12 Commits
Author SHA1 Message Date
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
30 changed files with 2849 additions and 490 deletions

No files matched your search

+152
View File
@@ -0,0 +1,152 @@
"""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: copy both files into a T5DE install's folder, and choose OpenGL
in the client's Settings > Advanced (with T5DE's renderer 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__)
+59
View File
@@ -0,0 +1,59 @@
# 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
+5 -2
View File
@@ -1,11 +1,14 @@
# t5deRenderEngine.dll, the adapter: a renderer plugin for IMVU Classic (32-bit). # t5deRenderEngine.dll, the adapter: a renderer plugin for IMVU Classic (32-bit).
add_library(t5de_render_engine SHARED add_library(t5de_render_engine SHARED
engine.cpp
log.cpp log.cpp
passthrough_engine.cpp pixmap.cpp
plugin.cpp plugin.cpp
plugin.def plugin.def
renderer_process.cpp) recorder.cpp
renderer_process.cpp
resources.cpp)
set_target_properties(t5de_render_engine PROPERTIES OUTPUT_NAME t5deRenderEngine) set_target_properties(t5de_render_engine PROPERTIES OUTPUT_NAME t5deRenderEngine)
target_link_libraries(t5de_render_engine PRIVATE t5de::imvu t5de::protocol t5de::options) target_link_libraries(t5de_render_engine PRIVATE t5de::imvu t5de::protocol t5de::options)
+372
View File
@@ -0,0 +1,372 @@
#include "engine.hpp"
#include <windows.h>
#include <bit>
#include <cmath>
#include <cstring>
#include <vector>
#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)
: inner_(std::move(inner)), recorder_(std::move(recorder))
{
}
Engine::~Engine() { 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) { inner_->resizeFrameBuffer(size); }
void Engine::enable2dFrameBuffer() { inner_->enable2dFrameBuffer(); }
void Engine::clear(std::uint32_t flags, imvu::Color color)
{
if (innerDraws()) {
inner_->clear(flags, color);
}
recorder_->add(Op::Clear, protocol::Clear{flags, color});
}
void Engine::setProjection(imvu::Vec2i viewport, const imvu::Mat4f& projection)
{
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)
{
inner_->setModelSpace(model);
recorder_->add(Op::SetModel, transform_command(model));
}
void Engine::setViewSpace(const imvu::Transform& view)
{
inner_->setViewSpace(view);
recorder_->add(Op::SetView, transform_command(view));
}
void Engine::setTextures(imvu::PiRenderTexture* texture0, imvu::PiRenderTexture* texture1)
{
inner_->setTextures(inner(texture0), inner(texture1));
for (imvu::PiRenderTexture* texture : {texture0, texture1}) {
if (texture != nullptr && id(texture) == 0 && foreignLogged_ < 20) {
++foreignLogged_;
log::info("engine: frame {}: a texture the client renderer made ({})", frames_, static_cast<void*>(texture));
}
}
recorder_->add(Op::SetTextures, protocol::SetTextures{id(texture0), id(texture1)});
}
void Engine::setDepthTestingOn(bool on)
{
inner_->setDepthTestingOn(on);
setState(State::DepthTest, on);
}
void Engine::setDepthWritingOn(bool on)
{
inner_->setDepthWritingOn(on);
setState(State::DepthWrite, on);
}
void Engine::setBlendMode(imvu::RenderBlendMode mode)
{
inner_->setBlendMode(mode);
setState(State::BlendMode, static_cast<std::uint32_t>(mode));
}
void Engine::setAlphaTestingOn(bool on)
{
inner_->setAlphaTestingOn(on);
setState(State::AlphaTest, on);
}
void Engine::setAlphaTestValue(float value)
{
inner_->setAlphaTestValue(value);
setState(State::AlphaReference, static_cast<std::uint32_t>(std::lround(value * 255.0f)));
}
void Engine::setBlendingOn(bool on)
{
inner_->setBlendingOn(on);
setState(State::Blending, on);
}
void Engine::setBackFaceCullingOn(bool on)
{
inner_->setBackFaceCullingOn(on);
setState(State::Culling, on);
}
void Engine::setNormalInvertingOn(bool on)
{
inner_->setNormalInvertingOn(on);
setState(State::NormalInverting, on);
}
void Engine::setLightingOn(bool on)
{
inner_->setLightingOn(on);
setState(State::Lighting, on);
}
void Engine::setLightProperties(std::uint32_t index, const imvu::LightProperties& light)
{
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)
{
inner_->setFogOn(on);
setState(State::Fog, on);
}
void Engine::setFogAttributes(float start, float end, imvu::Color color)
{
inner_->setFogAttributes(start, end, color);
recorder_->add(Op::SetFog, protocol::SetFog{start, end, color});
}
void Engine::setTextureTransformMatrixIdentity(std::uint32_t stage)
{
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)
{
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)
{
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);
return inner_->newPixmapRenderTarget(size);
}
imvu::SharedPtr<imvu::PiTextureRenderTarget> Engine::newTextureRenderTarget(imvu::Vec2i size)
{
log::info("engine: frame {}: a {}x{} texture render target", frames_, size.x, size.y);
return inner_->newTextureRenderTarget(size);
}
void Engine::beginRendering(imvu::PiRenderTarget* target)
{
inner_->beginRendering(target);
// Decided per frame: frames into render targets, and frames while the renderer process doesn't cover the view, are
// drawn by the client's renderer.
const bool takenOver = target == nullptr && recorder_->covering();
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 a render target ({})", frames_, static_cast<void*>(target));
}
recorder_->add(Op::BeginFrame, protocol::BeginFrame{target != nullptr});
}
void Engine::endRendering()
{
inner_->endRendering();
LARGE_INTEGER now;
QueryPerformanceCounter(&now);
recorder_->add(Op::EndFrame, protocol::EndFrame{static_cast<std::uint64_t>(now.QuadPart)});
recorder_->flush(true);
++frames_;
if (frames_ % 300 == 0 && statsLogged_ < 6) {
++statsLogged_;
log::info("engine: last 300 frames: drawTriangles {} (and {} with buffers not ours), drawTrianglesFromMemory {} "
"(and {} without indices), point sprites {}, lines {}, 2D projections {}",
stats_.triangles, stats_.foreignTriangles, stats_.indexed, stats_.unindexed, stats_.sprites, stats_.lines,
stats_.flat);
stats_ = {};
}
}
void Engine::drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInternalVertexBuffer* positions,
imvu::PiInternalVertexBuffer* normals, imvu::PiInternalVertexBuffer* texCoords,
imvu::PiInternalVertexBuffer* colors)
{
if (innerDraws()) {
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()) {
inner_->drawLine(from, to, color);
}
++stats_.lines;
}
void Engine::drawPointSprites(const imvu::PointSpriteVector& sprites)
{
if (innerDraws()) {
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()) {
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
@@ -1,21 +1,24 @@
#pragma once #pragma once
// A renderer that forwards every call to another one (IMVU's Direct3D engine) and logs what a frame is made of: proof // The adapter's engine: what the client draws with. Everything is recorded for the renderer process, which draws the
// that our declaration of the interface matches IMVU's, and a way to see how the client draws. // 3D view. The client's own Direct3D renderer gets everything too (state and resources: it still draws into render
// targets and reads textures back, which the renderer process doesn't yet), 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 <array>
#include <cstdint> #include <cstdint>
#include <memory> #include <memory>
#include "renderer_process.hpp" #include "recorder.hpp"
#include "t5de/imvu/render_engine.hpp" #include "t5de/imvu/render_engine.hpp"
namespace t5de { namespace t5de {
class PassthroughEngine final : public imvu::PiRenderEngine { class Engine final : public imvu::PiRenderEngine {
public: public:
// renderer may be null. // recorder may be inactive (no renderer process).
