mirror of
https://github.com/xivdev/Penumbra.git
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Merge branch 'refs/heads/Exter-N/srf7'
# Conflicts: # Penumbra/Interop/Hooks/HookSettings.cs
This commit is contained in:
commit
585601efd4
3 changed files with 359 additions and 70 deletions
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@ -19,9 +19,24 @@ public sealed unsafe class ShaderReplacementFixer : IDisposable, IRequiredServic
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public static ReadOnlySpan<byte> SkinShpkName
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=> "skin.shpk"u8;
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public static ReadOnlySpan<byte> IrisShpkName
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=> "iris.shpk"u8;
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public static ReadOnlySpan<byte> CharacterGlassShpkName
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=> "characterglass.shpk"u8;
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public static ReadOnlySpan<byte> CharacterTransparencyShpkName
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=> "charactertransparency.shpk"u8;
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public static ReadOnlySpan<byte> CharacterTattooShpkName
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=> "charactertattoo.shpk"u8;
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public static ReadOnlySpan<byte> CharacterOcclusionShpkName
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=> "characterocclusion.shpk"u8;
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public static ReadOnlySpan<byte> HairMaskShpkName
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=> "hairmask.shpk"u8;
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private delegate nint CharacterBaseOnRenderMaterialDelegate(CharacterBase* drawObject, CSModelRenderer.OnRenderMaterialParams* param);
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private delegate nint ModelRendererOnRenderMaterialDelegate(CSModelRenderer* modelRenderer, ushort* outFlags,
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@ -36,26 +51,36 @@ public sealed unsafe class ShaderReplacementFixer : IDisposable, IRequiredServic
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private readonly CharacterUtility _utility;
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private readonly ModelRenderer _modelRenderer;
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// MaterialResourceHandle set
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private readonly ConcurrentSet<nint> _moddedSkinShpkMaterials = new();
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private readonly ConcurrentSet<nint> _moddedCharacterGlassShpkMaterials = new();
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private readonly object _skinLock = new();
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private readonly object _characterGlassLock = new();
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// ConcurrentDictionary.Count uses a lock in its current implementation.
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private int _moddedSkinShpkCount;
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private int _moddedCharacterGlassShpkCount;
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private ulong _skinSlowPathCallDelta;
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private ulong _characterGlassSlowPathCallDelta;
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private readonly ModdedShaderPackageState _skinState;
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private readonly ModdedShaderPackageState _irisState;
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private readonly ModdedShaderPackageState _characterGlassState;
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private readonly ModdedShaderPackageState _characterTransparencyState;
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private readonly ModdedShaderPackageState _characterTattooState;
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private readonly ModdedShaderPackageState _characterOcclusionState;
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private readonly ModdedShaderPackageState _hairMaskState;
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public bool Enabled { get; internal set; } = true;
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public int ModdedSkinShpkCount
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=> _moddedSkinShpkCount;
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public uint ModdedSkinShpkCount
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=> _skinState.MaterialCount;
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public int ModdedCharacterGlassShpkCount
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=> _moddedCharacterGlassShpkCount;
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public uint ModdedIrisShpkCount
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=> _irisState.MaterialCount;
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public uint ModdedCharacterGlassShpkCount
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=> _characterGlassState.MaterialCount;
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public uint ModdedCharacterTransparencyShpkCount
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=> _characterTransparencyState.MaterialCount;
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public uint ModdedCharacterTattooShpkCount
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=> _characterTattooState.MaterialCount;
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public uint ModdedCharacterOcclusionShpkCount
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=> _characterOcclusionState.MaterialCount;
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public uint ModdedHairMaskShpkCount
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=> _hairMaskState.MaterialCount;
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public ShaderReplacementFixer(ResourceHandleDestructor resourceHandleDestructor, CharacterUtility utility, ModelRenderer modelRenderer,
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CommunicatorService communicator, HookManager hooks, CharacterBaseVTables vTables)
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@ -64,7 +89,18 @@ public sealed unsafe class ShaderReplacementFixer : IDisposable, IRequiredServic
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_utility = utility;
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_modelRenderer = modelRenderer;
