying = 0x34;
constexpr std::size_t effectTime = 0x3c;
constexpr std::size_t effectAnimation = 0x90;
constexpr std::size_t effectFadesIn = 0x44;
constexpr std::size_t effectFadeSource = 0x18;
constexpr std::size_t effectFadeCount = 0x48;
constexpr std::size_t effectWeight = 0x38;
constexpr std::size_t fadingOutEffect = 0xc;
constexpr std::size_t fadingOutCount = 0x14;
constexpr std::size_t animationTime = 0x8;
constexpr std::size_t animationWeight = 0xc;
constexpr unsigned fadeTicks = 10;
template <class T>
T& field(void* object, std::size_t offset)
{
return *reinterpret_cast<T*>(static_cast<std::byte*>(object) + offset);
}
// Each effect's time at the last two ticks it was posed at, to tell an animation playing on (at any rate: the time it
// moved per tick at the last step) from one held, looping back or just started (posed as it is).
struct EffectHistory {
std::uint64_t step = 0;
float time = 0;
float previous = -1;
};
std::unordered_map<void*, EffectHistory> histories;
// How far into the current tick the client is, from 0 to just under 1; 0 if unknown.
float tick_fraction()
{
const std::int64_t last = stepTime.load();
if (last == 0 || millisecondsPerFrame == nullptr || *millisecondsPerFrame == 0) {
return 0;
}
LARGE_INTEGER now;
QueryPerformanceCounter(&now);
const double elapsed = static_cast<double>(now.QuadPart - last) * 1000.0 / static_cast<double>(frequency().QuadPart);
return static_cast<float>(std::clamp(elapsed / *millisecondsPerFrame, 0.0, 0.999));
}
// Our ModelInstance::updateCalSkeleton, called where ModelInstance::render poses the model before drawing it: between
// ticks, poses it at the time between them. Each playing animation that moved on at the last step is set ahead by the
// fraction of a tick since, at the rate it moved (up to 4 frames a tick), and crossfading animations' weights partway
// to the next tick's; the skeleton is posed (by IMVU's), and the times and weights put back, with the skeleton marked to
// be posed again, so everything else sees the tick's pose.
void __fastcall updateCalSkeleton(void* model, void* /*edx*/)
{
const float fraction = tick_fraction();
if (fraction < 0.01f || secondsPerFrame == nullptr) {
originalUpdateCalSkeleton(model);
return;
}
const std::uint64_t tick = steps.load();
const float frame = *secondsPerFrame;
struct Saved {
float* value;
float was;
};
Saved saved[128];
std::size_t count = 0;
const auto set = [&](float& value, float to) {
saved[count++] = {&value, value};
value = to;
};
void* head = field<void*>(model, modelEffects);
for (void* node = head != nullptr ? field<void*>(head, 0) : nullptr; node != nullptr && node != head && count < 126;
node = field<void*>(node, 0)) {
void* effect = field<void*>(node, 8);
void* animation = effect != nullptr ? field<void*>(effect, effectAnimation) : nullptr;
if (animation == nullptr) {
continue;
}
const unsigned faded = field<std::uint32_t>(effect, effectFadeCount);
if (crossfades && field<std::uint8_t>(effect, effectFadesIn) != 0 && field<std::int32_t>(effect, effectFadeSource) != 0
&& faded >= 1 && faded < fadeTicks) {
set(field<float>(animation, animationWeight),
(static_cast<float>(faded) + fraction) * 0.1f * field<float>(effect, effectWeight));
}
if (field<std::uint8_t>(effect, effectPlaying) == 0) {
continue;
}
const float time = field<float>(effect, effectTime);
EffectHistory& history = histories[effect];
if (history.step != tick) {
history.previous = history.step + 1 == tick ? history.time : -1;
history.time = time;
history.step = tick;
}
const float perTick = (history.time - history.previous) / static_cast<float>(stepTicks.load());
if (history.previous < 0 || perTick <= frame * 0.01f || perTick > frame * 4) {
continue; // held, looped back, or just started: as it is
}
set(field<float>(animation, animationTime), time + fraction * perTick);
}
void* fadingHead = crossfades ? field<void*>(model, modelFadingOut) : nullptr;
for (void* node = fadingHead != nullptr ? field<void*>(fadingHead, 0) : nullptr;
node != nullptr && node != fadingHead && count < 127; node = field<void*>(node, 0)) {
void* effect = field<void*>(node, fadingOutEffect);
void* animation = effect != nullptr ? field<void*>(effect, effectAnimation) : nullptr;
const unsigned faded = field<std::uint32_t>(node, fadingOutCount);
if (animation != nullptr && faded >= 1 && faded < fadeTicks) {
set(field<float>(animation, animationWeight),
(1.0f - (static_cast<float>(faded) + fraction) * 0.1f) * field<float>(effect, effectWeight));
}
}
if (count == 0) {
originalUpdateCalSkeleton(model);
return;
}
field<std::uint8_t>(model, modelPoseDirty) = 1;
originalUpdateCalSkeleton(model);
for (std::size_t i = count; i-- > 0;) {
*saved[i].value = saved[i].was;
}
field<std::uint8_t>(model, modelPoseDirty) = 1;
// Forget effects not posed for a while (they may be gone).
if (histories.size() > 1024) {
std::erase_if(histories, [tick](const auto& entry) { return entry.second.step + 30 < tick; });
}
}
// The camera (SceneWindow.dll's CameraController::step, at each tick): each of these values moves a share k of the way
// to its target (k is 0.4): the camera's position (+0x118, 3 floats, to +0xf0; panning moves the target), and its
// orbit angles and zoom, in degrees (+0x140, 3 floats, to +0x134; the difference taken between -180 and 180).
// A fraction f of a tick on, the same easing has moved it 1 - (1 - k)^f of the way: exactly, nothing guessed. The point
// the camera looks at (+0x160, 3 floats) is the position plus an offset (setCameraFocus, at each tick), so it moves with
// the position.
constexpr std::size_t cameraPosition = 0x118;
constexpr std::size_t cameraPositionTarget = 0xf0;
constexpr std::size_t cameraAngles = 0x140;
constexpr std::size_t cameraAnglesTarget = 0x134;
constexpr std::size_t cameraFocus = 0x160;
// Nonzero: the camera shows a fixed view ("take"), not eased.
constexpr std::size_t cameraTake = 0xec;
float degrees180(float degrees)
{
float wrapped = std::fmod(degrees + 180.0f, 360.0f);
if (wrapped < 0) {
wrapped += 360.0f;
}
return wrapped - 180.0f;
}
// Our CameraController::getCameraTransform: between ticks, the camera where its easing has brought it since the tick.
// The eased values are set ahead for IMVU's code to make the transform from, then put back. __fastcall takes ECX like
// __thiscall, and like it the callee pops the stack argument.
void* __fastcall getCameraTransform(void* camera, void* /*edx*/, void* result)
{
const float fraction = tick_fraction();
if (fraction < 0.01f || field<std::int32_t>(camera, cameraTake) != 0) {
return originalGetCameraTransform(camera, result);
}
const float moved = 1.0f - std::pow(1.0f - cameraEasing, fraction);
float saved[9];
for (int i = 0; i < 3; ++i) {
float& position = field<float>(camera, cameraPosition + i * 4);
float& focus = field<float>(camera, cameraFocus + i * 4);
saved[i] = position;
saved[6 + i] = focus;
const float step = (field<float>(camera, cameraPositionTarget + i * 4) - position) * moved;
position += step;
focus += step;
float& angle = field<float>(camera, cameraAngles + i * 4);
saved[3 + i] = angle;
angle = degrees180(angle + degrees180(field<float>(camera, cameraAnglesTarget + i * 4) - angle) * moved);
}
void* transform = originalGetCameraTransform(camera, result);
for (int i = 0; i < 3; ++i) {
field<float>(camera, cameraPosition + i * 4) = saved[i];
field<float>(camera, cameraAngles + i * 4) = saved[3 + i];
field<float>(camera, cameraFocus + i * 4) = saved[6 + i];
}
return transform;
}
// Particles (SceneWindow.dll's ParticleSystem::step, at each tick) move by their velocity times the tick's time
// (PContextActionList_t::TimeStep, millisecondsPerFrame / 1000 seconds a tick, then Move). Between ticks, they're drawn
// moved on by their velocity times the time since the tick, then moved back the same way. (ParticleSystem::render
// sorts the particles by distance before drawing them, reordering them in memory: each is moved back by its own
// velocity, wherever it now is.) A ParticleSystem's particle group is at +0x28 (what ParticleSystem::render reads
// them from).
constexpr std::size_t particleGroup = 0x28;
void __fastcall renderParticles(void* system, void* /*edx*/, void* renderManager, const void* a, const void* b)
{
const float fraction = tick_fraction();
void* group = static_cast<std::byte*>(system) + particleGroup;
float* particles = nullptr;
unsigned stride = 0, position = 0, positionB = 0, size = 0, velocity = 0, velocityB = 0, color = 0, alpha = 0,
age = 0, up = 0, rotationalVelocity = 0, upB = 0, mass = 0, data = 0;
// As ParticleSystem::render does: no particles without a group. The library reports errors by throwing; then the
// particles are drawn as they are.
const auto particle_pointer = [&] {
try {
if (getGroupCount(group) != 0) {
return getParticlePointer(group, particles, stride, position, positionB, size, velocity, velocityB,
color, alpha, age, up, rotationalVelocity, upB, mass, data);
}
} catch (...) {
}
return 0u;
};
const unsigned count = fraction >= 0.01f ? particle_pointer() : 0;
if (count == 0 || particles == nullptr || stride == 0) {
originalRenderParticles(system, renderManager, a, b);
return;
}
const float seconds = fraction * static_cast<float>(*millisecondsPerFrame) / 1000.0f;
const auto move = [&](float by) {
for (unsigned i = 0; i < count; ++i) {
float* particle = particles + std::size_t{i} * stride;
for (unsigned axis = 0; axis < 3; ++axis) {
particle[position + axis] += particle[velocity + axis] * by;
}
}
};
move(seconds);
originalRenderParticles(system, renderManager, a, b);
if (particle_pointer() == count && particles != nullptr) { // the same particles, maybe reordered
move(-seconds);
}
}
// Replaces the vtable entry at slot, if it holds expected; returns whether it did.
bool replace(void** slot, void* expected, void* replacement)
{
if (*slot != expected) {
return false;
}
DWORD protection = 0;
if (!VirtualProtect(slot, sizeof(void*), PAGE_READWRITE, &protection)) {
return false;
}
*slot = replacement;
VirtualProtect(slot, sizeof(void*), protection, &protection);
FlushInstructionCache(GetCurrentProcess(), slot, sizeof(void*));
return true;
}
// Redirects the call instruction (E8, then the target relative to the next instruction) at site, if it calls
// expected; returns whether it did.
bool redirect_call(std::byte* site, void* expected, void* replacement)
{
std::int32_t offset = 0;
std::memcpy(&offset, site + 1, sizeof(offset));
if (site[0] != std::byte{0xe8} || site + 5 + offset != expected) {
return false;
}
const auto replacementOffset = static_cast<std::int32_t>(static_cast<std::byte*>(replacement) - (site + 5));
DWORD protection = 0;
if (!VirtualProtect(site, 5, PAGE_EXECUTE_READWRITE, &protection)) {
return false;
}
std::memcpy(site + 1, &replacementOffset, sizeof(replacementOffset));
VirtualProtect(site, 5, protection, &protection);
FlushInstructionCache(GetCurrentProcess(), site, 5);
return true;
}
void install_step(HMODULE sceneWindow)
{
auto* vtable = reinterpret_cast<void**>(GetProcAddress(sceneWindow, "??_7SceneViewer@@6BIFrameListener@@@"));
auto* stepMethod = GetProcAddress(sceneWindow, "?step@SceneViewer@@UAEXXZ");
// IFrameListener's vtable: its destructor, then step (what stepFrame calls).
if (vtable == nullptr || stepMethod == nullptr) {
log::info("scene hooks: SceneViewer's vtable or step not found");
return;
}
originalStep = reinterpret_cast<Method>(stepMethod);
if (!replace(&vtable[1], reinterpret_cast<void*>(stepMethod), reinterpret_cast<void*>(&step))) {
log::info("scene hooks: SceneViewer's vtable doesn't hold its step");
return;
}
stepHooked = true;
}
void install_pose(HMODULE sceneWindow)
{
HMODULE zero = GetModuleHandleW(L"zero.dll");
millisecondsPerFrame =
zero == nullptr ? nullptr : reinterpret_cast<const unsigned*>(GetProcAddress(zero, "?millisecondsPerFrame@@3IB"));
secondsPerFrame = zero == nullptr ? nullptr : reinterpret_cast<const float*>(GetProcAddress(zero, "?secondsPerFrame@@3MB"));
auto* render = reinterpret_cast<std::byte*>(GetProcAddress(
sceneWindow, "?render@ModelInstance@@QAEXPAVRenderManager@@ABVCullingFrustum@@ABVTransform@@2ABUFogState@@"
"ABULightState@@_NAAVSceneStats@@ABVRenderSettings@@@Z"));
auto* update = GetProcAddress(sceneWindow, "?updateCalSkeleton@ModelInstance@@AAEXXZ");
if (millisecondsPerFrame == nullptr || secondsPerFrame == nullptr || render == nullptr || update == nullptr) {
log::info("scene hooks: ModelInstance::render, updateCalSkeleton or zero.dll's frame lengths not found");
return;
}
// ModelInstance::render poses the model first: its 5th instruction, at +0x12, calls updateCalSkeleton.
originalUpdateCalSkeleton = reinterpret_cast<Method>(update);
if (!redirect_call(render + 0x12, reinterpret_cast<void*>(update), reinterpret_cast<void*>(&updateCalSkeleton))) {
log::info("scene hooks: ModelInstance::render doesn't call updateCalSkeleton where expected");
return;
}
poseHooked = true;
// Crossfades: ModelInstance::step's instructions that count a fade in (cmp dword ptr [eax + 0x48], 10) and a fade
// out (cmp dword ptr [ebx + 0x14], 10), where expected.
auto* step = reinterpret_cast<const std::byte*>(GetProcAddress(sceneWindow, "?step@ModelInstance@@QAEXABVFrameInterval@@@Z"));
constexpr std::uint8_t fadeIn[] = {0x83, 0x78, 0x48, 0x0a};
constexpr std::uint8_t fadeOut[] = {0x83, 0x7b, 0x14, 0x0a};
crossfades = step != nullptr && std::memcmp(step + 0xc6, fadeIn, sizeof(fadeIn)) == 0
&& std::memcmp(step + 0xf1, fadeOut, sizeof(fadeOut)) == 0;
if (!crossfades) {
log::info("scene hooks: ModelInstance::step's crossfades not as expected; crossfades at the client's rate");
}
}
void install_particles(HMODULE sceneWindow)
{
HMODULE particleLib = GetModuleHandleW(L"ParticleLib.dll");
getParticlePointer = particleLib == nullptr
? nullptr
: reinterpret_cast<GetParticlePointer>(GetProcAddress(
particleLib, "?GetParticlePointer@PContextParticleGroup_t@PAPI@@QAEIAAPAMAAI1111111111111@Z"));
getGroupCount = particleLib == nullptr ? nullptr
: reinterpret_cast<GetGroupCount>(GetProcAddress(
particleLib, "?GetGroupCount@PContextParticleGroup_t@PAPI@@QAEIXZ"));
auto* modelRender = reinterpret_cast<std::byte*>(GetProcAddress(
sceneWindow, "?render@ModelInstance@@QAEXPAVRenderManager@@ABVCullingFrustum@@ABVTransform@@2ABUFogState@@"
"ABULightState@@_NAAVSceneStats@@ABVRenderSettings@@@Z"));
auto* render = GetProcAddress(sceneWindow, "?render@ParticleSystem@@QAEXPAVRenderManager@@ABVTransform@@1@Z");
if (getParticlePointer == nullptr || getGroupCount == nullptr || modelRender == nullptr || render == nullptr
|| millisecondsPerFrame == nullptr) {
log::info("scene hooks: ParticleLib's GetParticlePointer, ModelInstance::render or ParticleSystem::render not found");
return;
}
// ModelInstance::render draws its particle systems with a call at +0x114.
