Merge branch 'refs/heads/Exter-N/srf7'

# Conflicts:
#	Penumbra/Interop/Hooks/HookSettings.cs
This commit is contained in:
Ottermandias 2024-07-08 14:57:37 +02:00
commit 585601efd4
3 changed files with 359 additions and 70 deletions

View file

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