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_communicator = communicator;
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_humanOnRenderMaterialHook = hooks.CreateHook<CharacterBaseOnRenderMaterialDelegate>("Human.OnRenderMaterial", vTables.HumanVTable[62],
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_skinState = new(
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() => (ShaderPackageResourceHandle**)&_utility.Address->SkinShpkResource,
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() => (ShaderPackageResourceHandle*)_utility.DefaultSkinShpkResource);
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_irisState = new(() => _modelRenderer.IrisShaderPackage, () => _modelRenderer.DefaultIrisShaderPackage);
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_characterGlassState = new(() => _modelRenderer.CharacterGlassShaderPackage, () => _modelRenderer.DefaultCharacterGlassShaderPackage);
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_characterTransparencyState = new(() => _modelRenderer.CharacterTransparencyShaderPackage, () => _modelRenderer.DefaultCharacterTransparencyShaderPackage);
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_characterTattooState = new(() => _modelRenderer.CharacterTattooShaderPackage, () => _modelRenderer.DefaultCharacterTattooShaderPackage);
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_characterOcclusionState = new(() => _modelRenderer.CharacterOcclusionShaderPackage, () => _modelRenderer.DefaultCharacterOcclusionShaderPackage);
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_hairMaskState = new(() => _modelRenderer.HairMaskShaderPackage, () => _modelRenderer.DefaultHairMaskShaderPackage);
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_humanOnRenderMaterialHook = hooks.CreateHook<CharacterBaseOnRenderMaterialDelegate>("Human.OnRenderMaterial", vTables.HumanVTable[64],
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OnRenderHumanMaterial, HookSettings.PostProcessingHooks).Result;
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_modelRendererOnRenderMaterialHook = hooks.CreateHook<ModelRendererOnRenderMaterialDelegate>("ModelRenderer.OnRenderMaterial",
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Sigs.ModelRendererOnRenderMaterial, ModelRendererOnRenderMaterialDetour, HookSettings.PostProcessingHooks).Result;
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@ -78,14 +114,23 @@ public sealed unsafe class ShaderReplacementFixer : IDisposable, IRequiredServic
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_humanOnRenderMaterialHook.Dispose();
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_communicator.MtrlShpkLoaded.Unsubscribe(OnMtrlShpkLoaded);
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_resourceHandleDestructor.Unsubscribe(OnResourceHandleDestructor);
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_moddedCharacterGlassShpkMaterials.Clear();
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_moddedSkinShpkMaterials.Clear();
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_moddedCharacterGlassShpkCount = 0;
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_moddedSkinShpkCount = 0;
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_hairMaskState.ClearMaterials();
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_characterOcclusionState.ClearMaterials();
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_characterTattooState.ClearMaterials();
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_characterTransparencyState.ClearMaterials();
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_characterGlassState.ClearMaterials();
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_irisState.ClearMaterials();
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_skinState.ClearMaterials();
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}
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public (ulong Skin, ulong CharacterGlass) GetAndResetSlowPathCallDeltas()
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=> (Interlocked.Exchange(ref _skinSlowPathCallDelta, 0), Interlocked.Exchange(ref _characterGlassSlowPathCallDelta, 0));
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public (ulong Skin, ulong Iris, ulong CharacterGlass, ulong CharacterTransparency, ulong CharacterTattoo, ulong CharacterOcclusion, ulong HairMask) GetAndResetSlowPathCallDeltas()
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=> (_skinState.GetAndResetSlowPathCallDelta(),
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_irisState.GetAndResetSlowPathCallDelta(),
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_characterGlassState.GetAndResetSlowPathCallDelta(),
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_characterTransparencyState.GetAndResetSlowPathCallDelta(),
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_characterTattooState.GetAndResetSlowPathCallDelta(),
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_characterOcclusionState.GetAndResetSlowPathCallDelta(),
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_hairMaskState.GetAndResetSlowPathCallDelta());
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private static bool IsMaterialWithShpk(MaterialResourceHandle* mtrlResource, ReadOnlySpan<byte> shpkName)
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{
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@ -102,54 +147,99 @@ public sealed unsafe class ShaderReplacementFixer : IDisposable, IRequiredServic
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if (shpk == null)
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return;
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var shpkName = mtrl->ShpkNameSpan;
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var shpkName = mtrl->ShpkNameSpan;
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var shpkState = GetStateForHuman(shpkName) ?? GetStateForModelRenderer(shpkName);
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if (SkinShpkName.SequenceEqual(shpkName) && (nint)shpk != _utility.DefaultSkinShpkResource)
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if (_moddedSkinShpkMaterials.TryAdd(mtrlResourceHandle))
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Interlocked.Increment(ref _moddedSkinShpkCount);
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if (CharacterGlassShpkName.SequenceEqual(shpkName) && shpk != _modelRenderer.DefaultCharacterGlassShaderPackage)
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if (_moddedCharacterGlassShpkMaterials.TryAdd(mtrlResourceHandle))
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Interlocked.Increment(ref _moddedCharacterGlassShpkCount);