originalRenderParticles = reinterpret_cast<RenderParticles>(render);
if (!redirect_call(modelRender + 0x114, reinterpret_cast<void*>(render), reinterpret_cast<void*>(&renderParticles))) {
log::info("scene hooks: ModelInstance::render doesn't call ParticleSystem::render where expected");
return;
}
particlesHooked = true;
}
void install_camera(HMODULE sceneWindow)
{
auto* vtable = reinterpret_cast<void**>(GetProcAddress(sceneWindow, "??_7CameraController@@6B@"));
auto* get = GetProcAddress(sceneWindow, "?getCameraTransform@CameraController@@UBE?AVTransform@@XZ");
auto* step = reinterpret_cast<const std::byte*>(GetProcAddress(sceneWindow, "?step@CameraController@@UAEXXZ"));
if (vtable == nullptr || get == nullptr || step == nullptr) {
log::info("scene hooks: CameraController's vtable, getCameraTransform or step not found");
return;
}
// The easing share: a float constant CameraController::step reads (at SceneWindow.dll's 0x100cb934 when loaded at
// its preferred address), checked to be referenced by step's code and to be the expected 0.4.
const auto* base = reinterpret_cast<const std::byte*>(sceneWindow);
const auto* easing = reinterpret_cast<const float*>(base + 0xcb934);
const auto address = static_cast<std::uint32_t>(reinterpret_cast<std::uintptr_t>(easing));
bool referenced = false;
for (std::size_t i = 0; i + 4 <= 0x700 && !referenced; ++i) {
referenced = std::memcmp(step + i, &address, 4) == 0;
}
if (!referenced || *easing != 0.4f) {
log::info("scene hooks: CameraController::step's easing not where expected");
return;
}
cameraEasing = *easing;
// CameraController's vtable: getCameraTransform is its 6th entry.
originalGetCameraTransform = reinterpret_cast<GetTransform>(get);
if (!replace(&vtable[5], reinterpret_cast<void*>(get), reinterpret_cast<void*>(&getCameraTransform))) {
log::info("scene hooks: CameraController's vtable doesn't hold its getCameraTransform");
return;
}
cameraHooked = true;
}
} // namespace
void install()
{
static std::once_flag once;
std::call_once(once, [] {
HMODULE sceneWindow = GetModuleHandleW(L"SceneWindow.dll");
if (sceneWindow == nullptr) {
log::info("scene hooks: SceneWindow.dll not loaded");
return;
}
install_step(sceneWindow);
if (stepHooked) { // drawing between ticks needs the ticks
install_pose(sceneWindow);
install_particles(sceneWindow);
install_camera(sceneWindow);
}
log::info("scene hooks: ticks {}, posing between ticks {}, particles between ticks {}, camera between ticks {}",
stepHooked ? "recorded" : "not recorded", poseHooked ? "on" : "off", particlesHooked ? "on" : "off",
cameraHooked ? "on" : "off");
});
}
bool installed() { return stepHooked; }
std::int64_t lastStep() { return stepTime; }
} // namespace t5de::scene_hooks
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#pragma once
// Our hooks into SceneWindow.dll's scene code, installed once, the first time an engine is made. Each replaces where
// IMVU's code calls a function (an entry of an exported vtable, or a call instruction's target), after checking it
// calls the function expected, with ours, which calls IMVU's: nothing else is changed, and nothing is if a check
// fails (an unexpected SceneWindow.dll: the hooks' features are then off, and the client runs as it would without).
//
// - SceneViewer::step (the IFrameListener vtable): the client's tick, 30 times a second (SceneWindow.dll's runApp
// calls stepFrame, which steps each scene viewer). Recorded, for the frame pacer and for drawing between ticks.
// - ModelInstance::render's call to updateCalSkeleton, which poses the model before it's drawn: between ticks, the
// model is posed at the time between them (its animations' times moved on by the fraction of a frame since the
// tick; Cal3D poses between keyframes) and crossfading animations' weights partway to the next tick's, then its
// animations are put back as they were.
// - ModelInstance::render's call to ParticleSystem::render: between ticks, particles drawn moved on by their velocity
// times the time since the tick (as the particle library moves them at each tick), then put back.
// - CameraController::getCameraTransform (its exported vtable): between ticks, the camera where its easing toward its
// target has brought it since the tick.
#include <cstdint>
namespace t5de::scene_hooks {
void install();
// Whether the hooks are installed.
[[nodiscard]] bool installed();
// When a scene viewer last stepped (QueryPerformanceCounter), or 0 if none has.
[[nodiscard]] std::int64_t lastStep();
} // namespace t5de::scene_hooks
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# Architecture
The renderer is two programs:
- **The adapter**, `t5deRenderEngine.dll` (32-bit, `adapter/`): a renderer plugin IMVU Classic loads in place of its
OpenGL renderer (selected by the `t5de-renderer` patch in the `t5de` repository). It implements IMVU's
`PiRenderEngine` interface (`include/t5de/imvu/`, `docs/interface.md`) and passes what the client draws to the
renderer process. It stays thin: IMVU's process is 32-bit (4 GB of address space shared with Python, Gecko and
IMVU's own code) and tied to Visual C++ 2010's ABI.
- **The renderer process**, `t5de-renderer.exe` (64-bit, `renderer/`): draws, with
[Diligent Engine](https://github.com/DiligentGraphics/DiligentCore) (Apache-2.0). Being 64-bit and separate, it can
use any modern API and library, isn't limited by the client's address space, and can crash without taking the
client down.
Why Diligent: one API over Direct3D 11 (every Windows PC, and software rendering on machines without a graphics
driver), Direct3D 12 and Vulkan (ray tracing, mesh shaders), and WebGPU (browsers, for a possible future client).
It's built with CMake and fetched by `FetchContent`, pinned to a commit (`renderer/CMakeLists.txt`); only the
Direct3D 11 backend is built for now.
## How they talk
`include/t5de/protocol/` is shared by both builds, so it uses fixed-size fields only. One renderer process draws all
of a client's 3D views, with one Direct3D device. The adapter starts `t5de-renderer.exe --control <name> --parent
<pid>` from its own folder with the first engine (again with the next one if it has exited), and creates a control
section (`Local\t5de-renderer-<pid>`, `protocol::Control`). For each engine the client creates (each 3D view: Home's
avatar, the room, ...), the adapter:
1. creates a shared memory channel (`<control name>-<n>`) holding IMVU's window handle, and its events;
2. counts it in the control section and sets `<control name>-attach`, and the renderer process opens it, with a
child window, swap chain and scene of its own;
3. sends each frame's commands through it, and sets `closing` when the engine is destroyed (the renderer process
then closes the view).
The renderer process draws into a child window it creates inside the client's window: window handles are valid in
every process, and Windows allows child windows across processes (Chrome's GPU process works this way). The child
is disabled so mouse input goes to the client's window under it. Its swap chain is a flip model one, which the
compositor shows above the client's own drawing. The client's window must not clip its children (`WS_CLIPCHILDREN`,
which the client creates it with, so the adapter clears it):
the client draws a frame when its window gets `WM_PAINT` (`SceneWindow.dll` invalidates it, and draws on the paint),
and a window entirely covered by clipped children never gets one, so the client fell to about one frame a second.
The process exits when the client exits.
## Status
The renderer process draws the whole 3D view in place of the client's renderer (the full view, the default). The
adapter still forwards state and resources to the client's Direct3D renderer (as a fallback, and for reading textures
back, which the renderer process doesn't do), but while the renderer process covers the whole view
(`Channel::covering`, set after each frame it presents) the client's renderer skips its clears and draws, decided per
frame; it draws again as soon as the renderer process stops covering the view (the view changes, or the process
fails). Checked in rooms with screenshots of both renderers side by side (the compare view): they match, particles
and the 2D overlay (name tags) included.
For comparing while the client runs (development):
- Views: `T5DE_RENDERER_VIEW` (off, split, full (the default) or compare) when the client starts, or
`%TEMP%\t5de-renderer-view.txt` holding one of those at any time. Compare draws the left half's scene over the
right half, so both renderers show the same thing side by side.
- `%TEMP%\t5de-renderer-shaders\fixed_function.hlsl`, if present, replaces the built-in shaders and is reloaded
when it changes.
- The renderer process runs from a copy (`%TEMP%\t5de-renderer`), so `t5de-renderer.exe` can be replaced while the
client runs; engines started afterwards run the new one (the room's view keeps its engine until the client
restarts).
- The adapter's log (`%TEMP%\t5de-renderer.log`) sums up what the client draws every 300 frames (the first few
times), and logs textures and render targets the client renderer made itself.
- The command stream (`include/t5de/protocol/commands.hpp`) carries state, transforms, lights, fog, textures,
buffers (copied when created or updated) and draws, in chunks through the channel; the adapter waits for each to
be taken, and gives up on a renderer process that stops taking them (the client's renderer carries on).
- The renderer process reproduces IMVU's Direct3D 9 setup (`renderer/shaders/fixed_function.hlsl`), particles
included (point sprites, drawn as instanced squares), with a pipeline per combination of states.
- Speed: on a PC with a graphics card, drawing the whole view (3440x1059, a room of some 220 draws) takes 1.3 to
3.8 ms a frame, and the time from the client finishing a frame to ours being presented is the same (frames don't
queue, none skipped). Earlier, in the split view, the halves couldn't be told apart, even while the camera moved. On the development VM (software rendering, over Remote Desktop) drawing takes 8 to 60 ms, and
the right half visibly trails, mostly from compositing another process's window over Remote Desktop. The
renderer process draws only the newest frame when it falls behind, and keeps at most one frame queued.
Render targets are the renderer process's too, while it runs: the adapter makes its own (`PixmapTarget`,
`TextureTarget`), the renderer process draws frames into them (textures in the window's formats, so the same
pipelines draw both), and a pixmap target's frame is read back through the channel (`Channel::readSize`, the
`-read` event) into its Pixmap, as the client's renderer does, synchronously. A read back must fit in the channel's
data area (16 MB: the client's 2048x2048 snapshots just do). Checked with outfit pictures and photos.
Higher frame rates (in progress): the client steps its scene 30 times a second (SceneWindow.dll's `runApp`), and
draws a window's frame on WM_PAINT. The adapter's frame pacer (`adapter/frame_pacer.cpp`) asks the 3D windows to
repaint between steps at the user's rate (T5DE's settings, Graphics: `HKCU\Software\T5DE\Graphics\FrameRate`), only
leaving the client idle time, and never holding up the next step: the adapter records the client's steps by replacing
`SceneViewer::step`'s entry in its exported vtable (`adapter/scene_hooks.cpp`, after checking it), and a frame that
wouldn't end before the step is due isn't asked for (a late step makes the client catch up two at once: hitches).
While the renderer process covers the view, the client's renderer doesn't begin or present frames (its present can
wait for the display). The renderer process takes each view's chunks on a thread of its own as they come, so the
client never waits for drawing; it draws the newest frame. On a PC with a graphics card a room frame takes the client
about 2.5 ms (the client's own work: posing avatars, which it does every frame, and walking the scene), and the
renderer process about 0.5 ms.
Between steps, the frames show the scene at the time between them (`adapter/scene_hooks.cpp`): avatars posed with
their animations a fraction of a frame on (ModelInstance::render's call to updateCalSkeleton, redirected; Cal3D poses
between keyframes; animations held, looping or starting are posed as they are), and the camera where its easing (a
share 0.4 of the way to its target per step) has brought it, `1 - 0.6^fraction` of the way (CameraController's
getCameraTransform, in its exported vtable). Nothing is predicted: both are what the next step would give, at the
fraction; and particles moved on by their velocity times the time since the step (ModelInstance::render's call to
ParticleSystem::render, redirected), then back by the same (the client sorts them by distance as it draws them, which
reorders them); and crossfades between animations (weights ramped in tenths over 10 steps by ModelInstance::step),
partway to the next step's weights. Still at 30 per second: gaze (heads turning to whoever's talking).
Next: sharing pipelines between views (each view's scene compiles its own).
## Building
Two presets, one per architecture: `cmake --workflow --preset adapter` (32-bit, with the tests) and
`cmake --workflow --preset renderer` (64-bit; the first configure fetches and builds Diligent). Both programs go in
the client's folder.
+33 -3
View File
@@ -59,9 +59,39 @@ virtual methods, IMVU's code only uses an engine through helpers that call its v
`destroy`, `get_deleter`, `get_untyped_deleter`), the use count and the weak count, changed atomically.
`include/t5de/imvu/shared_ptr.hpp` matches it. With non-trivial copy and destruction, it's returned through a
hidden pointer and passed on the stack, as IMVU's code expects.
- Still to work out, for a renderer of our own: `Mat4f`, `Transform`, `LightProperties`, `TextureTransform`,
`Pixmap` (`pixmap.dll`), the buffers' contents, `VertexAttributeArray<T>`, `std::vector<PointSprite>` as
Visual C++ 2010 lays it out, and `RenderBlendMode`'s values.
- The data types are in `include/t5de/imvu/types.hpp`, worked out from the Direct3D engine: matrices and
transforms in Direct3D's row-vector convention, colors as `0xAARRGGBB`, lights (point or directional), blend
modes, linear fog, texture coordinate transforms, vertex attribute arrays (data, count, stride). `Pixmap` is used
through `pixmap.dll`'s exported methods (`width`, `height`, `pitch`, `pixels`, ...), not its layout.
- `drawTriangles`' vertex buffers are positions (`Vec3f`), normals (`Vec3f`), texture coordinates (`Vec2f`) and
colors; vertex buffers are made with a stride, element size and count, dynamic ones filled later through the
buffer's own `update`. The objects an engine creates (buffers, textures, render targets) are declared in
`include/t5de/imvu/resources.hpp`; IMVU's code deletes them through their virtual destructors.
- Checked in the client with the pass-through's logged arguments: a right-handed perspective projection (45 degree
vertical field of view, Direct3D's 0 to 1 depth) and an orthographic one for 2D, orthonormal view rotations,
opaque clear colors, ambient light with zero alpha, linear fog (1 to 50), scrolling texture transforms. Furniture
vertices are interleaved: positions and normals are 12-byte elements 32 bytes apart, so strides matter.
- Projections give depth from -1 to 1, as OpenGL's do: IMVU's Direct3D renderer multiplies them by a matrix
mapping it to 0 to 1 (z' = z / 2 + w / 2) and shifting them half a pixel (-1 / width, +1 / height, for Direct3D
9's pixel centers). Without the depth mapping, everything in the nearer half of the depth range is clipped: the
2D overlay (name tags, the frame rate, the room's title) is drawn at depth -0.98.
- The 2D overlay is ordinary `drawTriangles` with an orthographic projection (a few per frame), textured with text
IMVU draws with GDI into bitmaps.
- Particles (`drawPointSprites`): a Visual C++ 2010 `std::vector` of 16-byte points (position, color), drawn as
Direct3D 9 point sprites: squares viewport height / distance pixels across (IMVU sets the size, 1, and the scale
factors 0, 0, 1), textured over the whole square. Direct3D 9's documented 64-pixel default limit doesn't apply in
practice: clamped to it they look much smaller and fainter than the client's.
- Fog: linear table fog, start 1 and end 50 in rooms. Fogging by view depth matches the client; by depth buffer
value (as Direct3D 9's documentation suggests for projections like IMVU's) doesn't.
- Render targets (`include/t5de/imvu/resources.hpp`): the engine returns each as a pointer into its own object;
the client calls only their interfaces' methods and passes them to `beginRendering`. A pixmap render target has one
method, `getPixmap()` (a Pixmap returned by value), with the pixels of the last frame drawn into it (IMVU's engine
copies them from the GPU at the frame's end). A texture render target has `area()` (always 0, 0, 1, 1) and
`texture()` (a new texture object for what's been drawn, as a shared pointer returned by value). The client uses
pixmap targets for snapshots (`takeSnapshot`: outfit pictures, the photo widget), 2048x2048; texture targets
haven't been seen used. Pixmap is 28 bytes; pixmap.dll exports its constructors and destructor.
- Still unknown: `CompoundRegion` (texture update regions), `newRenderTexture`'s flags, and what `beginRendering` does with a null target. MSVC orders overloaded
virtual methods unlike their declaration, so our declarations never overload virtual methods.
- Memory crosses the boundary only through virtual methods (destructors, control blocks), so each side can use its
own C runtime. Exceptions must not cross it.
+17 -51
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@@ -1,54 +1,16 @@
#pragma once
// IMVU's renderer interface, PiRenderEngine (SceneWindow.dll), declared to match its vtable: the order of the methods
// and their parameter types are what matter. The names are IMVU's, from SceneWindow.dll's exported RenderEngineDx
// methods; parameter names are ours, and guesses until the calls are traced. Types used only through pointers or
// references are left incomplete until we need their layout. See docs/interface.md.
// methods; parameter names are ours, from what IMVU's Direct3D engine does with them. See docs/interface.md.