PassthroughEngine(imvu::SharedPtr<imvu::PiRenderEngine> inner, std::unique_ptr<RendererProcess> renderer); Engine(imvu::SharedPtr<imvu::PiRenderEngine> inner, std::shared_ptr<Recorder> recorder);
~PassthroughEngine() override; ~Engine() override;
void resizeFrameBuffer(imvu::Vec2i size) override; void resizeFrameBuffer(imvu::Vec2i size) override;
void enable2dFrameBuffer() override; void enable2dFrameBuffer() override;
@@ -53,7 +56,7 @@ public:
void drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInternalVertexBuffer* positions, void drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInternalVertexBuffer* positions,
imvu::PiInternalVertexBuffer* normals, imvu::PiInternalVertexBuffer* texCoords, imvu::PiInternalVertexBuffer* normals, imvu::PiInternalVertexBuffer* texCoords,
imvu::PiInternalVertexBuffer* colors) override; imvu::PiInternalVertexBuffer* colors) override;
void drawLine(imvu::Vec3f from, imvu::Vec3f to, std::uint32_t color) override; void drawLine(imvu::Vec3f from, imvu::Vec3f to, imvu::Color color) override;
void drawPointSprites(const imvu::PointSpriteVector& sprites) override; void drawPointSprites(const imvu::PointSpriteVector& sprites) override;
void drawTrianglesFromMemory(std::uint32_t vertexCount, std::uint32_t indexCount, const std::uint16_t* indices, 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>& positions,
@@ -61,16 +64,30 @@ public:
const imvu::VertexAttributeArray<imvu::Vec2f>& texCoords, const imvu::VertexAttributeArray<imvu::Vec2f>& texCoords,
const imvu::VertexAttributeArray<imvu::Color>& colors) override; const imvu::VertexAttributeArray<imvu::Color>& colors) override;
// The interface's methods, by vtable slot (slot 0, the destructor, isn't counted).
static constexpr std::size_t slots = 35;
private: private:
void count(std::size_t slot); 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_; imvu::SharedPtr<imvu::PiRenderEngine> inner_;
std::unique_ptr<RendererProcess> renderer_; std::shared_ptr<Recorder> recorder_;
std::array<std::uint32_t, slots> calls_{};
std::uint64_t frames_ = 0; std::uint64_t frames_ = 0;
bool takenOver_ = false; // this frame is drawn by the renderer process only
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_;
int statsLogged_ = 0;
}; };
} // namespace t5de } // namespace t5de
-395
View File
@@ -1,395 +0,0 @@
#include "passthrough_engine.hpp"
#include <windows.h>
#include <atomic>
#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; }
// Whether to log a call's arguments: the first few calls of each method, in the whole process. Enough to check that
// our layouts of IMVU's types read sensible values.
bool sampled(std::size_t slot)
{
static std::array<std::atomic<int>, PassthroughEngine::slots> calls{};
return calls[slot]++ < 3;
}
std::string text(const imvu::Vec3f& v) { return std::format("({:.3f}, {:.3f}, {:.3f})", v.x, v.y, v.z); }
std::string text(const imvu::Transform& t)
{
const auto& m = t.linear;
return std::format("[{:.3f} {:.3f} {:.3f}; {:.3f} {:.3f} {:.3f}; {:.3f} {:.3f} {:.3f}] + {}", m[0][0], m[0][1],
m[0][2], m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2], text(t.translation));
}
// A pixmap's size, from pixmap.dll's exported Pixmap::width and Pixmap::height.
imvu::Vec2i pixmap_size(const imvu::Pixmap& pixmap)
{
using Getter = unsigned(__thiscall*)(const imvu::Pixmap*);
struct Getters {
Getter width;
Getter height;
};
static const Getters getters = [] {
HMODULE module = GetModuleHandleW(L"pixmap.dll");
if (module == nullptr) {
return Getters{};
}
return Getters{reinterpret_cast<Getter>(GetProcAddress(module, "?width@Pixmap@@QBEIXZ")),
reinterpret_cast<Getter>(GetProcAddress(module, "?height@Pixmap@@QBEIXZ"))};
}();
if (getters.width == nullptr || getters.height == nullptr) {
return {-1, -1};
}
return {static_cast<int>(getters.width(&pixmap)), static_cast<int>(getters.height(&pixmap))};
}
} // namespace
PassthroughEngine::PassthroughEngine(imvu::SharedPtr<imvu::PiRenderEngine> inner,
std::unique_ptr<RendererProcess> renderer)
: inner_(std::move(inner)), renderer_(std::move(renderer))
{
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, imvu::Color color)
{
if (sampled(3)) {
log::info("clear(flags {}, color {:08x})", flags, color);
}
count(3);
inner_->clear(flags, color);
}
void PassthroughEngine::setProjection(imvu::Vec2i viewport, const imvu::Mat4f& projection)
{
if (sampled(4)) {
const auto& m = projection.m;
log::info("setProjection({}x{}, [{:.3f} {:.3f} {:.3f} {:.3f}; {:.3f} {:.3f} {:.3f} {:.3f}; "
"{:.3f} {:.3f} {:.3f} {:.3f}; {:.3f} {:.3f} {:.3f} {:.3f}])",
viewport.x, viewport.y, m[0][0], m[0][1], m[0][2], m[0][3], m[1][0], m[1][1], m[1][2],
m[1][3], m[2][0], m[2][1], m[2][2], m[2][3], m[3][0], m[3][1], m[3][2], m[3][3]);
}
count(4);
inner_->setProjection(viewport, projection);
}
void PassthroughEngine::setModelSpace(const imvu::Transform& model)
{
if (sampled(5)) {
log::info("setModelSpace({})", text(model));
}
count(5);
inner_->setModelSpace(model);
}
void PassthroughEngine::setViewSpace(const imvu::Transform& view)
{
if (sampled(6)) {
log::info("setViewSpace({})", text(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)
{
if (sampled(10)) {
log::info("setBlendMode({})", static_cast<int>(mode));
}
count(10);
inner_->setBlendMode(mode);
}
void PassthroughEngine::setAlphaTestingOn(bool on)
{
count(11);
inner_->setAlphaTestingOn(on);
}
void PassthroughEngine::setAlphaTestValue(float value)
{
if (sampled(12)) {
log::info("setAlphaTestValue({:.3f})", 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)
{
if (sampled(17)) {