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if (shpkState != null && shpk != shpkState.DefaultShaderPackage)
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shpkState.TryAddMaterial(mtrlResourceHandle);
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}
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private void OnResourceHandleDestructor(Structs.ResourceHandle* handle)
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{
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if (_moddedSkinShpkMaterials.TryRemove((nint)handle))
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Interlocked.Decrement(ref _moddedSkinShpkCount);
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if (_moddedCharacterGlassShpkMaterials.TryRemove((nint)handle))
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Interlocked.Decrement(ref _moddedCharacterGlassShpkCount);
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_skinState.TryRemoveMaterial(handle);
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_irisState.TryRemoveMaterial(handle);
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_characterGlassState.TryRemoveMaterial(handle);
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_characterTransparencyState.TryRemoveMaterial(handle);
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_characterTattooState.TryRemoveMaterial(handle);
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_characterOcclusionState.TryRemoveMaterial(handle);
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_hairMaskState.TryRemoveMaterial(handle);
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}
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private ModdedShaderPackageState? GetStateForHuman(MaterialResourceHandle* mtrlResource)
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=> mtrlResource == null ? null : GetStateForHuman(mtrlResource->ShpkNameSpan);
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private ModdedShaderPackageState? GetStateForHuman(ReadOnlySpan<byte> shpkName)
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{
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if (SkinShpkName.SequenceEqual(shpkName))
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return _skinState;
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return null;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private uint GetTotalMaterialCountForHuman()
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=> _skinState.MaterialCount;
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private ModdedShaderPackageState? GetStateForModelRenderer(MaterialResourceHandle* mtrlResource)
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=> mtrlResource == null ? null : GetStateForModelRenderer(mtrlResource->ShpkNameSpan);
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private ModdedShaderPackageState? GetStateForModelRenderer(ReadOnlySpan<byte> shpkName)
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{
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if (IrisShpkName.SequenceEqual(shpkName))
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return _irisState;
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if (CharacterGlassShpkName.SequenceEqual(shpkName))
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return _characterGlassState;
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if (CharacterTransparencyShpkName.SequenceEqual(shpkName))
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return _characterTransparencyState;
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if (CharacterTattooShpkName.SequenceEqual(shpkName))
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return _characterTattooState;
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if (CharacterOcclusionShpkName.SequenceEqual(shpkName))
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return _characterOcclusionState;
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if (HairMaskShpkName.SequenceEqual(shpkName))
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return _hairMaskState;
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return null;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private uint GetTotalMaterialCountForModelRenderer()
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=> _irisState.MaterialCount + _characterGlassState.MaterialCount + _characterTransparencyState.MaterialCount + _characterTattooState.MaterialCount + _characterOcclusionState.MaterialCount + _hairMaskState.MaterialCount;
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private nint OnRenderHumanMaterial(CharacterBase* human, CSModelRenderer.OnRenderMaterialParams* param)
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{
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// If we don't have any on-screen instances of modded skin.shpk, we don't need the slow path at all.
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if (!Enabled || _moddedSkinShpkCount == 0)
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if (!Enabled || GetTotalMaterialCountForHuman() == 0)
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return _humanOnRenderMaterialHook.Original(human, param);
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var material = param->Model->Materials[param->MaterialIndex];
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var mtrlResource = material->MaterialResourceHandle;
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if (!IsMaterialWithShpk(mtrlResource, SkinShpkName))
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var shpkState = GetStateForHuman(mtrlResource);
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if (shpkState == null)
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return _humanOnRenderMaterialHook.Original(human, param);
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Interlocked.Increment(ref _skinSlowPathCallDelta);
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shpkState.IncrementSlowPathCallDelta();
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// Performance considerations:
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// - This function is called from several threads simultaneously, hence the need for synchronization in the swapping path ;
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// - Function is called each frame for each material on screen, after culling, i.e. up to thousands of times a frame in crowded areas ;
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// - Swapping path is taken up to hundreds of times a frame.