#include <cstdint>
#include "t5de/imvu/resources.hpp"
#include "t5de/imvu/shared_ptr.hpp"
#include "t5de/imvu/types.hpp"
namespace t5de::imvu {
template <class T>
struct Vec2 {
T x;
T y;
};
template <class T>
struct Vec3 {
T x;
T y;
T z;
};
using Vec2i = Vec2<int>;
using Vec2f = Vec2<float>;
using Vec3f = Vec3<float>;
struct Mat4f;
struct Transform;
struct LightProperties;
struct TextureTransform;
struct PointSprite;
class Pixmap;
class INativeWindow;
class PiRenderTexture;
class PiInternalIndexBuffer;
class PiInternalVertexBuffer;
class PiRenderTarget;
class PiPixmapRenderTarget;
class PiTextureRenderTarget;
template <class T>
class VertexAttributeArray;
// std::vector<PointSprite> as Visual C++ 2010 lays it out.
struct PointSpriteVector;
// Values not yet known.
enum class RenderBlendMode : int {};
class PiRenderEngine {
public:
PiRenderEngine() = default;
@@ -59,7 +21,7 @@ public:
virtual void resizeFrameBuffer(Vec2i size) = 0;
virtual void enable2dFrameBuffer() = 0;
virtual void clear(std::uint32_t flags, std::uint32_t color) = 0;
virtual void clear(std::uint32_t flags, Color color) = 0; // ClearFlags
virtual void setProjection(Vec2i viewport, const Mat4f& projection) = 0;
virtual void setModelSpace(const Transform& model) = 0; // slot 5
virtual void setViewSpace(const Transform& view) = 0;
@@ -75,29 +37,33 @@ public:
virtual void setLightingOn(bool on) = 0;
virtual void setLightProperties(std::uint32_t index, const LightProperties& light) = 0;
virtual void setFogOn(bool on) = 0;
virtual void setFogAttributes(float start, float end, std::uint32_t color) = 0;
virtual void setFogAttributes(float start, float end, Color color) = 0;
virtual void setTextureTransformMatrixIdentity(std::uint32_t stage) = 0; // slot 20
virtual void setTextureTransformMatrix(std::uint32_t stage, const TextureTransform& transform) = 0;
virtual void setEnvironmentAmbient(std::uint32_t color) = 0;
virtual PiRenderTexture* newRenderTexture(Pixmap* pixmap, std::uint32_t flags) = 0;
virtual void setEnvironmentAmbient(Color color) = 0; // zero alpha
virtual PiRenderTexture* newRenderTexture(const Pixmap& pixmap, std::uint32_t flags) = 0;
virtual PiInternalIndexBuffer* newIndexBuffer(std::uint32_t count, const std::uint16_t* indices) = 0;
virtual PiInternalVertexBuffer* newStaticVertexBuffer(const void* data, std::uint32_t a, std::uint32_t b,
std::uint32_t c) = 0; // slot 25
virtual PiInternalVertexBuffer* newDynamicVertexBuffer(std::uint32_t a, std::uint32_t b) = 0;
virtual PiInternalVertexBuffer* newStaticVertexBuffer(const void* data, std::uint32_t stride,
std::uint32_t elementSize,
std::uint32_t elementCount) = 0; // slot 25
// Filled later with PiInternalVertexBuffer::update.
virtual PiInternalVertexBuffer* newDynamicVertexBuffer(std::uint32_t elementSize, std::uint32_t elementCount) = 0;
virtual SharedPtr<PiPixmapRenderTarget> newPixmapRenderTarget(Vec2i size) = 0;
virtual SharedPtr<PiTextureRenderTarget> newTextureRenderTarget(Vec2i size) = 0;
virtual void beginRendering(PiRenderTarget* target) = 0;
virtual void endRendering() = 0; // slot 30
// Vertex buffers: positions (Vec3f), normals (Vec3f), texture coordinates (Vec2f), colors (Color); all but
// positions may be null.
virtual void drawTriangles(PiInternalIndexBuffer* indices, PiInternalVertexBuffer* positions,
PiInternalVertexBuffer* normals, PiInternalVertexBuffer* texCoords0,
PiInternalVertexBuffer* texCoords1) = 0;
PiInternalVertexBuffer* normals, PiInternalVertexBuffer* texCoords,
PiInternalVertexBuffer* colors) = 0;
virtual void drawLine(Vec3f from, Vec3f to, std::uint32_t color) = 0;
virtual void drawPointSprites(const PointSpriteVector& sprites) = 0;
virtual void drawTrianglesFromMemory(std::uint32_t vertexCount, std::uint32_t indexCount,
const std::uint16_t* indices, const VertexAttributeArray<Vec3f>& positions,
const VertexAttributeArray<Vec3f>& normals,
const VertexAttributeArray<Vec2f>& texCoords,
const VertexAttributeArray<std::uint32_t>& colors) = 0; // slot 34
const VertexAttributeArray<Color>& colors) = 0; // slot 34
private:
// PiRenderEngine's own fields, after the vtable pointer: a magic number IMVU's destructor checks, and a size
+75
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@@ -0,0 +1,75 @@
#pragma once
// The objects a PiRenderEngine creates and hands to IMVU's code: buffers, textures, render targets. IMVU's code keeps
// them, calls their virtual methods, and deletes them through their virtual destructors. Declared from the vtables in
// SceneWindow.dll; method names are ours, from what IMVU's implementations do. Not yet verified by a renderer of our
// own.
#include <cstdint>
#include "t5de/imvu/shared_ptr.hpp"
#include "t5de/imvu/types.hpp"
namespace t5de::imvu {
class PiInternalIndexBuffer {
public:
virtual ~PiInternalIndexBuffer() = default;
};
class PiInternalVertexBuffer {
public:
virtual ~PiInternalVertexBuffer() = default;
// Replaces a dynamic buffer's contents: elementCount elements of elementSize bytes, stride bytes apart (a multiple
// of 4, at least elementSize). Element size and count are the ones the buffer was created with.
virtual void update(const void* data, std::uint32_t stride, std::uint32_t elementSize,
std::uint32_t elementCount) = 0;
// Unknown: IMVU's software buffer forgets its data; its Direct3D buffer asserts, so it isn't called there.
virtual void unknown2() = 0;
};
class PiRenderTexture {
public:
virtual ~PiRenderTexture() = default;
virtual Vec2i size() const = 0;
// Copies the parts of pixmap in regions into the texture. (Not overloaded with update: MSVC orders overloaded
// virtual methods unlike their declaration.)
virtual void updateRegions(const Pixmap& pixmap, const CompoundRegion& regions) = 0;
// Copies all of pixmap into the texture.
virtual void update(const Pixmap& pixmap) = 0;
// Reads the texture into a new Pixmap, constructed in result (a Pixmap returned by value).
virtual Pixmap* read(Pixmap* result) const = 0;
};
// What frames can be drawn into besides the window (PiRenderEngine::beginRendering). IMVU's Direct3D engine returns
// each as a pointer into its own object (single inheritance from these, so the PiRenderTarget pointer is the same).
class PiRenderTarget {
public:
virtual ~PiRenderTarget() = default;
};
// Drawn into, then read: after each frame drawn into it, getPixmap() has its pixels (IMVU's engine copies them at the
// end of the frame). Used for snapshots: outfit pictures, the photo widget.
class PiPixmapRenderTarget : public PiRenderTarget {
public:
// Constructs a copy of the pixels in result (a Pixmap returned by value).
virtual Pixmap* getPixmap(Pixmap* result) const = 0;
};
// The part of the texture the target covers, in texture coordinates. IMVU's Direct3D engine always returns 0, 0, 1, 1.
struct TextureArea {
float left;
float top;
float right;
float bottom;
};
// Drawn into, then drawn with as a texture.
class PiTextureRenderTarget : public PiRenderTarget {
public:
// Constructs the area in result (returned by value).
virtual TextureArea* area(TextureArea* result) const = 0;
// Constructs, in result, a new texture object for what's been drawn (a shared pointer returned by value).
virtual SharedPtr<PiRenderTexture>* texture(SharedPtr<PiRenderTexture>* result) const = 0;
};
} // namespace t5de::imvu
+126
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@@ -0,0 +1,126 @@
#pragma once
// The data types IMVU's renderer interface passes, as SceneWindow.dll's Direct3D 9 engine reads them. Most are passed
// by reference: where IMVU's type might hold more than we read, its size isn't asserted. See docs/interface.md.
#include <cstddef>
#include <cstdint>
struct HWND__; // windows.h's window handle type (HWND is HWND__*)
namespace t5de::imvu {
template <class T>
struct Vec2 {
T x;
T y;
};
template <class T>
struct Vec3 {
T x;
T y;
T z;
};
using Vec2i = Vec2<int>;
using Vec2f = Vec2<float>;
using Vec3f = Vec3<float>;
// Colors are 0xAARRGGBB (Direct3D's D3DCOLOR). Light and ambient colors must have zero alpha.
using Color = std::uint32_t;
// A 4x4 matrix in Direct3D's convention: row-major, transforming row vectors (p' = p * M).
struct Mat4f {
float m[4][4];
};
// An affine transform: a 3x3 matrix (row-major), then a translation; p' = p * linear + translation, as in Direct3D.
// The Direct3D engine expands it to [linear 0; translation 1]. (What it reads; IMVU's type may be larger.)
struct Transform {
float linear[3][3];
Vec3f translation;
};
// A texture coordinate transform: u' = u * m[0] + v * m[1] + m[4], v' = u * m[2] + v * m[3] + m[5].
struct TextureTransform {
float m[6];
};
enum class LightType : int {
Point = 0, // at `vector`; the Direct3D engine sets no attenuation and a fixed range
Directional = 1, // shining along -`vector` (a zero vector means along -x)
};
// What the Direct3D engine reads of a light. (IMVU's type may be larger.)
struct LightProperties {
bool enabled;
Color diffuse; // zero alpha
Vec3f vector;
LightType type;
};
static_assert(offsetof(LightProperties, diffuse) == 4 && offsetof(LightProperties, vector) == 8
&& offsetof(LightProperties, type) == 0x14);
// Blend functions, as source and destination factors.
enum class RenderBlendMode : int {
Alpha = 1, // source alpha, inverse source alpha
Additive = 2, // one, one
Premultiplied = 3, // one, inverse source alpha
AdditiveAlpha = 4, // source alpha, one
};
// clear()'s flags.
enum ClearFlags : std::uint32_t {
ClearColor = 1,
ClearDepth = 2, // to 1.0
};
// Vertex attributes in memory: count elements, stride bytes apart (0: packed).
template <class T>
struct VertexAttributeArray {
const T* data;
std::uint32_t count;
std::uint32_t stride;
};
static_assert(sizeof(VertexAttributeArray<Vec3f>) == 12);
// IMVU's image class (pixmap.dll): 32-bit pixels (Color). Its layout isn't needed: pixmap.dll exports its methods
// (width, height, pitch, rowBytes, pixels, ...).
class Pixmap;
// A particle (drawPointSprites): a point drawn as a camera-facing square, textured, about viewport height / distance
// pixels across (1 to 64), as the Direct3D engine's point sprites are.
struct PointSprite {
Vec3f position;
Color color;
};
static_assert(sizeof(PointSprite) == 16);
// std::vector<PointSprite> as Visual C++ 2010 lays it out (release builds): its elements are [first, last).
struct PointSpriteVector {
const PointSprite* first;
const PointSprite* last;
const PointSprite* end; // of the allocation
};
// Region lists IMVU passes to texture updates; unknown so far.
class CompoundRegion;
struct UiEvent;
using NativeWindowHandle = ::HWND__*; // an HWND
// IMVU's window (SceneWindow.dll's NativeWindow), as far as a renderer needs it: the first methods of its vtable.
// Its later methods include overloads, which MSVC lays out unlike their declaration: declare them from the vtable
// if they're ever needed.
class INativeWindow {
public:
virtual ~INativeWindow() = default;
virtual void handleMessage(UiEvent* event) = 0;
virtual int onSetCursor(Vec2i position) = 0;
virtual NativeWindowHandle getPlatformWindow() = 0;
};
} // namespace t5de::imvu
+66
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@@ -0,0 +1,66 @@
#pragma once
// What the adapter (t5deRenderEngine.dll, in IMVU's 32-bit process) and the renderer process (64-bit) share. Both
// are built from this header, for different architectures: fixed-size fields only, no pointers or handles' native
// sizes.
#include <cstdint>
namespace t5de::protocol {
inline constexpr std::uint32_t version = 5;
// One renderer process draws all of a client's 3D views. A shared memory section the adapter creates once per client
// process, named by the renderer process's `--control <name>` argument, holds this; each engine's channel is named
// "<name>-<n>", n counting from 0. Having created a channel, the adapter increments channels and sets the event
// "<name>-attach" (auto-reset); the renderer process opens the channels it hasn't yet (those already gone are
// skipped), and stops drawing a channel's view when its engine sets closing. It exits with the client.
struct Control {
std::uint32_t version;
std::uint32_t channels; // channels created so far
};
inline constexpr wchar_t attachEventSuffix[] = L"-attach";
// Which part of the client's 3D view the renderer process draws. Full is the default; the others are for comparing
// with the client's renderer, which then draws the whole view under the renderer process's window.
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 as Control says): this header, then `capacity`
// bytes of data. The adapter sends the command stream (commands.hpp) through
// it in chunks: it waits for the event "<name>-consumed", writes a chunk and sets "<name>-ready"; the renderer
// process copies the chunk out and sets "<name>-consumed" (both auto-reset; consumed starts set).
//
// A frame drawn into a render target can ask for its pixels back (BeginFrame::readBack): having sent it, the adapter
// waits for "<name>-read" (auto-reset), which the renderer process sets once it has drawn the frame and written the
// pixels into the data area (readSize bytes: rows packed, 0xAARRGGBB; 0 if it couldn't). The adapter sends nothing
// meanwhile, so the data area is free.
struct Channel {
std::uint32_t version;
std::uint32_t closing; // nonzero: the engine is gone, the renderer process should exit
std::uint64_t window; // IMVU's 3D window (an HWND; window handles are valid in every process)
std::uint64_t frames; // frames the client has drawn
View view;
std::uint32_t capacity;
std::uint32_t chunkSize;
std::uint32_t chunkFlags; // chunkEndsFrame
// Set by the renderer process while its window covers the whole 3D view and it's presenting frames: the client's
// renderer then needn't draw (the adapter skips its draws; it draws again as soon as this is cleared).
std::uint32_t covering;
std::uint32_t readSize;
};
static_assert(sizeof(Channel) == 48, "same layout in 32-bit and 64-bit builds");
inline constexpr std::uint32_t chunkEndsFrame = 1;
inline constexpr std::uint32_t channelCapacity = 16 * 1024 * 1024;
inline constexpr wchar_t readyEventSuffix[] = L"-ready";
inline constexpr wchar_t consumedEventSuffix[] = L"-consumed";
inline constexpr wchar_t readEventSuffix[] = L"-read";
} // namespace t5de::protocol
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#pragma once
// The command stream: what the adapter records from IMVU's renderer interface, and the renderer process carries out.
// Each command is a Header, its fixed-size body, then for some a variable-size payload (pixels, vertex data),
// padded to 4 bytes. Built for 32-bit and 64-bit: fixed-size fields only.