log::info("setLightProperties({}, enabled {}, diffuse {:08x}, vector {}, type {})", index,
light.enabled, light.diffuse, text(light.vector), static_cast<int>(light.type));
}
count(17);
inner_->setLightProperties(index, light);
}
void PassthroughEngine::setFogOn(bool on)
{
count(18);
inner_->setFogOn(on);
}
void PassthroughEngine::setFogAttributes(float start, float end, imvu::Color color)
{
if (sampled(19)) {
log::info("setFogAttributes(start {:.3f}, end {:.3f}, color {:08x})", start, end, 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)
{
if (sampled(21)) {
const auto& m = transform.m;
log::info("setTextureTransformMatrix({}, [{:.3f} {:.3f} {:.3f} {:.3f} {:.3f} {:.3f}])", stage, m[0],
m[1], m[2], m[3], m[4], m[5]);
}
count(21);
inner_->setTextureTransformMatrix(stage, transform);
}
void PassthroughEngine::setEnvironmentAmbient(imvu::Color color)
{
if (sampled(22)) {
log::info("setEnvironmentAmbient({:08x})", color);
}
count(22);
inner_->setEnvironmentAmbient(color);
}
imvu::PiRenderTexture* PassthroughEngine::newRenderTexture(const imvu::Pixmap& pixmap, std::uint32_t flags)
{
if (sampled(23)) {
const auto size = pixmap_size(pixmap);
log::info("newRenderTexture({}x{} pixmap, flags {:x})", size.x, size.y, flags);
}
count(23);
return inner_->newRenderTexture(pixmap, flags);
}
imvu::PiInternalIndexBuffer* PassthroughEngine::newIndexBuffer(std::uint32_t indexCount, const std::uint16_t* indices)
{
if (sampled(24)) {
log::info("newIndexBuffer({} indices)", indexCount);
}
count(24);
return inner_->newIndexBuffer(indexCount, indices);
}
imvu::PiInternalVertexBuffer* PassthroughEngine::newStaticVertexBuffer(const void* data, std::uint32_t stride,
std::uint32_t elementSize, std::uint32_t elementCount)
{
if (sampled(25)) {
log::info("newStaticVertexBuffer(stride {}, element size {}, {} elements)", stride, elementSize,
elementCount);
}
count(25);
return inner_->newStaticVertexBuffer(data, stride, elementSize, elementCount);
}
imvu::PiInternalVertexBuffer* PassthroughEngine::newDynamicVertexBuffer(std::uint32_t elementSize, std::uint32_t elementCount)
{
if (sampled(26)) {
log::info("newDynamicVertexBuffer(element size {}, {} elements)", elementSize, elementCount);
}
count(26);
return inner_->newDynamicVertexBuffer(elementSize, elementCount);
}
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 (renderer_) {
renderer_->frameDrawn();
}
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* texCoords,
imvu::PiInternalVertexBuffer* colors)
{
count(31);
inner_->drawTriangles(indices, positions, normals, texCoords, colors);
}
void PassthroughEngine::drawLine(imvu::Vec3f from, imvu::Vec3f to, std::uint32_t color)
{
if (sampled(32)) {
log::info("drawLine({}, {}, {:08x})", text(from), text(to), 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<imvu::Color>& colors)
{
if (sampled(34)) {
log::info("drawTrianglesFromMemory({} vertices, {} indices; positions {} stride {}, colors {} stride {})",
vertexCount, indexCount, positions.count, positions.stride, colors.count, colors.stride);
}
count(34);
inner_->drawTrianglesFromMemory(vertexCount, indexCount, indices, positions, normals, texCoords, colors);
}
} // namespace t5de
+45
View File
@@ -0,0 +1,45 @@
#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*);
struct Methods {
Getter width = nullptr;
Getter height = nullptr;
Getter rowBytes = nullptr;
PixelsGetter pixels = 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"));
}
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)};
}
} // namespace t5de
+21
View File
@@ -0,0 +1,21 @@
#pragma once
// Reading IMVU's images (Pixmap) through pixmap.dll's exported methods, rather than depending on their layout.
#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;
const 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);
} // namespace t5de
+22 -5
View File
@@ -1,12 +1,15 @@
// The renderer plugin's entry points, which SceneWindow.dll's createDLLRenderer looks up by name (exported // 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 <windows.h>
#include <exception> #include <exception>
#include <string_view>
#include "log.hpp" #include "log.hpp"
#include "passthrough_engine.hpp" #include "engine.hpp"
#include "recorder.hpp"
#include "renderer_process.hpp" #include "renderer_process.hpp"
#include "t5de/imvu/render_engine.hpp" #include "t5de/imvu/render_engine.hpp"
@@ -30,6 +33,19 @@ imvu::SharedPtr<imvu::PiRenderEngine> create_imvu_engine(imvu::SharedPtr<imvu::I
return create(std::move(window), imvu::RendererType::Direct3D); 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 } // namespace
extern "C" int __cdecl isRenderEngineSupported() { return 1; } extern "C" int __cdecl isRenderEngineSupported() { return 1; }
@@ -45,9 +61,10 @@ extern "C" imvu::SharedPtr<imvu::PiRenderEngine> __cdecl createRenderEngine(imvu
if (!inner) { if (!inner) {
return {}; return {};
} }
auto renderer = hwnd != nullptr ? RendererProcess::start(hwnd) : nullptr; const protocol::View shown = view();
return imvu::SharedPtr<imvu::PiRenderEngine>( auto renderer = hwnd != nullptr && shown != protocol::View::Off ? RendererProcess::start(hwnd, shown) : nullptr;
std::make_unique<PassthroughEngine>(std::move(inner), std::move(renderer))); return imvu::SharedPtr<imvu::PiRenderEngine>(std::make_unique<Engine>(
std::move(inner), std::make_shared<Recorder>(std::move(renderer))));
} catch (const std::exception& e) { } catch (const std::exception& e) {
// Exceptions mustn't cross into IMVU's code (a different C++ runtime). // Exceptions mustn't cross into IMVU's code (a different C++ runtime).