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// At the time of writing, the lock doesn't seem to have a noticeable impact in either frame rate or CPU usage, but the swapping path shall still be avoided as much as possible.
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lock (_skinLock)
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lock (shpkState)
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{
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var shpkReference = shpkState.ShaderPackageReference;
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try
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{
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_utility.Address->SkinShpkResource = (Structs.ResourceHandle*)mtrlResource->ShaderPackageResourceHandle;
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*shpkReference = mtrlResource->ShaderPackageResourceHandle;
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return _humanOnRenderMaterialHook.Original(human, param);
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}
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finally
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{
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_utility.Address->SkinShpkResource = (Structs.ResourceHandle*)_utility.DefaultSkinShpkResource;
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*shpkReference = shpkState.DefaultShaderPackage;
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}
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}
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}
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@ -158,27 +248,91 @@ public sealed unsafe class ShaderReplacementFixer : IDisposable, IRequiredServic
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CSModelRenderer.OnRenderModelParams* param, Material* material, uint materialIndex)
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{
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// If we don't have any on-screen instances of modded characterglass.shpk, we don't need the slow path at all.
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if (!Enabled || _moddedCharacterGlassShpkCount == 0)
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if (!Enabled || GetTotalMaterialCountForModelRenderer() == 0)
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return _modelRendererOnRenderMaterialHook.Original(modelRenderer, outFlags, param, material, materialIndex);
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var mtrlResource = material->MaterialResourceHandle;
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if (!IsMaterialWithShpk(mtrlResource, CharacterGlassShpkName))
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var shpkState = GetStateForModelRenderer(mtrlResource);
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if (shpkState == null)
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return _modelRendererOnRenderMaterialHook.Original(modelRenderer, outFlags, param, material, materialIndex);
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Interlocked.Increment(ref _characterGlassSlowPathCallDelta);
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shpkState.IncrementSlowPathCallDelta();
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// Same performance considerations as above.
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lock (_characterGlassLock)
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lock (shpkState)
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{
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var shpkReference = shpkState.ShaderPackageReference;
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try
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{
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*_modelRenderer.CharacterGlassShaderPackage = mtrlResource->ShaderPackageResourceHandle;
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*shpkReference = mtrlResource->ShaderPackageResourceHandle;
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return _modelRendererOnRenderMaterialHook.Original(modelRenderer, outFlags, param, material, materialIndex);
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}
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finally
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{
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*_modelRenderer.CharacterGlassShaderPackage = _modelRenderer.DefaultCharacterGlassShaderPackage;
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*shpkReference = shpkState.DefaultShaderPackage;
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}
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}
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}
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private sealed class ModdedShaderPackageState(ShaderPackageReferenceGetter referenceGetter, DefaultShaderPackageGetter defaultGetter)
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{
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// MaterialResourceHandle set
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private readonly ConcurrentSet<nint> _materials = new();
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// ConcurrentDictionary.Count uses a lock in its current implementation.
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private uint _materialCount = 0;
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private ulong _slowPathCallDelta = 0;
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public uint MaterialCount
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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get => _materialCount;
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}
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public ShaderPackageResourceHandle** ShaderPackageReference
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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get => referenceGetter();
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}
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public ShaderPackageResourceHandle* DefaultShaderPackage
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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get => defaultGetter();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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public void TryAddMaterial(nint mtrlResourceHandle)
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{
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if (_materials.TryAdd(mtrlResourceHandle))
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Interlocked.Increment(ref _materialCount);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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public void TryRemoveMaterial(Structs.ResourceHandle* handle)
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{
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if (_materials.TryRemove((nint)handle))
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Interlocked.Decrement(ref _materialCount);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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public void ClearMaterials()
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{
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_materials.Clear();
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_materialCount = 0;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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public void IncrementSlowPathCallDelta()
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=> Interlocked.Increment(ref _slowPathCallDelta);
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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public ulong GetAndResetSlowPathCallDelta()
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=> Interlocked.Exchange(ref _slowPathCallDelta, 0);
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}
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private delegate ShaderPackageResourceHandle* DefaultShaderPackageGetter();
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private delegate ShaderPackageResourceHandle** ShaderPackageReferenceGetter();
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}
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