#include <cstddef>
#include <cstdint>
#include <cstring>
#include <optional>
#include <span>
#include <vector>
namespace t5de::protocol {
enum class Op : std::uint16_t {
BeginFrame = 1,
EndFrame,
Clear,
SetProjection,
SetModel,
SetView,
SetTextures,
SetState,
SetLight,
SetFog,
SetTextureTransform,
CreateTexture,
UpdateTexture,
DestroyTexture,
CreateBuffer,
UpdateBuffer,
DestroyBuffer,
DrawTriangles,
DrawArrays,
DrawPointSprites,
CreateRenderTarget,
};
struct Header {
Op op;
std::uint16_t reserved;
std::uint32_t size; // of the body and payload, padded to 4 bytes
};
// Colors are 0xAARRGGBB. Resource ids are the adapter's, per engine; 0 means none.
struct BeginFrame {
// The render target drawn into (CreateRenderTarget's id), 0 for the window, or foreignTarget.
std::uint32_t target;
std::uint32_t readBack; // at the end of the frame, send the render target's pixels back (channel.hpp)
};
// A frame drawn into a render target of the client renderer's own (made while the renderer process wasn't running):
// the client renderer draws it, the renderer process only follows its changes.
inline constexpr std::uint32_t foreignTarget = 0xffffffff;
struct EndFrame {
std::uint64_t sentAt; // the adapter's QueryPerformanceCounter (the same clock in every process)
};
struct Clear {
std::uint32_t flags; // 1: color, 2: depth (to 1)
std::uint32_t color;
};
// The viewport's size, and a Direct3D projection matrix (row-major, row vectors).
struct SetProjection {
std::int32_t width;
std::int32_t height;
float m[16];
};
// An affine transform (SetModel, SetView): a 3x3 matrix, row-major, then the translation.
struct SetTransform {
float m[12];
};
struct SetTextures {
std::uint32_t texture0;
std::uint32_t texture1;
};
enum class State : std::uint32_t {
DepthTest,
DepthWrite,
Blending,
BlendMode, // 1: alpha, 2: additive, 3: premultiplied, 4: additive alpha
AlphaTest,
AlphaReference, // 0-255: pixels pass if their alpha is greater
Culling,
NormalInverting, // flips which winding faces front
Lighting,
Fog,
Ambient, // a color
};
struct SetState {
State state;
std::uint32_t value;
};
struct SetLight {
std::uint32_t index;
std::uint32_t enabled;
std::uint32_t color;
std::uint32_t directional; // 0: a point light at vector; 1: light coming from direction vector
float vector[3];
};
struct SetFog {
float start;
float end;
std::uint32_t color;
};
// Texture coordinates for a stage: u' = u * m[0] + v * m[1] + m[4], v' = u * m[2] + v * m[3] + m[5].
struct SetTextureTransform {
std::uint32_t stage;
std::uint32_t identity;
float m[6];
};
// Payload: width * height pixels (0xAARRGGBB), rows packed.
struct CreateTexture {
std::uint32_t id;
std::uint32_t width;
std::uint32_t height;
std::uint32_t flags; // 2: wrap u, 4: wrap v (else clamp)
};
struct UpdateTexture {
std::uint32_t id;
std::uint32_t width;
std::uint32_t height;
};
struct DestroyTexture {
std::uint32_t id;
};
// A texture frames can be drawn into (BeginFrame), and drawn with like any other; destroyed with DestroyTexture.
struct CreateRenderTarget {
std::uint32_t id;
std::uint32_t width;
std::uint32_t height;
};
enum class BufferKind : std::uint32_t {
Index, // 16-bit indices
Vertex, // positions and normals (3 floats), texture coordinates (2 floats) or colors (0xAARRGGBB)
};
// Payload: count elements of elementSize bytes, packed; empty for a buffer filled later (UpdateBuffer).
struct CreateBuffer {
std::uint32_t id;
BufferKind kind;
std::uint32_t elementSize;
std::uint32_t count;
};
struct UpdateBuffer {
std::uint32_t id;
std::uint32_t elementSize;
std::uint32_t count;
};
struct DestroyBuffer {
std::uint32_t id;
};
// Triangles from buffers: indices and positions are required, the others optional.
struct DrawTriangles {
std::uint32_t indices;
std::uint32_t positions;
std::uint32_t normals;
std::uint32_t texCoords;
std::uint32_t colors;
};
// Triangles from data in the payload, packed: indexCount 16-bit indices (padded to 4 bytes), then vertexCount
// positions, and normals, texture coordinates and colors if present.
struct DrawArrays {
std::uint32_t vertexCount;
std::uint32_t indexCount;
std::uint32_t hasNormals;
std::uint32_t hasTexCoords;
std::uint32_t hasColors;
};
// Particles: payload count sprites of 16 bytes, a position (3 floats) and a color. Each is a camera-facing square,
// viewport height / distance pixels across (1 to 64), textured with the first texture over the whole square.
struct DrawPointSprites {
std::uint32_t count;
};
static_assert(sizeof(Header) == 8 && sizeof(SetProjection) == 72 && sizeof(SetLight) == 28
&& sizeof(DrawArrays) == 20);
inline constexpr std::size_t padded(std::size_t size) { return (size + 3) & ~std::size_t{3}; }
// Appends commands to a byte buffer.
class Writer {
public:
// Appends a command and returns its payload, payloadSize bytes for the caller to fill.
template <class Body>
std::byte* add(Op op, const Body& body, std::size_t payloadSize = 0)
{
static_assert(sizeof(Body) % 4 == 0);
const std::size_t size = sizeof(Body) + padded(payloadSize);
const std::size_t start = bytes_.size();
bytes_.resize(start + sizeof(Header) + size);
const Header header{op, 0, static_cast<std::uint32_t>(size)};
std::memcpy(bytes_.data() + start, &header, sizeof(Header));
std::memcpy(bytes_.data() + start + sizeof(Header), &body, sizeof(Body));
return bytes_.data() + start + sizeof(Header) + sizeof(Body);
}
[[nodiscard]] std::span<const std::byte> bytes() const { return bytes_; }
[[nodiscard]] std::size_t size() const { return bytes_.size(); }
void clear() { bytes_.clear(); }
private:
std::vector<std::byte> bytes_;
};
// One command, as read back.
class Command {
public:
Command(Op op, std::span<const std::byte> data) : op_(op), data_(data) {}
[[nodiscard]] Op op() const { return op_; }
// The body, if the command is long enough to hold one.
template <class Body>
[[nodiscard]] std::optional<Body> body() const
{
if (data_.size() < sizeof(Body)) {
return std::nullopt;
}
Body body;
std::memcpy(&body, data_.data(), sizeof(Body));
return body;
}
template <class Body>
[[nodiscard]] std::span<const std::byte> payload() const
{
return data_.size() < sizeof(Body) ? std::span<const std::byte>{} : data_.subspan(sizeof(Body));
}
private:
Op op_;
std::span<const std::byte> data_;
};
// Reads commands back from a byte buffer; stops at the end, or at a truncated command.
class Reader {
public:
explicit Reader(std::span<const std::byte> bytes) : bytes_(bytes) {}
std::optional<Command> next()
{
if (bytes_.size() < sizeof(Header)) {
return std::nullopt;
}
Header header;
std::memcpy(&header, bytes_.data(), sizeof(Header));
if (bytes_.size() - sizeof(Header) < header.size) {
return std::nullopt;
}
Command command(header.op, bytes_.subspan(sizeof(Header), header.size));
bytes_ = bytes_.subspan(sizeof(Header) + header.size);
return command;
}
private:
std::span<const std::byte> bytes_;
};
} // namespace t5de::protocol
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# t5de-renderer.exe, the 64-bit renderer process, drawing with Diligent Engine.
include(FetchContent)
# Diligent Engine's core, pinned to an exact commit. Only the Direct3D 11 backend for now; the others (Direct3D 12,
# Vulkan for ray tracing and mesh shaders, WebGPU for browsers) are switched on as they're needed.
set(DILIGENT_NO_DIRECT3D12 ON CACHE BOOL "" FORCE)
set(DILIGENT_NO_VULKAN ON CACHE BOOL "" FORCE)
set(DILIGENT_NO_OPENGL ON CACHE BOOL "" FORCE)
set(DILIGENT_NO_WEBGPU ON CACHE BOOL "" FORCE)
set(DILIGENT_NO_ARCHIVER ON CACHE BOOL "" FORCE)
set(DILIGENT_NO_SUPER_RESOLUTION ON CACHE BOOL "" FORCE)
set(DILIGENT_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(DILIGENT_INSTALL_CORE OFF CACHE BOOL "" FORCE)
FetchContent_Declare(DiligentCore
GIT_REPOSITORY https://github.com/DiligentGraphics/DiligentCore.git
GIT_TAG c555e4d26de3f414eaf792fa16c0c24827619b17 # master, 2026-10-27
GIT_SUBMODULES ThirdParty/xxHash
EXCLUDE_FROM_ALL
SYSTEM)
FetchContent_MakeAvailable(DiligentCore)
# Shader sources, embedded in the program (Diligent compiles them at run time): each shaders/<name>.hlsl becomes
# <name>_hlsl.hpp, defining <camelCaseName>Hlsl.
function(t5de_embed_shader file name)
set(T5DE_SHADER_FILE ${file})
set(T5DE_SHADER_NAME ${name})
file(READ ${CMAKE_CURRENT_SOURCE_DIR}/shaders/${file} T5DE_SHADER_SOURCE)
get_filename_component(stem ${file} NAME_WE)
configure_file(shaders/embed.hpp.in ${CMAKE_CURRENT_BINARY_DIR}/generated/${stem}_hlsl.hpp @ONLY)
set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS shaders/${file})
endfunction()
t5de_embed_shader(fixed_function.hlsl fixedFunctionHlsl)
add_executable(t5de_renderer WIN32 log.cpp main.cpp scene.cpp)
set_target_properties(t5de_renderer PROPERTIES OUTPUT_NAME t5de-renderer)
target_include_directories(t5de_renderer PRIVATE ${CMAKE_CURRENT_BINARY_DIR}/generated)
target_link_libraries(t5de_renderer PRIVATE t5de::protocol t5de::options Diligent-GraphicsEngineD3D11-static Diligent-Common)
install(TARGETS t5de_renderer RUNTIME DESTINATION .)
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#include "log.hpp"
#include <windows.h>
#include <filesystem>
#include <string>
namespace t5de::log {
// Each line is one appending write, so lines from several processes don't mix.
void write(std::string_view line)
{
static const HANDLE file = [] {
wchar_t temp[MAX_PATH + 1];
const DWORD length = GetTempPathW(MAX_PATH + 1, temp);
if (length == 0 || length > MAX_PATH) {
return INVALID_HANDLE_VALUE;
}
return CreateFileW((std::filesystem::path(temp) / L"t5de-renderer-process.log").c_str(), FILE_APPEND_DATA,
FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE, nullptr, OPEN_ALWAYS,
FILE_ATTRIBUTE_NORMAL, nullptr);
}();
if (file != INVALID_HANDLE_VALUE) {
const std::string text = std::format("{}: {}\n", GetCurrentProcessId(), line);
DWORD written = 0;
WriteFile(file, text.data(), static_cast<DWORD>(text.size()), &written, nullptr);
}
}
} // namespace t5de::log
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#pragma once
// The renderer processes' log: %TEMP%\t5de-renderer-process.log, shared by all of them (lines start with the pid).
#include <format>
#include <string_view>
#include <utility>
namespace t5de::log {
void write(std::string_view line);
template <class... Args>
void info(std::format_string<Args...> format, Args&&... args)
{
write(std::format(format, std::forward<Args>(args)...));
}
} // namespace t5de::log
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// t5de-renderer.exe: the renderer process. Started by the adapter (t5deRenderEngine.dll), one for the whole client:
// receives each 3D view's drawing as commands through a shared memory channel of its own, and draws it with Diligent
// into a child window it places over the view in the client's window.
#include <windows.h>
#include <d3d11.h>
#include <dxgi.h>
#include <shellapi.h>
#include <algorithm>
#include <atomic>
#include <cstdint>
#include <cstring>
#include <filesystem>
#include <format>
#include <memory>
#include <mutex>
#include <optional>
#include <string>
#include <string_view>
#include <thread>
#include <vector>
#include "EngineFactoryD3D11.h"
#include "RefCntAutoPtr.hpp"
#include "RenderDeviceD3D11.h"
#include "log.hpp"
#include "scene.hpp"
#include "t5de/protocol/channel.hpp"
namespace {
using namespace Diligent;
using t5de::protocol::Channel;
using t5de::protocol::View;
using t5de::log::info;
// Diligent's messages (shader compilation errors, invalid states, ...), into the log.
void DILIGENT_CALL_TYPE diligent_message(DEBUG_MESSAGE_SEVERITY severity, const Char* message, const Char* function,
const Char*, int)
{
static constexpr const char* severities[] = {"info", "warning", "error", "fatal error"};
info("Diligent {}: {}{}{}", severities[severity < 4 ? severity : 3], function != nullptr ? function : "",
function != nullptr ? ": " : "", message != nullptr ? message : "");
}
struct Arguments {
std::wstring control;
DWORD parent = 0;
};
Arguments parse_arguments()
{
Arguments arguments;
int count = 0;
wchar_t** argv = CommandLineToArgvW(GetCommandLineW(), &count);
for (int i = 1; i + 1 < count; i += 2) {
const std::wstring_view name = argv[i];
if (name == L"--control") {
arguments.control = argv[i + 1];
} else if (name == L"--parent") {
arguments.parent = static_cast<DWORD>(std::wcstoul(argv[i + 1], nullptr, 10));
}
}
LocalFree(argv);
return arguments;
}
std::string narrow(const std::wstring& text) { return std::filesystem::path(text).string(); }
LRESULT CALLBACK window_procedure(HWND window, UINT message, WPARAM wparam, LPARAM lparam)
{
if (message == WM_ERASEBKGND) {
return 1; // we draw all of it
}
return DefWindowProcW(window, message, wparam, lparam);
}
// A child of the client's window. Disabled, so mouse input goes to the client's window under it.
HWND create_child_window(HWND parent)
{
static const ATOM windowClass = [] {
const WNDCLASSEXW description{.cbSize = sizeof(WNDCLASSEXW),
.lpfnWndProc = window_procedure,
.hInstance = GetModuleHandleW(nullptr),
.hCursor = LoadCursorW(nullptr, IDC_ARROW),
.lpszClassName = L"T5DERenderer"};
return RegisterClassExW(&description);
}();
return CreateWindowExW(0, MAKEINTATOM(windowClass), L"", WS_CHILD | WS_VISIBLE | WS_DISABLED | WS_CLIPSIBLINGS, 0,
0, 1, 1, parent, nullptr, GetModuleHandleW(nullptr), nullptr);
}
// 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)
{
static std::optional<View> view;
static ULONGLONG checked = 0;
if (GetTickCount64() - checked >= 1000) {
checked = GetTickCount64();
view.reset();
wchar_t temp[MAX_PATH + 1];
const DWORD length = GetTempPathW(MAX_PATH + 1, temp);
const HANDLE file = length == 0 || length > MAX_PATH
? INVALID_HANDLE_VALUE
: 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) {
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 "));
if (setting == "off") {
view = View::Off;
} else if (setting == "split") {
view = View::Split;
} else if (setting == "full") {
view = View::Full;
} else if (setting == "compare") {
view = View::Compare;
}
}
}
return view.value_or(adapter);
}
// 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). Returns the
// new source when it has changed.
std::optional<std::string> changed_shaders()
{
static ULONGLONG checked = 0;
static std::filesystem::file_time_type loaded{};
if (GetTickCount64() - checked < 1000) {
return std::nullopt;
}
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 std::nullopt;
}
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::nullopt;
}
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;
info("shaders reloaded from {}", path.string());
return source;
}
// 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;
}
// One of the client's 3D views: an engine's channel, and the child window its frames are drawn into. A thread of its
// own takes the channel's chunks as soon as they come (so the client never waits for drawing) and queues them; the main
// thread draws the newest complete frame, carrying out older ones' changes without drawing them.
class ViewWindow {
public:
// Opens the channel named name and sets up its window; null if the channel is gone or it can't.
static std::unique_ptr<ViewWindow> open(const std::wstring& name, IEngineFactoryD3D11* factory,
IRenderDevice* device, IDeviceContext* context,
const std::optional<std::string>& shaders)
{
std::unique_ptr<ViewWindow> view(new ViewWindow());
view->name_ = narrow(name.substr(name.rfind(L'-') + 1));
view->mapping_ = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, name.c_str());
if (view->mapping_ == nullptr) {
return nullptr; // its engine is gone already
}
view->channel_ = static_cast<Channel*>(MapViewOfFile(view->mapping_, FILE_MAP_ALL_ACCESS, 0, 0, 0));
view->ready_ = OpenEventW(SYNCHRONIZE, FALSE, (name + t5de::protocol::readyEventSuffix).c_str());
view->consumed_ = OpenEventW(EVENT_MODIFY_STATE, FALSE, (name + t5de::protocol::consumedEventSuffix).c_str());
view->read_ = OpenEventW(EVENT_MODIFY_STATE, FALSE, (name + t5de::protocol::readEventSuffix).c_str());
if (view->channel_ == nullptr || view->ready_ == nullptr || view->consumed_ == nullptr
|| view->read_ == nullptr || view->channel_->version != t5de::protocol::version) {
info("{}: can't open the channel", view->name_);
return nullptr;
}
view->data_ = reinterpret_cast<std::byte*>(view->channel_ + 1);
view->clientWindow_ = reinterpret_cast<HWND>(static_cast<std::uintptr_t>(view->channel_->window));
view->window_ = create_child_window(view->clientWindow_);
if (view->window_ == nullptr) {
info("{}: can't create a window in {:#x}", view->name_, view->channel_->window);
return nullptr;
}
SwapChainDesc swapChainDesc;
swapChainDesc.ColorBufferFormat = TEX_FORMAT_RGBA8_UNORM; // no sRGB conversion, like the client's renderer
swapChainDesc.DepthBufferFormat = TEX_FORMAT_D32_FLOAT;
factory->CreateSwapChainD3D11(device, context, swapChainDesc, FullScreenModeDesc{},
Win32NativeWindow{view->window_}, &view->swapChain_);
if (!view->swapChain_) {
info("{}: can't create a swap chain", view->name_);
return nullptr;
}
view->scene_ = std::make_unique<t5de::Scene>(device, context, view->swapChain_);
if (shaders) {
view->scene_->setShaderSource(*shaders);
}
// Frames read back: the adapter waits for them, sending nothing meanwhile, so the data area is free.