log::info("createRenderEngine failed: {}", e.what()); log::info("createRenderEngine failed: {}", e.what());
+111
View File
@@ -0,0 +1,111 @@
#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;
}
process_->send(writer_.bytes(), endsFrame);
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::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;
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
+62
View File
@@ -0,0 +1,62 @@
#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 "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);
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);
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;
};
// 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
+81 -20
View File
@@ -1,6 +1,8 @@
#include "renderer_process.hpp" #include "renderer_process.hpp"
#include <algorithm>
#include <atomic> #include <atomic>
#include <cstring>
#include <filesystem> #include <filesystem>
#include <format> #include <format>
#include <string> #include <string>
@@ -11,6 +13,9 @@ namespace t5de {
namespace { 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. // The folder this DLL is in: the client's program folder.
std::filesystem::path module_folder() std::filesystem::path module_folder()
{ {
@@ -22,36 +27,73 @@ std::filesystem::path module_folder()
return std::filesystem::path(path).parent_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;
}
} // namespace } // namespace
std::unique_ptr<RendererProcess> RendererProcess::start(HWND window) std::unique_ptr<RendererProcess> RendererProcess::start(HWND window, protocol::View view)
{ {
static std::atomic<int> engines = 0; static std::atomic<int> engines = 0;
const std::wstring name = std::format(L"Local\\t5de-renderer-{}-{}", GetCurrentProcessId(), engines++); const std::wstring name = std::format(L"Local\\t5de-renderer-{}-{}", GetCurrentProcessId(), engines++);
constexpr DWORD size = sizeof(protocol::Channel) + protocol::channelCapacity;
std::unique_ptr<RendererProcess> renderer(new RendererProcess()); std::unique_ptr<RendererProcess> renderer(new RendererProcess());
renderer->mapping_ = CreateFileMappingW(INVALID_HANDLE_VALUE, nullptr, PAGE_READWRITE, 0, renderer->mapping_ = CreateFileMappingW(INVALID_HANDLE_VALUE, nullptr, PAGE_READWRITE, 0, size, name.c_str());
sizeof(protocol::Channel), name.c_str());
if (renderer->mapping_ == nullptr) { if (renderer->mapping_ == nullptr) {
log::info("renderer process: can't create the channel: error {}", GetLastError()); log::info("renderer process: can't create the channel: error {}", GetLastError());
return nullptr; return nullptr;
} }
renderer->channel_ = static_cast<protocol::Channel*>( renderer->channel_ =
MapViewOfFile(renderer->mapping_, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(protocol::Channel))); static_cast<protocol::Channel*>(MapViewOfFile(renderer->mapping_, FILE_MAP_ALL_ACCESS, 0, 0, size));
renderer->frameEvent_ = CreateEventW(nullptr, FALSE, FALSE, (name + protocol::frameEventSuffix).c_str()); renderer->ready_ = CreateEventW(nullptr, FALSE, FALSE, (name + protocol::readyEventSuffix).c_str());
if (renderer->channel_ == nullptr || renderer->frameEvent_ == nullptr) { renderer->consumed_ = CreateEventW(nullptr, FALSE, TRUE, (name + protocol::consumedEventSuffix).c_str());
if (renderer->channel_ == nullptr || renderer->ready_ == nullptr || renderer->consumed_ == nullptr) {
log::info("renderer process: can't set up the channel: error {}", GetLastError()); log::info("renderer process: can't set up the channel: error {}", GetLastError());
return nullptr; return nullptr;
} }
renderer->data_ = reinterpret_cast<std::byte*>(renderer->channel_ + 1);
*renderer->channel_ = {.version = protocol::version, *renderer->channel_ = {.version = protocol::version,
.closing = 0, .closing = 0,
.window = reinterpret_cast<std::uintptr_t>(window), .window = reinterpret_cast<std::uintptr_t>(window),
.frames = 0}; .frames = 0,
.view = view,
.capacity = protocol::channelCapacity,
.chunkSize = 0,
.chunkFlags = 0,
.covering = 0,
.reserved = 0};
// The renderer's window goes on top of the client's 3D view: keep the client's drawing out of it. // The renderer's window goes on top of the client's 3D view, as a child window. The client's window mustn't clip
SetWindowLongW(window, GWL_STYLE, GetWindowLongW(window, GWL_STYLE) | WS_CLIPCHILDREN); // 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
const auto exe = module_folder() / L"t5de-renderer.exe"; // 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);
const auto exe = running_copy(module_folder() / L"t5de-renderer.exe");
std::wstring command = std::format(L"\"{}\" --channel {} --parent {}", exe.wstring(), name, GetCurrentProcessId()); std::wstring command = std::format(L"\"{}\" --channel {} --parent {}", exe.wstring(), name, GetCurrentProcessId());
STARTUPINFOW startup{.cb = sizeof(STARTUPINFOW)}; STARTUPINFOW startup{.cb = sizeof(STARTUPINFOW)};
PROCESS_INFORMATION process{}; PROCESS_INFORMATION process{};
@@ -62,8 +104,7 @@ std::unique_ptr<RendererProcess> RendererProcess::start(HWND window)
} }
CloseHandle(process.hThread); CloseHandle(process.hThread);
renderer->process_ = process.hProcess; renderer->process_ = process.hProcess;
log::info("renderer process: started {} (pid {}) on channel {}", exe.string(), process.dwProcessId, log::info("renderer process: started {} (pid {}) on channel {}", exe.string(), process.dwProcessId, narrow(name));
std::filesystem::path(name).string());
return renderer; return renderer;
} }
@@ -71,22 +112,42 @@ RendererProcess::~RendererProcess()
{ {
if (channel_ != nullptr) { if (channel_ != nullptr) {
channel_->closing = 1; channel_->closing = 1;
if (frameEvent_ != nullptr) { if (ready_ != nullptr) {
SetEvent(frameEvent_); SetEvent(ready_);
} }
UnmapViewOfFile(channel_); UnmapViewOfFile(channel_);
} }
for (HANDLE handle : {frameEvent_, mapping_, process_}) { for (HANDLE handle : {ready_, consumed_, mapping_, process_}) {
if (handle != nullptr) { if (handle != nullptr) {
CloseHandle(handle); CloseHandle(handle);
} }
} }
} }
void RendererProcess::frameDrawn() bool RendererProcess::send(std::span<const std::byte> commands, bool endsFrame)
{ {
++channel_->frames; if (!alive_) {
SetEvent(frameEvent_); 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;
} }
} // namespace t5de } // namespace t5de
+18 -8
View File
@@ -1,11 +1,12 @@
#pragma once #pragma once
// The renderer process (t5de-renderer.exe, 64-bit) an engine draws through: started with the engine, told about // The renderer process (t5de-renderer.exe, 64-bit) an engine draws through: started with the engine, sent the
// each frame through a shared memory channel (include/t5de/protocol/channel.hpp), and told to exit with it. // command stream through a shared memory channel (include/t5de/protocol/channel.hpp), and told to exit with it.