ViewWindow* self = view.get();
view->scene_->setReadBack([self](std::span<const std::byte> pixels) {
const std::size_t size = pixels.size() <= self->channel_->capacity ? pixels.size() : 0;
std::memcpy(self->data_, pixels.data(), size);
self->channel_->readSize = static_cast<std::uint32_t>(size);
SetEvent(self->read_);
});
QueryPerformanceFrequency(&view->frequency_);
view->framesReady_ = CreateEventW(nullptr, FALSE, FALSE, nullptr);
if (view->framesReady_ == nullptr) {
return nullptr;
}
view->receiver_ = std::thread([self] { self->receive(); });
info("{}: drawing window {:#x}, view {}", view->name_, view->channel_->window,
static_cast<int>(view->channel_->view));
return view;
}
ViewWindow(const ViewWindow&) = delete;
ViewWindow& operator=(const ViewWindow&) = delete;
~ViewWindow()
{
stopping_ = true;
if (receiver_.joinable()) {
receiver_.join();
}
if (channel_ != nullptr) {
channel_->covering = 0;
UnmapViewOfFile(channel_);
}
scene_.reset();
swapChain_.Release();
if (window_ != nullptr) {
DestroyWindow(window_);
info("{}: closed", name_);
}
for (HANDLE handle : {ready_, consumed_, read_, mapping_, framesReady_}) {
if (handle != nullptr) {
CloseHandle(handle);
}
}
}
// Set when complete frames are queued.
[[nodiscard]] HANDLE framesReady() const { return framesReady_; }
// Its engine is gone.
[[nodiscard]] bool closing() const { return channel_->closing != 0; }
void setShaderSource(const std::string& source) { scene_->setShaderSource(source); }
// After framesReady: draws the newest complete frame queued. If the client has sent more meanwhile (drawing fell
// behind), the older ones' changes are carried out without drawing them.
void onFramesReady()
{
std::vector<std::size_t> ends;
{
const std::scoped_lock lock(mutex_);
if (frameEnds_.empty()) {
return;
}
const std::size_t complete = frameEnds_.back();
frame_.assign(received_.begin(), received_.begin() + static_cast<std::ptrdiff_t>(complete));
received_.erase(received_.begin(), received_.begin() + static_cast<std::ptrdiff_t>(complete));
ends.swap(frameEnds_);
}
std::size_t begin = 0;
for (std::size_t i = 0; i + 1 < ends.size(); ++i) {
scene_->execute(std::span(frame_).subspan(begin, ends[i] - begin), 0, false);
begin = ends[i];
++skipped_;
}
const std::size_t complete = ends.back();
// Follow the client's 3D view's size.
const View view = current_view(channel_->view);
const auto [place, offset] = placement(clientWindow_, view);
const int width = place.right - place.left;
const int height = place.bottom - place.top;
if (std::memcmp(&place, &placed_, sizeof(RECT)) != 0) {
placed_ = place;
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 {}", name_, width, height,
place.left, offset);
} else {
ShowWindow(window_, SW_HIDE);
channel_->covering = 0;
info("{}: hidden", name_);
}
}
LARGE_INTEGER start, end;
QueryPerformanceCounter(&start);
const bool covers = view == View::Full && width > 0 && height > 0;
if (scene_->execute(std::span(frame_).subspan(begin, complete - begin), offset, width > 0 && height > 0)) {
swapChain_->Present(0);
channel_->covering = covers ? 1 : 0; // the client's renderer can stop drawing (or must start again)
QueryPerformanceCounter(&end);
const auto seconds = [this](LONGLONG ticks) {
return static_cast<double>(ticks) / static_cast<double>(frequency_.QuadPart);
};
drawTime_ += seconds(end.QuadPart - start.QuadPart);
latency_ += seconds(end.QuadPart - static_cast<LONGLONG>(scene_->lastSentAt()));
if (++drawn_ == 300) {
info("{}: last 300 frames: {:.1f} ms each to draw and present, {:.1f} ms from the client's end of frame "
"to presented, {} skipped to catch up",
name_, drawTime_ * 1000 / drawn_, latency_ * 1000 / drawn_, skipped_);
drawTime_ = 0;
latency_ = 0;
drawn_ = 0;
skipped_ = 0;
}
}
}
private:
ViewWindow() = default;
// The receiver thread: takes each chunk as it comes (after "ready"), lets the adapter send the next, and queues it;
// sets framesReady when a frame is complete. Ends when the view closes.
void receive()
{
while (!stopping_ && !closing()) {
if (WaitForSingleObject(ready_, 100) != WAIT_OBJECT_0 || closing()) {
continue;
}
const std::uint32_t size = channel_->chunkSize <= channel_->capacity ? channel_->chunkSize : 0;
const bool endsFrame = (channel_->chunkFlags & t5de::protocol::chunkEndsFrame) != 0;
{
const std::scoped_lock lock(mutex_);
received_.insert(received_.end(), data_, data_ + size);
if (endsFrame) {
frameEnds_.push_back(received_.size());
}
}
SetEvent(consumed_);
if (endsFrame) {
SetEvent(framesReady_);
}
}
SetEvent(framesReady_); // wakes the main thread to close the view
}
std::string name_;
HANDLE mapping_ = nullptr;
HANDLE ready_ = nullptr;
HANDLE consumed_ = nullptr;
HANDLE read_ = nullptr;
Channel* channel_ = nullptr;
std::byte* data_ = nullptr;
HWND clientWindow_ = nullptr;
HWND window_ = nullptr;
RefCntAutoPtr<ISwapChain> swapChain_;
std::unique_ptr<t5de::Scene> scene_;
std::vector<std::byte> frame_; // the frames being drawn
RECT placed_{};
std::thread receiver_;
std::atomic<bool> stopping_ = false;
HANDLE framesReady_ = nullptr;
std::mutex mutex_; // guards received_ and frameEnds_
std::vector<std::byte> received_; // chunks taken, not yet drawn
std::vector<std::size_t> frameEnds_; // where complete frames end in received_
LARGE_INTEGER frequency_{};
double drawTime_ = 0;
double latency_ = 0;
int drawn_ = 0;
int skipped_ = 0;
};
} // namespace
int WINAPI wWinMain(HINSTANCE, HINSTANCE, PWSTR, int)
{
const Arguments arguments = parse_arguments();
if (arguments.control.empty()) {
return 2;
}
HANDLE mapping = OpenFileMappingW(FILE_MAP_READ, FALSE, arguments.control.c_str());
const auto* control = mapping == nullptr ? nullptr
: static_cast<const t5de::protocol::Control*>(
MapViewOfFile(mapping, FILE_MAP_READ, 0, 0, 0));
HANDLE attach = OpenEventW(SYNCHRONIZE, FALSE, (arguments.control + t5de::protocol::attachEventSuffix).c_str());
HANDLE parent = OpenProcess(SYNCHRONIZE, FALSE, arguments.parent);
if (control == nullptr || attach == nullptr || parent == nullptr || control->version != t5de::protocol::version) {
return 3;
}
info("started for client {}", arguments.parent);
IEngineFactoryD3D11* factory = GetEngineFactoryD3D11();
factory->SetMessageCallback(diligent_message);
RefCntAutoPtr<IRenderDevice> device;
RefCntAutoPtr<IDeviceContext> context;
EngineD3D11CreateInfo engineInfo;
factory->CreateDeviceAndContextsD3D11(engineInfo, &device, &context);
if (!device) {
info("can't create a Direct3D 11 device");
return 5;
}
// Show each frame as soon as it's drawn: Direct3D 11 otherwise lets 3 frames queue, which the view would trail by.
if (RefCntAutoPtr<IRenderDeviceD3D11> d3d11{device, IID_RenderDeviceD3D11}) {
IDXGIDevice1* dxgi = nullptr;
if (SUCCEEDED(d3d11->GetD3D11Device()->QueryInterface(__uuidof(IDXGIDevice1), reinterpret_cast<void**>(&dxgi)))) {
dxgi->SetMaximumFrameLatency(1);
dxgi->Release();
}
}
std::vector<std::unique_ptr<ViewWindow>> views;
std::uint32_t attached = 0;
std::optional<std::string> shaders; // the override, if any
std::size_t first = 0; // which view's event is waited on first, taking turns
for (;;) {
// New channels: opened in order; those whose engines are gone already are skipped.
while (attached < control->channels) {
if (auto view = ViewWindow::open(std::format(L"{}-{}", arguments.control, attached), factory, device,
context, shaders)) {
views.push_back(std::move(view));
}
++attached;
}
std::erase_if(views, [](const auto& view) { return view->closing(); });
if (auto source = changed_shaders()) {
shaders = std::move(source);
for (const auto& view : views) {
view->setShaderSource(*shaders);
}
}
std::vector<HANDLE> handles{parent, attach};
const std::size_t count = std::min<std::size_t>(views.size(), MAXIMUM_WAIT_OBJECTS - 3);
for (std::size_t i = 0; i < count; ++i) {
handles.push_back(views[(first + i) % views.size()]->framesReady());
}
const DWORD result = MsgWaitForMultipleObjects(static_cast<DWORD>(handles.size()), handles.data(), FALSE, 1000,
QS_ALLINPUT);
MSG message;
while (PeekMessageW(&message, nullptr, 0, 0, PM_REMOVE)) {
DispatchMessageW(&message);
}
if (result == WAIT_OBJECT_0) {
break; // the client exited
}
if (result >= WAIT_OBJECT_0 + 2 && result < WAIT_OBJECT_0 + handles.size()) {
const std::size_t index = (first + (result - WAIT_OBJECT_0 - 2)) % views.size();
views[index]->onFramesReady();
first = (index + 1) % views.size();
}
}
views.clear();
info("exiting");
return 0;
}
+806
View File
@@ -0,0 +1,806 @@
#include "scene.hpp"
#include <cstring>
#include <string>
#include "fixed_function_hlsl.hpp"
namespace t5de {
using namespace Diligent;
using protocol::Op;
namespace {
void set_identity(float (&m)[16])
{
std::memset(m, 0, sizeof(m));
m[0] = m[5] = m[10] = m[15] = 1;
}
// An affine transform (3x3 row-major, then translation) as a 4x4 matrix for row vectors.
void set_transform(float (&m)[16], const float (&t)[12])
{
for (int row = 0; row < 3; ++row) {
m[row * 4 + 0] = t[row * 3 + 0];
m[row * 4 + 1] = t[row * 3 + 1];
m[row * 4 + 2] = t[row * 3 + 2];
m[row * 4 + 3] = 0;
}
m[12] = t[9];
m[13] = t[10];
m[14] = t[11];
m[15] = 1;
}
// u' = u * m[0] + v * m[1] + m[4], v' = u * m[2] + v * m[3] + m[5], as two rows dotted with (u, v, 1).
void set_texture_transform(float (&rows)[8], const float (&m)[6])
{
const float values[8] = {m[0], m[1], m[4], 0, m[2], m[3], m[5], 0};
std::memcpy(rows, values, sizeof(rows));
}
void set_color(float (&rgba)[4], std::uint32_t color)
{
rgba[0] = static_cast<float>((color >> 16) & 0xff) / 255.0f;
rgba[1] = static_cast<float>((color >> 8) & 0xff) / 255.0f;
rgba[2] = static_cast<float>(color & 0xff) / 255.0f;
rgba[3] = static_cast<float>(color >> 24) / 255.0f;
}
constexpr std::uint32_t hasNormals = 1;
constexpr std::uint32_t hasTexCoords = 2;
constexpr std::uint32_t hasColors = 4;
} // namespace
Scene::Scene(IRenderDevice* device, IDeviceContext* context, ISwapChain* swapChain)
: device_(device), context_(context), swapChain_(swapChain), shaderSource_(fixedFunctionHlsl)
{
BufferDesc constants;
constants.Name = "Constants";
constants.Size = sizeof(Constants);
constants.Usage = USAGE_DYNAMIC;
constants.BindFlags = BIND_UNIFORM_BUFFER;
constants.CPUAccessFlags = CPU_ACCESS_WRITE;
device_->CreateBuffer(constants, nullptr, &constantBuffer_);
// IMVU's textures: bilinear, no mipmaps, wrapped or clamped per texture.
for (int wrap = 0; wrap < 4; ++wrap) {
SamplerDesc sampler;
sampler.MinFilter = FILTER_TYPE_LINEAR;
sampler.MagFilter = FILTER_TYPE_LINEAR;
sampler.MipFilter = FILTER_TYPE_POINT;
sampler.AddressU = (wrap & 1) != 0 ? TEXTURE_ADDRESS_WRAP : TEXTURE_ADDRESS_CLAMP;
sampler.AddressV = (wrap & 2) != 0 ? TEXTURE_ADDRESS_WRAP : TEXTURE_ADDRESS_CLAMP;
device_->CreateSampler(sampler, &samplers_[wrap]);
}
set_identity(constants_.world);
set_identity(constants_.view);
set_identity(constants_.projection);
const float identity[6] = {1, 0, 0, 1, 0, 0};
set_texture_transform(constants_.texTransform0, identity);
set_texture_transform(constants_.texTransform1, identity);
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;
draw_ = draw;
bool drew = false;
protocol::Reader reader(commands);
while (const auto command = reader.next()) {
switch (command->op()) {
case Op::BeginFrame:
if (const auto begin = command->body<protocol::BeginFrame>()) {
beginFrame(*begin);
}
break;
case Op::EndFrame:
if (const auto end = command->body<protocol::EndFrame>()) {
lastSentAt_ = end->sentAt;
}
drew = drew || onscreen_;
endFrame();
break;
case Op::Clear:
if (const auto clear = command->body<protocol::Clear>(); clear && colorView_ != nullptr) {
if ((clear->flags & 1) != 0) {
float color[4];
set_color(color, clear->color);
context_->ClearRenderTarget(colorView_, color, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
}
if ((clear->flags & 2) != 0) {
context_->ClearDepthStencil(depthView_, CLEAR_DEPTH_FLAG, 1.0f, 0,
RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
}
}
break;
case Op::SetProjection:
if (const auto projection = command->body<protocol::SetProjection>()) {
setProjection(*projection);
}
break;
case Op::SetModel:
if (const auto model = command->body<protocol::SetTransform>()) {
set_transform(constants_.world, model->m);
}
break;
case Op::SetView:
if (const auto view = command->body<protocol::SetTransform>()) {
set_transform(constants_.view, view->m);
}
break;
case Op::SetTextures:
if (const auto textures = command->body<protocol::SetTextures>()) {
state_.texture0 = textures->texture0;
state_.texture1 = textures->texture1;
}
break;
case Op::SetState:
if (const auto state = command->body<protocol::SetState>()) {
setState(*state);
}
break;
case Op::SetLight:
if (const auto light = command->body<protocol::SetLight>(); light && light->index < 8) {
set_color(constants_.lightColor[light->index], light->color);
constants_.lightColor[light->index][3] = light->enabled != 0 ? 1.0f : 0.0f;
std::memcpy(constants_.lightVector[light->index], light->vector, sizeof(light->vector));
constants_.lightVector[light->index][3] = light->directional != 0 ? 1.0f : 0.0f;
}
break;
case Op::SetFog:
if (const auto fog = command->body<protocol::SetFog>()) {
constants_.fog[0] = fog->start;
constants_.fog[1] = fog->end;
set_color(constants_.fogColor, fog->color);
}
break;
case Op::SetTextureTransform:
if (const auto transform = command->body<protocol::SetTextureTransform>(); transform && transform->stage < 2) {
set_texture_transform(transform->stage == 0 ? constants_.texTransform0 : constants_.texTransform1,
transform->m);
}
break;
case Op::CreateTexture:
createTexture(*command);
break;
case Op::UpdateTexture:
updateTexture(*command);
break;
case Op::CreateRenderTarget:
if (const auto create = command->body<protocol::CreateRenderTarget>()) {
createRenderTarget(*create);
}
break;
case Op::DestroyTexture:
if (const auto destroy = command->body<protocol::DestroyTexture>()) {
textures_.erase(destroy->id);
}
break;
case Op::CreateBuffer:
createBuffer(*command);
break;
case Op::UpdateBuffer:
updateBuffer(*command);
break;
case Op::DestroyBuffer:
if (const auto destroy = command->body<protocol::DestroyBuffer>()) {
buffers_.erase(destroy->id);
}
break;
case Op::DrawTriangles:
if (const auto triangles = command->body<protocol::DrawTriangles>(); triangles && colorView_ != nullptr) {
drawTriangles(*triangles);
}
break;
case Op::DrawArrays:
if (colorView_ != nullptr) {
drawArrays(*command);
}
break;
case Op::DrawPointSprites:
if (colorView_ != nullptr) {
drawPointSprites(*command);
}
break;
}
}
return drew;
}
void Scene::setProjection(const protocol::SetProjection& projection)
{
std::memcpy(constants_.projection, projection.m, sizeof(constants_.projection));
// The client's projections give depth from -1 to 1, as OpenGL does; IMVU's Direct3D renderer maps it to 0 to 1
// (z' = z / 2 + w / 2) before setting them, and so do we. (It also shifts them half a pixel, which Direct3D 9
// needs and Direct3D 11 doesn't.)