#include <windows.h> #include <windows.h>
#include <cstdint> #include <cstddef>
#include <memory> #include <memory>
#include <span>
#include "t5de/protocol/channel.hpp" #include "t5de/protocol/channel.hpp"
@@ -13,23 +14,32 @@ namespace t5de {
class RendererProcess { class RendererProcess {
public: public:
// Starts t5de-renderer.exe from this DLL's folder, drawing into window; null if it can't. // Starts t5de-renderer.exe from this DLL's folder, drawing into part of window; null if it can't.
static std::unique_ptr<RendererProcess> start(HWND window); static std::unique_ptr<RendererProcess> start(HWND window, protocol::View view);
RendererProcess(const RendererProcess&) = delete; RendererProcess(const RendererProcess&) = delete;
RendererProcess& operator=(const RendererProcess&) = delete; RendererProcess& operator=(const RendererProcess&) = delete;
~RendererProcess(); ~RendererProcess();
// The client drew a frame. // Sends commands, in as many chunks as they take; endsFrame marks the end of a frame. False if the renderer
void frameDrawn(); // process is gone or stopped taking them (it's then given up on).
bool send(std::span<const std::byte> commands, bool endsFrame);
[[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: private:
RendererProcess() = default; RendererProcess() = default;
HANDLE mapping_ = nullptr; HANDLE mapping_ = nullptr;
HANDLE frameEvent_ = nullptr; HANDLE ready_ = nullptr;
HANDLE consumed_ = nullptr;
HANDLE process_ = nullptr; HANDLE process_ = nullptr;
protocol::Channel* channel_ = nullptr; protocol::Channel* channel_ = nullptr;
std::byte* data_ = nullptr;
bool alive_ = true;
}; };
} // namespace t5de } // namespace t5de
+108
View File
@@ -0,0 +1,108 @@
#include "resources.hpp"
#include <mutex>
#include <unordered_set>
namespace t5de {
namespace {
// Our live resources, by address.
struct Registry {
std::mutex mutex;
std::unordered_set<const void*> objects;
};
Registry& registry()
{
static Registry instance;
return instance;
}
void add(const void* object)
{
const std::scoped_lock lock(registry().mutex);
registry().objects.insert(object);
}
void remove(const void* object)
{
const std::scoped_lock lock(registry().mutex);
registry().objects.erase(object);
}
} // namespace
bool ours(const void* object)
{
if (object == nullptr) {
return false;
}
const std::scoped_lock lock(registry().mutex);
return registry().objects.contains(object);
}
Texture::Texture(imvu::PiRenderTexture* inner, std::shared_ptr<Recorder> recorder, std::uint32_t id)
: inner_(inner), recorder_(std::move(recorder)), id_(id)
{
add(static_cast<imvu::PiRenderTexture*>(this));
}
Texture::~Texture()
{
remove(static_cast<imvu::PiRenderTexture*>(this));
delete inner_; // through its virtual destructor: IMVU's code frees it
recorder_->destroyTexture(id_);
}
imvu::Vec2i Texture::size() const { return inner_->size(); }
void Texture::updateRegions(const imvu::Pixmap& pixmap, const imvu::CompoundRegion& regions)
{
inner_->updateRegions(pixmap, regions);
recorder_->updateTexture(id_, pixmap); // all of it: the regions' layout isn't known
}
void Texture::update(const imvu::Pixmap& pixmap)
{
inner_->update(pixmap);
recorder_->updateTexture(id_, pixmap);
}
imvu::Pixmap* Texture::read(imvu::Pixmap* result) const { return inner_->read(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)
{
inner_->update(data, stride, elementSize, elementCount);
recorder_->updateBuffer(id_, data, stride, elementSize, elementCount);
}
void VertexBuffer::unknown2() { inner_->unknown2(); }
} // namespace t5de
+95
View File
@@ -0,0 +1,95 @@
#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 <cstdint>
#include <memory>
#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);
~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_;
};
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 or VertexBuffer): the client can also hand the engine
// objects the client renderer made itself (render targets' textures), which must reach it unchanged.
bool ours(const void* object);
// The client renderer's object, and our id, for what the client passes in: ours unwrapped, others unchanged (id 0).
inline imvu::PiRenderTexture* inner(imvu::PiRenderTexture* texture)
{
return 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
+39 -11
View File
@@ -29,21 +29,49 @@ creates (each 3D view, and again on room changes), the adapter:
The renderer process draws into a child window it creates inside the client's window: window handles are valid in 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 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, and the adapter gives the client's window is disabled so mouse input goes to the client's window under it. Its swap chain is a flip model one, which the
`WS_CLIPCHILDREN` so the client's own drawing stays out of it. The process exits when the engine is destroyed or the compositor shows above the client's own drawing. The client's window must not clip its children (`WS_CLIPCHILDREN`,
client exits. 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 engine is destroyed or the client exits.
## Status ## Status
A spike: the adapter still has IMVU's Direct3D 9 engine draw the scene (the pass-through), and the renderer process The renderer process draws the whole 3D view in place of the client's renderer (the full view, the default). The
only draws a box in the 3D view's corner, pulsing with the client's frames. Checked in the client (Direct3D 11 in adapter still forwards everything to the client's Direct3D renderer (state and resources: it draws render targets and
software, on a machine without a graphics driver): the box draws over the scene from the 64-bit process, keeps in reads textures back, which the renderer process doesn't yet), but while the renderer process covers the whole view
step with the client's frames, clicks on it reach the scene, and each renderer process exits with its engine (room (`Channel::covering`, set after each frame it presents) the client's renderer skips its clears and draws, decided per
changes) and with the client. The client keeps two engines alive in a room, so two processes (about 15 MB each); frame; it draws again as soon as the renderer process stops covering the view (the view changes, or the process
one process serving all of a client's engines would be leaner. 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.
Next: the protocol carrying each frame's calls and the resources (buffers, textures), and the renderer process For comparing while the client runs (development):
drawing the scene itself, with IMVU's Direct3D engine left as the fallback.
- 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.
Next: render targets (offscreen frames are skipped, and drawn by the client's renderer), and one renderer process for
all of a client's views.
## Building ## Building
+13 -1
View File
@@ -71,7 +71,19 @@ virtual methods, IMVU's code only uses an engine through helpers that call its v
vertical field of view, Direct3D's 0 to 1 depth) and an orthographic one for 2D, orthonormal view rotations, 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 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. vertices are interleaved: positions and normals are 12-byte elements 32 bytes apart, so strides matter.
- Still unknown: point sprites (`drawPointSprites`, particles), render targets, `CompoundRegion` (texture update - 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.
- Still unknown: render targets, `CompoundRegion` (texture update
regions), `newRenderTexture`'s flags, and what `beginRendering` does with a null target. MSVC orders overloaded 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. 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 - Memory crosses the boundary only through virtual methods (destructors, control blocks), so each side can use its
+15 -2
View File
@@ -90,8 +90,21 @@ static_assert(sizeof(VertexAttributeArray<Vec3f>) == 12);
// (width, height, pitch, rowBytes, pixels, ...). // (width, height, pitch, rowBytes, pixels, ...).
class Pixmap; class Pixmap;
// Unknown so far: used only by drawPointSprites (particles), as a Visual C++ 2010 std::vector<PointSprite>. // A particle (drawPointSprites): a point drawn as a camera-facing square, textured, about viewport height / distance
struct PointSpriteVector; // 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. // Region lists IMVU passes to texture updates; unknown so far.
class CompoundRegion; class CompoundRegion;
+28 -5
View File
@@ -7,19 +7,42 @@
namespace t5de::protocol { namespace t5de::protocol {
inline constexpr std::uint32_t version = 1; inline constexpr std::uint32_t version = 3;
// A shared memory section the adapter creates for each engine. Its name is passed to the renderer process as // Which part of the client's 3D view the renderer process draws. Full is the default; the others are for comparing
// `--channel <name>`; the event "<name>-frame" (auto-reset) is set after each frame the client draws. // 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 by the renderer process's `--channel <name>`
// argument: 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).
struct Channel { struct Channel {
std::uint32_t version; std::uint32_t version;
std::uint32_t closing; // nonzero: the engine is gone, the renderer process should exit 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 window; // IMVU's 3D window (an HWND; window handles are valid in every process)
std::uint64_t frames; // frames the client has drawn 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 reserved;
}; };
static_assert(sizeof(Channel) == 24, "same layout in 32-bit and 64-bit builds"); static_assert(sizeof(Channel) == 48, "same layout in 32-bit and 64-bit builds");
inline constexpr wchar_t frameEventSuffix[] = L"-frame"; 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";
} // namespace t5de::protocol } // namespace t5de::protocol
+266
View File
@@ -0,0 +1,266 @@
#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,
};
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 {
std::uint32_t offscreen; // drawn into a render target, not the window: nothing to show
};
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;
};
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
+14 -1
View File
@@ -20,8 +20,21 @@ FetchContent_Declare(DiligentCore
SYSTEM) SYSTEM)
FetchContent_MakeAvailable(DiligentCore) FetchContent_MakeAvailable(DiligentCore)
add_executable(t5de_renderer WIN32 main.cpp) # 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) 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) target_link_libraries(t5de_renderer PRIVATE t5de::protocol t5de::options Diligent-GraphicsEngineD3D11-static Diligent-Common)
install(TARGETS t5de_renderer RUNTIME DESTINATION .) install(TARGETS t5de_renderer RUNTIME DESTINATION .)
+30
View File
@@ -0,0 +1,30 @@
#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
+18
View File
@@ -0,0 +1,18 @@
#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
+213 -25
View File
@@ -1,31 +1,45 @@
// t5de-renderer.exe: the renderer process. Started by the adapter (t5deRenderEngine.dll) for each of the client's // t5de-renderer.exe: the renderer process. Started by the adapter (t5deRenderEngine.dll) for each of the client's
// 3D views; draws into a child window it places in the client's window, frame by frame as the client draws. // 3D views: receives the client's drawing as commands through a shared memory channel, and draws it with Diligent
// // into a child window it places in the client's window (over the right half, for now, to compare with the client's
// For now a spike proving the architecture: a small box in the 3D view's corner, its color changing with each frame // own renderer on the left).
// the client draws, drawn with Diligent (Direct3D 11) from this 64-bit process.
#include <windows.h> #include <windows.h>
#include <d3d11.h>
#include <dxgi.h>
#include <shellapi.h> #include <shellapi.h>
#include <cmath>
#include <cstdint> #include <cstdint>
#include <cstring>
#include <filesystem>
#include <format>
#include <string> #include <string>
#include <string_view> #include <string_view>
#include <vector>
#include "EngineFactoryD3D11.h" #include "EngineFactoryD3D11.h"
#include "RefCntAutoPtr.hpp" #include "RefCntAutoPtr.hpp"
#include "RenderDeviceD3D11.h"
#include "log.hpp"
#include "scene.hpp"
#include "t5de/protocol/channel.hpp" #include "t5de/protocol/channel.hpp"
namespace { namespace {
using namespace Diligent; using namespace Diligent;
using t5de::protocol::Channel;
using t5de::protocol::View;
// The box: where in the client's 3D view, and how big. using t5de::log::info;
constexpr int boxX = 16;
constexpr int boxY = 16; // Diligent's messages (shader compilation errors, invalid states, ...), into the log.
constexpr int boxWidth = 240; void DILIGENT_CALL_TYPE diligent_message(DEBUG_MESSAGE_SEVERITY severity, const Char* message, const Char* function,
constexpr int boxHeight = 80; 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 { struct Arguments {
std::wstring channel; std::wstring channel;
@@ -67,7 +81,93 @@ HWND create_child_window(HWND parent)
.lpszClassName = L"T5DERenderer"}; .lpszClassName = L"T5DERenderer"};
RegisterClassExW(&windowClass); RegisterClassExW(&windowClass);
return CreateWindowExW(0, windowClass.lpszClassName, L"", WS_CHILD | WS_VISIBLE | WS_DISABLED | WS_CLIPSIBLINGS, return CreateWindowExW(0, windowClass.lpszClassName, L"", WS_CHILD | WS_VISIBLE | WS_DISABLED | WS_CLIPSIBLINGS,
boxX, boxY, boxWidth, boxHeight, parent, nullptr, windowClass.hInstance, nullptr); 0, 0, 1, 1, parent, nullptr, windowClass.hInstance, 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 View view = adapter;
static ULONGLONG checked = 0;
if (GetTickCount64() - checked < 1000) {
return view;
}
checked = GetTickCount64();
view = adapter;
wchar_t temp[MAX_PATH + 1];
const DWORD length = GetTempPathW(MAX_PATH + 1, temp);
if (length == 0 || length > MAX_PATH) {
return view;
}
const HANDLE file = CreateFileW((std::filesystem::path(temp) / L"t5de-renderer-view.txt").c_str(), GENERIC_READ,
FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE, nullptr, OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL, nullptr);
if (file == INVALID_HANDLE_VALUE) {
return view;
}
char text[16] = {};
DWORD read = 0;
ReadFile(file, text, sizeof(text) - 1, &read, nullptr);
CloseHandle(file);
const std::string_view setting(text, std::strcspn(text, "\r\n "));
view = setting == "off" ? View::Off
: setting == "split" ? View::Split
: setting == "full" ? View::Full
: setting == "compare" ? View::Compare
: adapter;
return view;
}
// Shader changes to try while the client runs: %TEMP%\t5de-renderer-shaders\fixed_function.hlsl, if there is
// one, replaces the built-in shaders, and is read again when it changes (checked every second or so).