for (int row = 0; row < 4; ++row) {
float* m = constants_.projection + row * 4;
m[2] = 0.5f * m[2] + 0.5f * m[3];
}
constants_.viewport[0] = static_cast<float>(projection.width);
constants_.viewport[1] = static_cast<float>(projection.height);
projectionWidth_ = projection.width;
projectionHeight_ = projection.height;
setViewport();
}
void Scene::setViewport()
{
if (colorView_ == nullptr || projectionWidth_ <= 0 || projectionHeight_ <= 0) {
return;
}
// The client's projection covers its whole 3D view; the window shows part of it, from offsetX.
const SwapChainDesc& window = swapChain_->GetDesc();
Viewport viewport;
viewport.TopLeftX = onscreen_ ? static_cast<float>(-offsetX_) : 0.0f;
viewport.TopLeftY = 0;
viewport.Width = static_cast<float>(projectionWidth_);
viewport.Height = static_cast<float>(projectionHeight_);
viewport.MinDepth = 0;
viewport.MaxDepth = 1;
context_->SetViewports(1, &viewport, onscreen_ ? window.Width : target_->width,
onscreen_ ? window.Height : target_->height);
}
void Scene::beginFrame(const protocol::BeginFrame& begin)
{
onscreen_ = false;
target_ = nullptr;
colorView_ = nullptr;
depthView_ = nullptr;
readsBack_ = begin.readBack != 0;
if (begin.target == 0) {
if (draw_) {
onscreen_ = true;
colorView_ = swapChain_->GetCurrentBackBufferRTV();
depthView_ = swapChain_->GetDepthBufferDSV();
}
} else if (const auto found = textures_.find(begin.target); found != textures_.end() && found->second.depth) {
target_ = &found->second;
colorView_ = target_->texture->GetDefaultView(TEXTURE_VIEW_RENDER_TARGET);
depthView_ = target_->depth->GetDefaultView(TEXTURE_VIEW_DEPTH_STENCIL);
}
if (colorView_ != nullptr) {
context_->SetRenderTargets(1, &colorView_, depthView_, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
setViewport();
}
}
void Scene::endFrame()
{
if (readsBack_ && readBack_) {
readBack_(target_ != nullptr ? readTarget(*target_) : std::span<const std::byte>{});
}
if (target_ != nullptr) {
// Unbound, so it can be drawn with (a texture can't be both).
context_->SetRenderTargets(0, nullptr, nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
}
onscreen_ = false;
target_ = nullptr;
readsBack_ = false;
colorView_ = nullptr;
depthView_ = nullptr;
}
std::span<const std::byte> Scene::readTarget(const Texture& target)
{
TextureDesc desc;
desc.Name = "Render target read back";
desc.Type = RESOURCE_DIM_TEX_2D;
desc.Width = target.width;
desc.Height = target.height;
desc.MipLevels = 1;
desc.Format = TEX_FORMAT_RGBA8_UNORM;
desc.Usage = USAGE_STAGING;
desc.CPUAccessFlags = CPU_ACCESS_READ;
RefCntAutoPtr<ITexture> staging;
device_->CreateTexture(desc, nullptr, &staging);
if (!staging) {
return {};
}
CopyTextureAttribs copy(target.texture, RESOURCE_STATE_TRANSITION_MODE_TRANSITION, staging,
RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
context_->CopyTexture(copy);
MappedTextureSubresource mapped;
context_->MapTextureSubresource(staging, 0, 0, MAP_READ, MAP_FLAG_NONE, nullptr, mapped); // waits for the GPU
if (mapped.pData == nullptr) {
return {};
}
// RGBA in memory, to the client's 0xAARRGGBB (BGRA in memory).
readPixels_.resize(std::size_t{target.width} * target.height * 4);
for (std::uint32_t y = 0; y < target.height; ++y) {
const auto* from = static_cast<const std::uint8_t*>(mapped.pData) + y * mapped.Stride;
auto* to = reinterpret_cast<std::uint8_t*>(readPixels_.data()) + std::size_t{y} * target.width * 4;
for (std::uint32_t x = 0; x < target.width; ++x) {
to[x * 4 + 0] = from[x * 4 + 2];
to[x * 4 + 1] = from[x * 4 + 1];
to[x * 4 + 2] = from[x * 4 + 0];
to[x * 4 + 3] = from[x * 4 + 3];
}
}
context_->UnmapTextureSubresource(staging, 0, 0);
return readPixels_;
}
void Scene::setState(const protocol::SetState& state)
{
const bool on = state.value != 0;
switch (state.state) {
case protocol::State::DepthTest:
state_.depthTest = on;
break;
case protocol::State::DepthWrite:
state_.depthWrite = on;
break;
case protocol::State::Blending:
state_.blending = on;
break;
case protocol::State::BlendMode:
if (state.value >= 1 && state.value <= 4) {
state_.blendMode = state.value;
}
break;
case protocol::State::AlphaTest:
constants_.flags[1] = on ? 1.0f : 0.0f;
break;
case protocol::State::AlphaReference:
constants_.flags[2] = static_cast<float>(state.value);
break;
case protocol::State::Culling:
state_.culling = on;
break;
case protocol::State::NormalInverting:
state_.normalInverting = on;
break;
case protocol::State::Lighting:
constants_.flags[0] = on ? 1.0f : 0.0f;
break;
case protocol::State::Fog:
constants_.fog[2] = on ? 1.0f : 0.0f;
break;
case protocol::State::Ambient:
set_color(constants_.ambient, state.value);
break;
}
}
void Scene::createTexture(const protocol::Command& command)
{
const auto create = command.body<protocol::CreateTexture>();
const auto pixels = command.payload<protocol::CreateTexture>();
if (!create || create->width == 0 || create->height == 0
|| pixels.size() < std::size_t{create->width} * create->height * 4) {
return;
}
TextureDesc desc;
desc.Name = "Client texture";
desc.Type = RESOURCE_DIM_TEX_2D;
desc.Width = create->width;
desc.Height = create->height;
desc.MipLevels = 1;
desc.Format = TEX_FORMAT_BGRA8_UNORM; // 0xAARRGGBB in memory
desc.BindFlags = BIND_SHADER_RESOURCE;
desc.Usage = USAGE_DEFAULT;
TextureSubResData level;
level.pData = pixels.data();
level.Stride = std::uint64_t{create->width} * 4;
TextureData data;
data.pSubResources = &level;
data.NumSubresources = 1;
Texture texture{.width = create->width, .height = create->height, .flags = create->flags};
device_->CreateTexture(desc, &data, &texture.texture);
if (!texture.texture) {
return;
}
texture.texture->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE)
->SetSampler(samplers_[((create->flags & 2) != 0 ? 1 : 0) | ((create->flags & 4) != 0 ? 2 : 0)]);
textures_[create->id] = std::move(texture);
}
void Scene::createRenderTarget(const protocol::CreateRenderTarget& create)
{
if (create.width == 0 || create.height == 0) {
return;
}
// The window's formats, so the same pipelines draw into both.
const SwapChainDesc& window = swapChain_->GetDesc();
TextureDesc desc;
desc.Name = "Client render target";
desc.Type = RESOURCE_DIM_TEX_2D;
desc.Width = create.width;
desc.Height = create.height;
desc.MipLevels = 1;
desc.Format = window.ColorBufferFormat;
desc.BindFlags = BIND_RENDER_TARGET | BIND_SHADER_RESOURCE;
desc.ClearValue.Format = desc.Format;
Texture target{.width = create.width, .height = create.height, .flags = 0};
device_->CreateTexture(desc, nullptr, &target.texture);
TextureDesc depth = desc;
depth.Name = "Client render target depth";
depth.Format = window.DepthBufferFormat;
depth.BindFlags = BIND_DEPTH_STENCIL;
depth.ClearValue.Format = depth.Format;
depth.ClearValue.DepthStencil.Depth = 1;
device_->CreateTexture(depth, nullptr, &target.depth);
if (!target.texture || !target.depth) {
return;
}
target.texture->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE)->SetSampler(samplers_[0]);
textures_[create.id] = std::move(target);
}
void Scene::updateTexture(const protocol::Command& command)
{
const auto update = command.body<protocol::UpdateTexture>();
const auto pixels = command.payload<protocol::UpdateTexture>();
if (!update || pixels.size() < std::size_t{update->width} * update->height * 4) {
return;
}
const auto found = textures_.find(update->id);
if (found == textures_.end()) {
return;
}
Texture& texture = found->second;
if (texture.width != update->width || texture.height != update->height) {
// A different size: make it again, keeping its sampling.
protocol::Writer writer;
std::memcpy(writer.add(Op::CreateTexture,
protocol::CreateTexture{update->id, update->width, update->height, texture.flags},
pixels.size()),
pixels.data(), pixels.size());
protocol::Reader reader(writer.bytes());
createTexture(*reader.next());
return;
}
Box box;
box.MaxX = update->width;
box.MaxY = update->height;
TextureSubResData level;
level.pData = pixels.data();
level.Stride = std::uint64_t{update->width} * 4;
context_->UpdateTexture(texture.texture, 0, 0, box, level, RESOURCE_STATE_TRANSITION_MODE_TRANSITION,
RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
}
void Scene::createBuffer(const protocol::Command& command)
{
const auto create = command.body<protocol::CreateBuffer>();
if (!create || create->count == 0 || create->elementSize == 0) {
return;
}
const std::size_t size = std::size_t{create->elementSize} * create->count;
const auto contents = command.payload<protocol::CreateBuffer>();
const bool filled = contents.size() >= size;
BufferDesc desc;
desc.Name = create->kind == protocol::BufferKind::Index ? "Client indices" : "Client vertices";
desc.Size = size;
desc.BindFlags = create->kind == protocol::BufferKind::Index ? BIND_INDEX_BUFFER : BIND_VERTEX_BUFFER;
desc.Usage = filled ? USAGE_IMMUTABLE : USAGE_DEFAULT; // dynamic buffers are filled by updates
BufferData data;
data.pData = contents.data();
data.DataSize = size;
Buffer buffer{.kind = create->kind, .elementSize = create->elementSize, .count = create->count};
device_->CreateBuffer(desc, filled ? &data : nullptr, &buffer.buffer);
if (buffer.buffer) {
buffers_[create->id] = std::move(buffer);
}
}
void Scene::updateBuffer(const protocol::Command& command)
{
const auto update = command.body<protocol::UpdateBuffer>();
const auto contents = command.payload<protocol::UpdateBuffer>();
if (!update) {
return;
}
const auto found = buffers_.find(update->id);
const std::size_t size = std::size_t{update->elementSize} * update->count;
if (found == buffers_.end() || contents.size() < size || found->second.elementSize != update->elementSize
|| found->second.count != update->count || found->second.buffer->GetDesc().Usage != USAGE_DEFAULT) {
return;
}
context_->UpdateBuffer(found->second.buffer, 0, size, contents.data(), RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
}
ITextureView* Scene::textureView(std::uint32_t id)
{
const auto found = textures_.find(id);
return found == textures_.end() ? nullptr : found->second.texture->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE);
}
void Scene::drawTriangles(const protocol::DrawTriangles& draw)
{
const auto buffer = [this](std::uint32_t id, protocol::BufferKind kind, std::uint32_t elementSize) -> Buffer* {
const auto found = buffers_.find(id);
if (id == 0 || found == buffers_.end() || found->second.kind != kind || found->second.elementSize != elementSize) {
return nullptr;
}
return &found->second;
};
Buffer* indices = buffer(draw.indices, protocol::BufferKind::Index, 2);
Buffer* positions = buffer(draw.positions, protocol::BufferKind::Vertex, 12);
if (indices == nullptr || positions == nullptr) {
return;
}
// Optional streams count only if they cover every vertex.
const auto optional = [&](std::uint32_t id, std::uint32_t elementSize) -> IBuffer* {
Buffer* found = buffer(id, protocol::BufferKind::Vertex, elementSize);
return found != nullptr && found->count >= positions->count ? found->buffer.RawPtr() : nullptr;
};
this->draw(indices->buffer, indices->count, positions->buffer, optional(draw.normals, 12),
optional(draw.texCoords, 8), optional(draw.colors, 4));
}
void Scene::drawArrays(const protocol::Command& command)
{
const auto arrays = command.body<protocol::DrawArrays>();
const auto payload = command.payload<protocol::DrawArrays>();
if (!arrays || arrays->vertexCount == 0 || arrays->indexCount == 0) {
return;
}
const std::size_t indexBytes = protocol::padded(std::size_t{arrays->indexCount} * 2);
const std::size_t vertices = arrays->vertexCount;
if (payload.size() < indexBytes + vertices * (12 + (arrays->hasNormals ? 12 : 0) + (arrays->hasTexCoords ? 8 : 0) +
(arrays->hasColors ? 4 : 0))) {
return;
}
const auto make = [this](const std::byte* data, std::size_t size, BIND_FLAGS bind) {
BufferDesc desc;
desc.Name = "Client arrays";
desc.Size = size;
desc.BindFlags = bind;
desc.Usage = USAGE_IMMUTABLE;
BufferData contents;
contents.pData = data;
contents.DataSize = size;
RefCntAutoPtr<IBuffer> buffer;
device_->CreateBuffer(desc, &contents, &buffer);
return buffer;
};
const std::byte* next = payload.data();
const auto indices = make(next, std::size_t{arrays->indexCount} * 2, BIND_INDEX_BUFFER);
next += indexBytes;
const auto positions = make(next, vertices * 12, BIND_VERTEX_BUFFER);
next += vertices * 12;
RefCntAutoPtr<IBuffer> normals, texCoords, colors;
if (arrays->hasNormals) {
normals = make(next, vertices * 12, BIND_VERTEX_BUFFER);
next += vertices * 12;
}
if (arrays->hasTexCoords) {
texCoords = make(next, vertices * 8, BIND_VERTEX_BUFFER);
next += vertices * 8;
}
if (arrays->hasColors) {
colors = make(next, vertices * 4, BIND_VERTEX_BUFFER);
}
draw(indices, arrays->indexCount, positions, normals, texCoords, colors);
}
void Scene::draw(IBuffer* indices, std::uint32_t indexCount, IBuffer* positions, IBuffer* normals, IBuffer* texCoords,
IBuffer* colors)
{
if (indices == nullptr || positions == nullptr || indexCount == 0) {
return;
}
const std::uint32_t streams =
(normals != nullptr ? hasNormals : 0) | (texCoords != nullptr ? hasTexCoords : 0) | (colors != nullptr ? hasColors : 0);
if (prepare(streams, false) == nullptr) {
return;
}
IBuffer* vertexBuffers[4];
std::uint32_t count = 0;
for (IBuffer* stream : {positions, normals, texCoords, colors}) {
if (stream != nullptr) {
vertexBuffers[count++] = stream;
}
}
context_->SetVertexBuffers(0, count, vertexBuffers, nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION,
SET_VERTEX_BUFFERS_FLAG_RESET);
context_->SetIndexBuffer(indices, 0, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
DrawIndexedAttribs attributes;
attributes.NumIndices = indexCount;
attributes.IndexType = VT_UINT16;
context_->DrawIndexed(attributes);
}
Scene::Pipeline* Scene::prepare(std::uint32_t streams, bool sprites)
{
// Like the client: no textures, the first, or both (the second only with a first).
ITextureView* texture0 = textureView(state_.texture0);
ITextureView* texture1 = texture0 != nullptr ? textureView(state_.texture1) : nullptr;
const std::uint32_t textures = texture0 == nullptr ? 0 : texture1 == nullptr ? 1 : 2;
Pipeline* selected = pipeline(streams, textures, sprites);
if (selected == nullptr) {
return nullptr;
}
void* mapped = nullptr;
context_->MapBuffer(constantBuffer_, MAP_WRITE, MAP_FLAG_DISCARD, mapped);
if (mapped == nullptr) {
return nullptr;
}
std::memcpy(mapped, &constants_, sizeof(constants_));
context_->UnmapBuffer(constantBuffer_, MAP_WRITE);
if (selected->texture0 != nullptr) {
selected->texture0->Set(texture0);
}
if (selected->texture1 != nullptr) {
selected->texture1->Set(texture1);
}
context_->SetPipelineState(selected->state);
context_->CommitShaderResources(selected->bindings, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
return selected;
}
void Scene::drawPointSprites(const protocol::Command& command)
{
const auto sprites = command.body<protocol::DrawPointSprites>();
const auto payload = command.payload<protocol::DrawPointSprites>();
if (!sprites || sprites->count == 0 || payload.size() < std::size_t{sprites->count} * 16) {
return;
}
BufferDesc desc;
desc.Name = "Client particles";
desc.Size = std::size_t{sprites->count} * 16;
desc.BindFlags = BIND_VERTEX_BUFFER;
desc.Usage = USAGE_IMMUTABLE;
BufferData contents;
contents.pData = payload.data();
contents.DataSize = desc.Size;
RefCntAutoPtr<IBuffer> buffer;
device_->CreateBuffer(desc, &contents, &buffer);
if (!buffer || prepare(0, true) == nullptr) {
return;
}
IBuffer* buffers[] = {buffer};
context_->SetVertexBuffers(0, 1, buffers, nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION,
SET_VERTEX_BUFFERS_FLAG_RESET);
DrawAttribs attributes;
attributes.NumVertices = 4;
attributes.NumInstances = sprites->count;
context_->Draw(attributes);
}
const Scene::Shaders& Scene::shaders(std::uint32_t streams, std::uint32_t textures, bool sprites)
{
const std::uint32_t key = streams | (textures << 3) | (sprites ? 1u << 5 : 0);
if (const auto found = shaders_.find(key); found != shaders_.end()) {
return found->second;
}
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" + shaderSource_;
Shaders created;
ShaderCreateInfo info;
info.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
info.Desc.UseCombinedTextureSamplers = true; // g_TextureN with g_TextureN_sampler, set from each texture's view
info.Source = source.c_str();
info.Desc.ShaderType = SHADER_TYPE_VERTEX;
info.Desc.Name = sprites ? "Fixed function particles (vertex)" : "Fixed function (vertex)";
info.EntryPoint = sprites ? "vs_sprite" : "vs_main";
device_->CreateShader(info, &created.vertex);
info.Desc.ShaderType = SHADER_TYPE_PIXEL;
info.Desc.Name = "Fixed function (pixel)";
info.EntryPoint = "ps_main";
device_->CreateShader(info, &created.pixel);
return shaders_[key] = std::move(created);
}
Scene::Pipeline* Scene::pipeline(std::uint32_t streams, std::uint32_t textures, bool sprites)
{
const std::uint32_t blend = state_.blending ? state_.blendMode : 0;
const bool culling = state_.culling && !sprites; // point sprites aren't culled
const std::uint32_t key = streams | (textures << 3) | (blend << 5) | (state_.depthTest ? 1u << 8 : 0) |
(state_.depthWrite ? 1u << 9 : 0) | (culling ? 1u << 10 : 0) |
(state_.normalInverting ? 1u << 11 : 0) | (sprites ? 1u << 12 : 0);
if (const auto found = pipelines_.find(key); found != pipelines_.end()) {
return found->second.state ? &found->second : nullptr;
}
Pipeline& entry = pipelines_[key];
const Shaders& compiled = shaders(streams, textures, sprites);
if (!compiled.vertex || !compiled.pixel) {
return nullptr;
}
GraphicsPipelineStateCreateInfo info;
info.PSODesc.Name = "Fixed function";
info.PSODesc.PipelineType = PIPELINE_TYPE_GRAPHICS;
const SwapChainDesc& window = swapChain_->GetDesc();
GraphicsPipelineDesc& graphics = info.GraphicsPipeline;
graphics.NumRenderTargets = 1;
graphics.RTVFormats[0] = window.ColorBufferFormat;
graphics.DSVFormat = window.DepthBufferFormat;
graphics.PrimitiveTopology = sprites ? PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP : PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
// The client culls clockwise triangles, or counter-clockwise ones when normals are inverted (mirrored objects).
graphics.RasterizerDesc.CullMode = culling ? CULL_MODE_BACK : CULL_MODE_NONE;
graphics.RasterizerDesc.FrontCounterClockwise = !state_.normalInverting;
graphics.DepthStencilDesc.DepthEnable = state_.depthTest;
graphics.DepthStencilDesc.DepthWriteEnable = state_.depthWrite;
graphics.DepthStencilDesc.DepthFunc = COMPARISON_FUNC_LESS;
RenderTargetBlendDesc& blending = graphics.BlendDesc.RenderTargets[0];
blending.BlendEnable = blend != 0;
if (blend != 0) {
const BLEND_FACTOR source = blend == 1 || blend == 4 ? BLEND_FACTOR_SRC_ALPHA : BLEND_FACTOR_ONE;
const BLEND_FACTOR destination = blend == 2 || blend == 4 ? BLEND_FACTOR_ONE : BLEND_FACTOR_INV_SRC_ALPHA;
blending.SrcBlend = blending.SrcBlendAlpha = source;
blending.DestBlend = blending.DestBlendAlpha = destination;
blending.BlendOp = blending.BlendOpAlpha = BLEND_OPERATION_ADD;
}
LayoutElement elements[4];
std::uint32_t count = 0;
if (sprites) {
// One buffer of sprites, each a position and a color, read once per square (instance).
elements[0] = LayoutElement{0, 0, 3, VT_FLOAT32, False};
elements[1] = LayoutElement{3, 0, 4, VT_UINT8, True};
elements[1].RelativeOffset = 12;
for (LayoutElement& element : std::span(elements).first(2)) {
element.Stride = 16;
element.Frequency = INPUT_ELEMENT_FREQUENCY_PER_INSTANCE;
element.InstanceDataStepRate = 1;
}
count = 2;
} else {
elements[count] = LayoutElement{0, count, 3, VT_FLOAT32, False};
++count;
}
if (!sprites && (streams & hasNormals) != 0) {
elements[count] = LayoutElement{1, count, 3, VT_FLOAT32, False};
++count;
}
if (!sprites && (streams & hasTexCoords) != 0) {
elements[count] = LayoutElement{2, count, 2, VT_FLOAT32, False};
++count;
}
if (!sprites && (streams & hasColors) != 0) {
elements[count] = LayoutElement{3, count, 4, VT_UINT8, True};
++count;
}
graphics.InputLayout.LayoutElements = elements;
graphics.InputLayout.NumElements = count;
info.pVS = compiled.vertex;
info.pPS = compiled.pixel;
const ShaderResourceVariableDesc variables[] = {
{SHADER_TYPE_PIXEL, "g_Texture0", SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC},
{SHADER_TYPE_PIXEL, "g_Texture1", SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC},
};
info.PSODesc.ResourceLayout.DefaultVariableType = SHADER_RESOURCE_VARIABLE_TYPE_STATIC;
info.PSODesc.ResourceLayout.Variables = variables;
info.PSODesc.ResourceLayout.NumVariables = textures;
device_->CreateGraphicsPipelineState(info, &entry.state);
if (!entry.state) {
return nullptr;
}
for (const SHADER_TYPE stage : {SHADER_TYPE_VERTEX, SHADER_TYPE_PIXEL}) {
if (IShaderResourceVariable* constants = entry.state->GetStaticVariableByName(stage, "Constants")) {
constants->Set(constantBuffer_);
}
}
entry.state->CreateShaderResourceBinding(&entry.bindings, true);
if (textures >= 1) {
entry.texture0 = entry.bindings->GetVariableByName(SHADER_TYPE_PIXEL, "g_Texture0");
}
if (textures >= 2) {
entry.texture1 = entry.bindings->GetVariableByName(SHADER_TYPE_PIXEL, "g_Texture1");
}
return &entry;
}
} // namespace t5de
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#pragma once
// Carries out the command stream (include/t5de/protocol/commands.hpp) with Diligent, reproducing IMVU's Direct3D 9
// look (shaders/fixed_function.hlsl): the client's textures and buffers by id, its state as it sets it, a pipeline
// for each combination of states it draws with.
#include <cstddef>
#include <cstdint>
#include <functional>
#include <span>
#include <string>
#include <unordered_map>
#include <vector>
#include "EngineFactoryD3D11.h"
#include "RefCntAutoPtr.hpp"
#include "t5de/protocol/commands.hpp"
namespace t5de {
class Scene {
public:
Scene(Diligent::IRenderDevice* device, Diligent::IDeviceContext* context, Diligent::ISwapChain* swapChain);
// Carries out one frame's commands. offsetX is where the window starts within the client's 3D view; without draw,
// only the frame's changes are made (textures, buffers, state) and frames into the window aren't drawn (frames into
// render targets always are). True if the frame was drawn into the window (to present).
bool execute(std::span<const std::byte> commands, int offsetX, bool draw);
// Receives the pixels of frames that read their render target back (protocol::BeginFrame::readBack): rows packed,
// 0xAARRGGBB; empty if they couldn't be read. Valid during the call.
void setReadBack(std::function<void(std::span<const std::byte>)> readBack) { readBack_ = std::move(readBack); }
// 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_; }
private:
struct Texture {
Diligent::RefCntAutoPtr<Diligent::ITexture> texture;
Diligent::RefCntAutoPtr<Diligent::ITexture> depth; // render targets only
std::uint32_t width = 0;
std::uint32_t height = 0;
std::uint32_t flags = 0;
};
struct Buffer {
Diligent::RefCntAutoPtr<Diligent::IBuffer> buffer;
protocol::BufferKind kind = protocol::BufferKind::Vertex;
std::uint32_t elementSize = 0;
std::uint32_t count = 0;
};
struct Pipeline {
Diligent::RefCntAutoPtr<Diligent::IPipelineState> state;
Diligent::RefCntAutoPtr<Diligent::IShaderResourceBinding> bindings;
Diligent::IShaderResourceVariable* texture0 = nullptr;
Diligent::IShaderResourceVariable* texture1 = nullptr;
};
struct Shaders {
Diligent::RefCntAutoPtr<Diligent::IShader> vertex;
Diligent::RefCntAutoPtr<Diligent::IShader> pixel;
};
// Mirrors the shader's constant buffer.
struct Constants {
float world[16];
float view[16];
float projection[16];
float texTransform0[8];
float texTransform1[8];
float ambient[4];
float lightColor[8][4];
float lightVector[8][4];
float fogColor[4];
float fog[4];
float flags[4];
float viewport[4];
};
// What a draw needs from the state, as set by the client.
struct State {
bool depthTest = true;
bool depthWrite = true;
bool blending = false;
std::uint32_t blendMode = 1;
bool culling = true;
bool normalInverting = false;
std::uint32_t texture0 = 0;
std::uint32_t texture1 = 0;
};
void createTexture(const protocol::Command& command);
void createRenderTarget(const protocol::CreateRenderTarget& create);
void beginFrame(const protocol::BeginFrame& begin);
void endFrame();
// Sets the viewport for the last projection, in what the frame draws into.
void setViewport();
// The render target's pixels, rows packed, 0xAARRGGBB; empty if it can't be read.
std::span<const std::byte> readTarget(const Texture& target);
void updateTexture(const protocol::Command& command);
void createBuffer(const protocol::Command& command);
void updateBuffer(const protocol::Command& command);
void setProjection(const protocol::SetProjection& projection);
void setState(const protocol::SetState& state);
void drawTriangles(const protocol::DrawTriangles& draw);
void drawArrays(const protocol::Command& command);
void drawPointSprites(const protocol::Command& command);
// Draws indexCount indices from index, with vertex streams (positions required, the others may be null).
void draw(Diligent::IBuffer* indices, std::uint32_t indexCount, Diligent::IBuffer* positions,
Diligent::IBuffer* normals, Diligent::IBuffer* texCoords, Diligent::IBuffer* colors);
// The pipeline for the current state, with these vertex streams and textures, for triangles or particles.
Pipeline* pipeline(std::uint32_t streams, std::uint32_t textures, bool sprites);
const Shaders& shaders(std::uint32_t streams, std::uint32_t textures, bool sprites);
// Picks the pipeline for the current state and sets it up for a draw: constants, textures. Null if it can't.
Pipeline* prepare(std::uint32_t streams, bool sprites);
Diligent::ITextureView* textureView(std::uint32_t id);
Diligent::RefCntAutoPtr<Diligent::IRenderDevice> device_;
Diligent::RefCntAutoPtr<Diligent::IDeviceContext> context_;
Diligent::RefCntAutoPtr<Diligent::ISwapChain> swapChain_;
Diligent::RefCntAutoPtr<Diligent::IBuffer> constantBuffer_;
Diligent::RefCntAutoPtr<Diligent::ISampler> samplers_[4]; // by wrap u (1) and wrap v (2)
std::unordered_map<std::uint32_t, Texture> textures_;
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_;
// What the current frame draws into: the window, a render target, or nothing (a frame not drawn).
bool onscreen_ = false; // in a frame drawn into the window
Texture* target_ = nullptr; // in a frame drawn into this render target
bool readsBack_ = false; // the frame's render target is read back at its end
Diligent::ITextureView* colorView_ = nullptr;
Diligent::ITextureView* depthView_ = nullptr;
std::int32_t projectionWidth_ = 0;
std::int32_t projectionHeight_ = 0;
std::function<void(std::span<const std::byte>)> readBack_;
std::vector<std::byte> readPixels_;
bool draw_ = true;
std::uint64_t lastSentAt_ = 0;
int offsetX_ = 0;
};
} // namespace t5de
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#pragma once
// Generated by CMake from renderer/shaders/@T5DE_SHADER_FILE@: the shader source, compiled at run time by Diligent.
inline constexpr const char* @T5DE_SHADER_NAME@ = R"hlsl(@T5DE_SHADER_SOURCE@)hlsl";
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// IMVU's Direct3D 9 fixed-function look, as its renderer sets it up (docs/interface.md):
// - per-vertex (Gouraud) lighting, with the vertex color as diffuse and ambient material (white without one): the
// environment's ambient light, plus each light's color times max(0, N.L); no specular or emissive light;
// - textures: none (the lit color), one (times the lit color), or two (the second blended over the first by its
// alpha, then times the lit color), both on the vertex's texture coordinates with their own transforms;
// - an alpha test passing pixels whose alpha is greater than the reference, then linear fog by view depth (checked
// against the client: fogging by depth buffer value instead looks nothing like it).
//
// Particles (vs_sprite) are Direct3D 9 point sprites there: camera-facing squares, viewport height / distance pixels
// across (1 to 64), textured over the whole square; here each is drawn as an instance of a 4-vertex strip.