void reload_shaders(t5de::Scene& scene)
{
static ULONGLONG checked = 0;
static std::filesystem::file_time_type loaded{};
if (GetTickCount64() - checked < 1000) {
return;
}
checked = GetTickCount64();
std::error_code error;
const auto path = std::filesystem::temp_directory_path(error) / L"t5de-renderer-shaders" / L"fixed_function.hlsl";
const auto modified = std::filesystem::last_write_time(path, error);
if (error || modified == loaded) {
return;
}
const HANDLE file = CreateFileW(path.c_str(), GENERIC_READ, FILE_SHARE_READ | FILE_SHARE_WRITE, nullptr,
OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, nullptr);
if (file == INVALID_HANDLE_VALUE) {
return;
}
std::string source(static_cast<std::size_t>(std::filesystem::file_size(path, error)), ' ');
DWORD read = 0;
ReadFile(file, source.data(), static_cast<DWORD>(source.size()), &read, nullptr);
CloseHandle(file);
source.resize(read);
loaded = modified;
scene.setShaderSource(std::move(source));
info("shaders reloaded from {}", path.string());
}
// Where the child window goes in the client's 3D view, and where in the 3D view its scene starts (offset).
struct Placement {
RECT window{};
int offset = 0;
};
Placement placement(HWND parent, View view)
{
Placement place;
GetClientRect(parent, &place.window);
if (view == View::Split || view == View::Compare) {
place.window.left = place.window.right / 2;
}
place.offset = view == View::Compare ? 0 : place.window.left;
if (view == View::Off) {
place.window = {};
}
return place;
} }
} // namespace } // namespace
@@ -80,37 +180,74 @@ int WINAPI wWinMain(HINSTANCE, HINSTANCE, PWSTR, int)
} }
HANDLE mapping = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, arguments.channel.c_str()); HANDLE mapping = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, arguments.channel.c_str());
auto* channel = mapping == nullptr ? nullptr auto* channel = mapping == nullptr ? nullptr
: static_cast<t5de::protocol::Channel*>(MapViewOfFile( : static_cast<Channel*>(MapViewOfFile(mapping, FILE_MAP_ALL_ACCESS, 0, 0, 0));
mapping, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(t5de::protocol::Channel))); HANDLE ready = OpenEventW(SYNCHRONIZE, FALSE, (arguments.channel + t5de::protocol::readyEventSuffix).c_str());
HANDLE frameEvent = OpenEventW(SYNCHRONIZE, FALSE, (arguments.channel + t5de::protocol::frameEventSuffix).c_str()); HANDLE consumed =
OpenEventW(EVENT_MODIFY_STATE, FALSE, (arguments.channel + t5de::protocol::consumedEventSuffix).c_str());
HANDLE parent = OpenProcess(SYNCHRONIZE, FALSE, arguments.parent); HANDLE parent = OpenProcess(SYNCHRONIZE, FALSE, arguments.parent);
if (channel == nullptr || frameEvent == nullptr || parent == nullptr || channel->version != t5de::protocol::version) { if (channel == nullptr || ready == nullptr || consumed == nullptr || parent == nullptr
|| channel->version != t5de::protocol::version) {
return 3; return 3;
} }
const auto* data = reinterpret_cast<const std::byte*>(channel + 1);
HWND window = create_child_window(reinterpret_cast<HWND>(static_cast<std::uintptr_t>(channel->window))); const HWND clientWindow = reinterpret_cast<HWND>(static_cast<std::uintptr_t>(channel->window));
const HWND window = create_child_window(clientWindow);
if (window == nullptr) { if (window == nullptr) {
return 4; return 4;
} }
info("started for window {:#x}, view {}", channel->window, static_cast<int>(channel->view));
IEngineFactoryD3D11* factory = GetEngineFactoryD3D11(); IEngineFactoryD3D11* factory = GetEngineFactoryD3D11();
factory->SetMessageCallback(diligent_message);
RefCntAutoPtr<IRenderDevice> device; RefCntAutoPtr<IRenderDevice> device;
RefCntAutoPtr<IDeviceContext> context; RefCntAutoPtr<IDeviceContext> context;
EngineD3D11CreateInfo engineInfo; EngineD3D11CreateInfo engineInfo;
factory->CreateDeviceAndContextsD3D11(engineInfo, &device, &context); factory->CreateDeviceAndContextsD3D11(engineInfo, &device, &context);
if (!device) { if (!device) {
info("can't create a Direct3D 11 device");
return 5; 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();
}
}
RefCntAutoPtr<ISwapChain> swapChain; RefCntAutoPtr<ISwapChain> swapChain;
SwapChainDesc swapChainDesc; 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{window}, factory->CreateSwapChainD3D11(device, context, swapChainDesc, FullScreenModeDesc{}, Win32NativeWindow{window},
&swapChain); &swapChain);
if (!swapChain) { if (!swapChain) {
info("can't create a swap chain");
return 6; return 6;
} }
t5de::Scene scene(device, context, swapChain);
// Takes the chunk waiting in the channel (after "ready"), and lets the adapter send the next: appends it to
// frame, and returns whether it ends a frame.
std::vector<std::byte> frame;
const auto take_chunk = [&] {
const std::uint32_t size = channel->chunkSize <= channel->capacity ? channel->chunkSize : 0;
const bool endsFrame = (channel->chunkFlags & t5de::protocol::chunkEndsFrame) != 0;
frame.insert(frame.end(), data, data + size);
SetEvent(consumed);
return endsFrame;
};
LARGE_INTEGER frequency;
QueryPerformanceFrequency(&frequency);
double drawTime = 0;
double latency = 0;
int drawn = 0;
int skipped = 0;
RECT placed{};
for (;;) { for (;;) {
const HANDLE handles[] = {frameEvent, parent}; const HANDLE handles[] = {ready, parent};
const DWORD result = MsgWaitForMultipleObjects(2, handles, FALSE, 1000, QS_ALLINPUT); const DWORD result = MsgWaitForMultipleObjects(2, handles, FALSE, 1000, QS_ALLINPUT);
MSG message; MSG message;
while (PeekMessageW(&message, nullptr, 0, 0, PM_REMOVE)) { while (PeekMessageW(&message, nullptr, 0, 0, PM_REMOVE)) {
@@ -119,19 +256,70 @@ int WINAPI wWinMain(HINSTANCE, HINSTANCE, PWSTR, int)
if (result == WAIT_OBJECT_0 + 1 || channel->closing != 0) { if (result == WAIT_OBJECT_0 + 1 || channel->closing != 0) {
break; // the client exited, or the engine is gone break; // the client exited, or the engine is gone
} }
if (result != WAIT_OBJECT_0) { if (result != WAIT_OBJECT_0 || !take_chunk()) {
continue; continue;
} }
// T5DE gold, pulsing with the client's frames. // If the client has sent more frames meanwhile (drawing fell behind), catch up: carry out the older ones'
const float pulse = 0.5f + 0.5f * std::sin(static_cast<float>(channel->frames) * 0.1f); // changes without drawing them, and draw only the newest. (An incomplete frame stays for the next round.)
const float color[] = {1.0f, 0.82f * pulse + 0.1f, 0.0f, 1.0f}; std::size_t complete = frame.size();
ITextureView* backBuffer = swapChain->GetCurrentBackBufferRTV(); while (WaitForSingleObject(ready, 0) == WAIT_OBJECT_0) {
context->SetRenderTargets(1, &backBuffer, nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION); bool ended = take_chunk();
context->ClearRenderTarget(backBuffer, color, RESOURCE_STATE_TRANSITION_MODE_TRANSITION); while (!ended && WaitForSingleObject(ready, 1000) == WAIT_OBJECT_0) {
swapChain->Present(0); ended = take_chunk();
}
if (!ended) {
break;
}
scene.execute(std::span(frame).first(complete), 0, false);
frame.erase(frame.begin(), frame.begin() + static_cast<std::ptrdiff_t>(complete));
complete = frame.size();
++skipped;
}
// Follow the client's 3D view's size.
const auto [place, offset] = placement(clientWindow, current_view(channel->view));
const int width = place.right - place.left;
const int height = place.bottom - place.top;
if (std::memcmp(&place, &placed, sizeof(RECT)) != 0) {
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 {}", width, height, place.left, offset);
} else {
ShowWindow(window, SW_HIDE);
channel->covering = 0;
info("hidden");
}
}
reload_shaders(scene);
LARGE_INTEGER start, end;
QueryPerformanceCounter(&start);
const bool covers = current_view(channel->view) == View::Full && width > 0 && height > 0;
if (scene.execute(std::span(frame).first(complete), 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);
drawTime += static_cast<double>(end.QuadPart - start.QuadPart) / static_cast<double>(frequency.QuadPart);
latency += static_cast<double>(end.QuadPart - static_cast<LONGLONG>(scene.lastSentAt())) /
static_cast<double>(frequency.QuadPart);
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",
drawTime * 1000 / drawn, latency * 1000 / drawn, skipped);
drawTime = 0;
latency = 0;
drawn = 0;
skipped = 0;
}
}
frame.erase(frame.begin(), frame.begin() + static_cast<std::ptrdiff_t>(complete));
} }
channel->covering = 0;
info("exiting");
DestroyWindow(window); DestroyWindow(window);
return 0; return 0;
} }
+687
View File
@@ -0,0 +1,687 @@
#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>()) {
onscreen_ = begin->offscreen == 0 && draw_;
if (onscreen_) {
ITextureView* target = swapChain_->GetCurrentBackBufferRTV();
context_->SetRenderTargets(1, &target, swapChain_->GetDepthBufferDSV(),
RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
}
}
break;
case Op::EndFrame:
if (const auto end = command->body<protocol::EndFrame>()) {
lastSentAt_ = end->sentAt;
}
drew = drew || onscreen_;
onscreen_ = false;
break;
case Op::Clear:
if (const auto clear = command->body<protocol::Clear>(); clear && onscreen_) {
if ((clear->flags & 1) != 0) {
float color[4];
set_color(color, clear->color);
context_->ClearRenderTarget(swapChain_->GetCurrentBackBufferRTV(), color,
RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
}
if ((clear->flags & 2) != 0) {
context_->ClearDepthStencil(swapChain_->GetDepthBufferDSV(), 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::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 && onscreen_) {
drawTriangles(*triangles);
}
break;
case Op::DrawArrays:
if (onscreen_) {
drawArrays(*command);
}
break;
case Op::DrawPointSprites:
if (onscreen_) {
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);
if (!onscreen_) {
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 = static_cast<float>(-offsetX_);
viewport.TopLeftY = 0;
viewport.Width = static_cast<float>(projection.width);
viewport.Height = static_cast<float>(projection.height);
viewport.MinDepth = 0;
viewport.MaxDepth = 1;
context_->SetViewports(1, &viewport, window.Width, window.Height);
}
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::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
+128
View File
@@ -0,0 +1,128 @@
#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 <span>
#include <string>
#include <unordered_map>
#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). True if the frame was drawn into the window (to
// present).
bool execute(std::span<const std::byte> commands, int offsetX, bool draw);
// Replaces the shaders' source (the built-in one by default): for trying changes while the client runs.
void setShaderSource(std::string source);
// When the adapter sent the last frame carried out (QueryPerformanceCounter).
[[nodiscard]] std::uint64_t lastSentAt() const { return lastSentAt_; }
private:
struct Texture {
Diligent::RefCntAutoPtr<Diligent::ITexture> texture;
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 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_;
bool onscreen_ = false; // in a frame drawn into the window
bool draw_ = true;
std::uint64_t lastSentAt_ = 0;
int offsetX_ = 0;
};
} // namespace t5de
+4
View File
@@ -0,0 +1,4 @@
#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";
+146
View File
@@ -0,0 +1,146 @@
// 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;
}
+4
View File
@@ -1,3 +1,7 @@
add_executable(shared_ptr_test shared_ptr_test.cpp) add_executable(shared_ptr_test shared_ptr_test.cpp)
target_link_libraries(shared_ptr_test PRIVATE t5de::imvu t5de::options) target_link_libraries(shared_ptr_test PRIVATE t5de::imvu t5de::options)
add_test(NAME shared_ptr COMMAND shared_ptr_test) 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
View File
@@ -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;
}