//
// Compiled for each combination of the vertex streams present (HAS_NORMALS, HAS_TEX_COORDS, HAS_COLORS) and the
// number of textures (TEXTURES).
cbuffer Constants
{
row_major float4x4 g_World;
row_major float4x4 g_View;
row_major float4x4 g_Projection;
float4 g_TexTransform0[2]; // u' = dot((u, v, 1), [0].xyz), v' = dot((u, v, 1), [1].xyz)
float4 g_TexTransform1[2];
float4 g_Ambient; // rgb
float4 g_LightColor[8]; // rgb, a: enabled
float4 g_LightVector[8]; // xyz: position, or direction toward the light; w: 1 if directional
float4 g_FogColor; // rgb
float4 g_Fog; // x: start, y: end, z: on
float4 g_Flags; // x: lighting on, y: alpha test on, z: alpha reference (0-255)
float4 g_Viewport; // xy: size in pixels
};
struct VSInput
{
float3 Position : ATTRIB0;
#if HAS_NORMALS
float3 Normal : ATTRIB1;
#endif
#if HAS_TEX_COORDS
float2 TexCoord : ATTRIB2;
#endif
#if HAS_COLORS
float4 Color : ATTRIB3; // bytes B, G, R, A
#endif
};
struct PSInput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float Depth : TEXCOORD2;
};
void vs_main(in VSInput input, out PSInput output)
{
float4 world = mul(float4(input.Position, 1.0), g_World);
float4 view = mul(world, g_View);
output.Position = mul(view, g_Projection);
output.Depth = abs(view.z);
float4 material = float4(1.0, 1.0, 1.0, 1.0);
#if HAS_COLORS
material = input.Color.zyxw;
#endif
float4 color = material;
if (g_Flags.x > 0.5)
{
float3 normal = float3(0.0, 0.0, 0.0);
#if HAS_NORMALS
normal = normalize(mul(input.Normal, (float3x3)g_World));
#endif
float3 lit = g_Ambient.rgb * material.rgb;
for (int i = 0; i < 8; ++i)
{
if (g_LightColor[i].a > 0.5)
{
float3 toLight = g_LightVector[i].w > 0.5 ? g_LightVector[i].xyz : g_LightVector[i].xyz - world.xyz;
lit += g_LightColor[i].rgb * material.rgb * max(0.0, dot(normal, normalize(toLight)));
}
}
color = float4(saturate(lit), material.a);
}
output.Color = color;
float3 uv = float3(0.0, 0.0, 1.0);
#if HAS_TEX_COORDS
uv.xy = input.TexCoord;
#endif
output.TexCoord0 = float2(dot(uv, g_TexTransform0[0].xyz), dot(uv, g_TexTransform0[1].xyz));
output.TexCoord1 = float2(dot(uv, g_TexTransform1[0].xyz), dot(uv, g_TexTransform1[1].xyz));
}
struct SpriteInput
{
float3 Position : ATTRIB0;
float4 Color : ATTRIB3; // bytes B, G, R, A
uint Corner : SV_VertexID;
};
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, 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;
output.Depth = abs(view.z);
// No normals: lit by the ambient light alone.
float4 material = input.Color.zyxw;
output.Color = g_Flags.x > 0.5 ? float4(saturate(g_Ambient.rgb * material.rgb), material.a) : material;
output.TexCoord0 = float2(corner.x * 0.5 + 0.5, 0.5 - corner.y * 0.5);
output.TexCoord1 = output.TexCoord0;
}
#if TEXTURES >= 1
Texture2D g_Texture0;
SamplerState g_Texture0_sampler;
#endif
#if TEXTURES >= 2
Texture2D g_Texture1;
SamplerState g_Texture1_sampler;
#endif
float4 ps_main(in PSInput input) : SV_Target
{
float4 color = input.Color;
#if TEXTURES == 1
color *= g_Texture0.Sample(g_Texture0_sampler, input.TexCoord0);
#elif TEXTURES == 2
float4 first = g_Texture0.Sample(g_Texture0_sampler, input.TexCoord0);
float4 second = g_Texture1.Sample(g_Texture1_sampler, input.TexCoord1);
color *= lerp(first, second, second.a);
#endif
if (g_Flags.y > 0.5 && !(color.a * 255.0 > g_Flags.z))
{
discard;
}
if (g_Fog.z > 0.5)
{
float visible = saturate((g_Fog.y - input.Depth) / max(g_Fog.y - g_Fog.x, 1e-6));
color.rgb = lerp(g_FogColor.rgb, color.rgb, visible);
}
return color;
}
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#include "passthrough_engine.hpp"
#include <string>
#include "log.hpp"
namespace t5de {
namespace {
constexpr std::array<const char*, PassthroughEngine::slots> names = {
"~PiRenderEngine",
"resizeFrameBuffer",
"enable2dFrameBuffer",
"clear",
"setProjection",
"setModelSpace",
"setViewSpace",
"setTextures",
"setDepthTestingOn",
"setDepthWritingOn",
"setBlendMode",
"setAlphaTestingOn",
"setAlphaTestValue",
"setBlendingOn",
"setBackFaceCullingOn",
"setNormalInvertingOn",
"setLightingOn",
"setLightProperties",
"setFogOn",
"setFogAttributes",
"setTextureTransformMatrixIdentity",
"setTextureTransformMatrix",
"setEnvironmentAmbient",
"newRenderTexture",
"newIndexBuffer",
"newStaticVertexBuffer",
"newDynamicVertexBuffer",
"newPixmapRenderTarget",
"newTextureRenderTarget",
"beginRendering",
"endRendering",
"drawTriangles",
"drawLine",
"drawPointSprites",
"drawTrianglesFromMemory",
};
// Frames whose calls are logged: the first few, then one a minute or so at 30 FPS.
bool logged(std::uint64_t frame) { return frame < 5 || frame % 1800 == 0; }
} // namespace
PassthroughEngine::PassthroughEngine(imvu::SharedPtr<imvu::PiRenderEngine> inner) : inner_(std::move(inner))
{
log::info("passthrough: wrapping the engine at {}", static_cast<void*>(inner_.get()));
}
PassthroughEngine::~PassthroughEngine() { log::info("passthrough: destroyed after {} frames", frames_); }
void PassthroughEngine::count(std::size_t slot) { ++calls_[slot]; }
void PassthroughEngine::resizeFrameBuffer(imvu::Vec2i size)
{
log::info("resizeFrameBuffer({}, {})", size.x, size.y);
count(1);
inner_->resizeFrameBuffer(size);
}
void PassthroughEngine::enable2dFrameBuffer()
{
count(2);
inner_->enable2dFrameBuffer();
}
void PassthroughEngine::clear(std::uint32_t flags, std::uint32_t color)
{
count(3);
inner_->clear(flags, color);
}
void PassthroughEngine::setProjection(imvu::Vec2i viewport, const imvu::Mat4f& projection)
{
count(4);
inner_->setProjection(viewport, projection);
}
void PassthroughEngine::setModelSpace(const imvu::Transform& model)
{
count(5);
inner_->setModelSpace(model);
}
void PassthroughEngine::setViewSpace(const imvu::Transform& view)
{
count(6);
inner_->setViewSpace(view);
}
void PassthroughEngine::setTextures(imvu::PiRenderTexture* texture0, imvu::PiRenderTexture* texture1)
{
count(7);
inner_->setTextures(texture0, texture1);
}
void PassthroughEngine::setDepthTestingOn(bool on)
{
count(8);
inner_->setDepthTestingOn(on);
}
void PassthroughEngine::setDepthWritingOn(bool on)
{
count(9);
inner_->setDepthWritingOn(on);
}
void PassthroughEngine::setBlendMode(imvu::RenderBlendMode mode)
{
count(10);
inner_->setBlendMode(mode);
}
void PassthroughEngine::setAlphaTestingOn(bool on)
{
count(11);
inner_->setAlphaTestingOn(on);
}
void PassthroughEngine::setAlphaTestValue(float value)
{
count(12);
inner_->setAlphaTestValue(value);
}
void PassthroughEngine::setBlendingOn(bool on)
{
count(13);
inner_->setBlendingOn(on);
}
void PassthroughEngine::setBackFaceCullingOn(bool on)
{
count(14);
inner_->setBackFaceCullingOn(on);
}
void PassthroughEngine::setNormalInvertingOn(bool on)
{
count(15);
inner_->setNormalInvertingOn(on);
}
void PassthroughEngine::setLightingOn(bool on)
{
count(16);
inner_->setLightingOn(on);
}
void PassthroughEngine::setLightProperties(std::uint32_t index, const imvu::LightProperties& light)
{
count(17);
inner_->setLightProperties(index, light);
}
void PassthroughEngine::setFogOn(bool on)
{
count(18);
inner_->setFogOn(on);
}
void PassthroughEngine::setFogAttributes(float start, float end, std::uint32_t color)
{
count(19);
inner_->setFogAttributes(start, end, color);
}
void PassthroughEngine::setTextureTransformMatrixIdentity(std::uint32_t stage)
{
count(20);
inner_->setTextureTransformMatrixIdentity(stage);
}
void PassthroughEngine::setTextureTransformMatrix(std::uint32_t stage, const imvu::TextureTransform& transform)
{
count(21);
inner_->setTextureTransformMatrix(stage, transform);
}
void PassthroughEngine::setEnvironmentAmbient(std::uint32_t color)
{
count(22);
inner_->setEnvironmentAmbient(color);
}
imvu::PiRenderTexture* PassthroughEngine::newRenderTexture(imvu::Pixmap* pixmap, std::uint32_t flags)
{
count(23);
return inner_->newRenderTexture(pixmap, flags);
}
imvu::PiInternalIndexBuffer* PassthroughEngine::newIndexBuffer(std::uint32_t indexCount, const std::uint16_t* indices)
{
count(24);
return inner_->newIndexBuffer(indexCount, indices);
}
imvu::PiInternalVertexBuffer* PassthroughEngine::newStaticVertexBuffer(const void* data, std::uint32_t a,
std::uint32_t b, std::uint32_t c)
{
count(25);
return inner_->newStaticVertexBuffer(data, a, b, c);
}
imvu::PiInternalVertexBuffer* PassthroughEngine::newDynamicVertexBuffer(std::uint32_t a, std::uint32_t b)
{
count(26);
return inner_->newDynamicVertexBuffer(a, b);
}
imvu::SharedPtr<imvu::PiPixmapRenderTarget> PassthroughEngine::newPixmapRenderTarget(imvu::Vec2i size)
{
log::info("newPixmapRenderTarget({}, {})", size.x, size.y);
count(27);
return inner_->newPixmapRenderTarget(size);
}
imvu::SharedPtr<imvu::PiTextureRenderTarget> PassthroughEngine::newTextureRenderTarget(imvu::Vec2i size)
{
log::info("newTextureRenderTarget({}, {})", size.x, size.y);
count(28);
return inner_->newTextureRenderTarget(size);
}
void PassthroughEngine::beginRendering(imvu::PiRenderTarget* target)
{
count(29);
inner_->beginRendering(target);
}
void PassthroughEngine::endRendering()
{
count(30);
inner_->endRendering();
if (logged(frames_)) {
std::string line = std::format("frame {}:", frames_);
for (std::size_t slot = 1; slot < slots; ++slot) {
if (calls_[slot] != 0) {
line += std::format(" {} x{},", names[slot], calls_[slot]);
}
}
line.pop_back();
log::write(line);
}
calls_ = {};
++frames_;
}
void PassthroughEngine::drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInternalVertexBuffer* positions,
imvu::PiInternalVertexBuffer* normals, imvu::PiInternalVertexBuffer* texCoords0,
imvu::PiInternalVertexBuffer* texCoords1)
{
count(31);
inner_->drawTriangles(indices, positions, normals, texCoords0, texCoords1);
}
void PassthroughEngine::drawLine(imvu::Vec3f from, imvu::Vec3f to, std::uint32_t color)
{
count(32);
inner_->drawLine(from, to, color);
}
void PassthroughEngine::drawPointSprites(const imvu::PointSpriteVector& sprites)
{
count(33);
inner_->drawPointSprites(sprites);
}
void PassthroughEngine::drawTrianglesFromMemory(std::uint32_t vertexCount, std::uint32_t indexCount,
const std::uint16_t* indices,
const imvu::VertexAttributeArray<imvu::Vec3f>& positions,
const imvu::VertexAttributeArray<imvu::Vec3f>& normals,
const imvu::VertexAttributeArray<imvu::Vec2f>& texCoords,
const imvu::VertexAttributeArray<std::uint32_t>& colors)
{
count(34);
inner_->drawTrianglesFromMemory(vertexCount, indexCount, indices, positions, normals, texCoords, colors);
}
} // namespace t5de
-70
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@@ -1,70 +0,0 @@
#pragma once
// A renderer that forwards every call to another one (IMVU's Direct3D engine) and logs what a frame is made of: proof
// that our declaration of the interface matches IMVU's, and a way to see how the client draws.
#include <array>
#include <cstdint>
#include "t5de/imvu/render_engine.hpp"
namespace t5de {
class PassthroughEngine final : public imvu::PiRenderEngine {
public:
explicit PassthroughEngine(imvu::SharedPtr<imvu::PiRenderEngine> inner);
~PassthroughEngine() override;
void resizeFrameBuffer(imvu::Vec2i size) override;
void enable2dFrameBuffer() override;
void clear(std::uint32_t flags, std::uint32_t color) override;
void setProjection(imvu::Vec2i viewport, const imvu::Mat4f& projection) override;
void setModelSpace(const imvu::Transform& model) override;
void setViewSpace(const imvu::Transform& view) override;
void setTextures(imvu::PiRenderTexture* texture0, imvu::PiRenderTexture* texture1) override;
void setDepthTestingOn(bool on) override;
void setDepthWritingOn(bool on) override;
void setBlendMode(imvu::RenderBlendMode mode) override;
void setAlphaTestingOn(bool on) override;
void setAlphaTestValue(float value) override;
void setBlendingOn(bool on) override;
void setBackFaceCullingOn(bool on) override;
void setNormalInvertingOn(bool on) override;
void setLightingOn(bool on) override;
void setLightProperties(std::uint32_t index, const imvu::LightProperties& light) override;
void setFogOn(bool on) override;
void setFogAttributes(float start, float end, std::uint32_t color) override;
void setTextureTransformMatrixIdentity(std::uint32_t stage) override;
void setTextureTransformMatrix(std::uint32_t stage, const imvu::TextureTransform& transform) override;
void setEnvironmentAmbient(std::uint32_t color) override;
imvu::PiRenderTexture* newRenderTexture(imvu::Pixmap* pixmap, std::uint32_t flags) override;
imvu::PiInternalIndexBuffer* newIndexBuffer(std::uint32_t count, const std::uint16_t* indices) override;
imvu::PiInternalVertexBuffer* newStaticVertexBuffer(const void* data, std::uint32_t a, std::uint32_t b,
std::uint32_t c) override;
imvu::PiInternalVertexBuffer* newDynamicVertexBuffer(std::uint32_t a, std::uint32_t b) override;
imvu::SharedPtr<imvu::PiPixmapRenderTarget> newPixmapRenderTarget(imvu::Vec2i size) override;
imvu::SharedPtr<imvu::PiTextureRenderTarget> newTextureRenderTarget(imvu::Vec2i size) override;
void beginRendering(imvu::PiRenderTarget* target) override;
void endRendering() override;
void drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInternalVertexBuffer* positions,
imvu::PiInternalVertexBuffer* normals, imvu::PiInternalVertexBuffer* texCoords0,
imvu::PiInternalVertexBuffer* texCoords1) override;
void drawLine(imvu::Vec3f from, imvu::Vec3f to, std::uint32_t color) override;
void drawPointSprites(const imvu::PointSpriteVector& sprites) override;
void drawTrianglesFromMemory(std::uint32_t vertexCount, std::uint32_t indexCount, const std::uint16_t* indices,
const imvu::VertexAttributeArray<imvu::Vec3f>& positions,
const imvu::VertexAttributeArray<imvu::Vec3f>& normals,
const imvu::VertexAttributeArray<imvu::Vec2f>& texCoords,
const imvu::VertexAttributeArray<std::uint32_t>& colors) override;
// The interface's methods, by vtable slot (slot 0, the destructor, isn't counted).
static constexpr std::size_t slots = 35;
private:
void count(std::size_t slot);
imvu::SharedPtr<imvu::PiRenderEngine> inner_;
std::array<std::uint32_t, slots> calls_{};
std::uint64_t frames_ = 0;
};
} // namespace t5de
+4
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@@ -1,3 +1,7 @@
add_executable(shared_ptr_test shared_ptr_test.cpp)
target_link_libraries(shared_ptr_test PRIVATE t5de::imvu t5de::options)
add_test(NAME shared_ptr COMMAND shared_ptr_test)
add_executable(protocol_test protocol_test.cpp)
target_link_libraries(protocol_test PRIVATE t5de::protocol t5de::options)
add_test(NAME protocol COMMAND protocol_test)
+61
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@@ -0,0 +1,61 @@
// The command stream: what the adapter writes, the renderer process reads back the same.
#include <cstdio>
#include <cstring>
#include "t5de/protocol/commands.hpp"
using namespace t5de::protocol;
namespace {
int failures = 0;
void check(bool ok, const char* what)
{
if (!ok) {
std::printf("FAIL: %s\n", what);
++failures;
}
}
} // namespace
int main()
{
Writer writer;
writer.add(Op::Clear, Clear{3, 0xff131313});
const unsigned char pixels[] = {1, 2, 3, 4, 5, 6, 7, 8};
std::memcpy(writer.add(Op::CreateTexture, CreateTexture{7, 2, 1, 6}, sizeof(pixels)), pixels, sizeof(pixels));
std::byte* odd = writer.add(Op::UpdateBuffer, UpdateBuffer{9, 1, 3}, 3); // padded to 4
std::memset(odd, 0xab, 3);
writer.add(Op::EndFrame, EndFrame{});
check(writer.size() % 4 == 0, "commands stay 4-byte aligned");
Reader reader(writer.bytes());
auto clear = reader.next();
check(clear && clear->op() == Op::Clear && clear->body<Clear>()->color == 0xff131313, "clear");
auto texture = reader.next();
check(texture && texture->op() == Op::CreateTexture && texture->body<CreateTexture>()->id == 7, "texture");
check(texture && texture->payload<CreateTexture>().size() == sizeof(pixels)
&& std::memcmp(texture->payload<CreateTexture>().data(), pixels, sizeof(pixels)) == 0,
"texture pixels");
auto update = reader.next();
check(update && update->payload<UpdateBuffer>().size() == 4, "payload padded");
auto end = reader.next();
check(end && end->op() == Op::EndFrame, "end of frame");
check(!reader.next(), "nothing after");
// A truncated stream (a chunk cut short) yields only whole commands.
Reader truncated(writer.bytes().first(writer.size() - 2));
int count = 0;
while (truncated.next()) {
++count;
}
check(count == 3, "truncated: whole commands only");
if (failures == 0) {
std::printf("ok\n");
}
return failures == 0 ? 0 : 1;
}