mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-14 12:44:19 +01:00
197 lines
8.5 KiB
C#
197 lines
8.5 KiB
C#
using Dalamud.Hooking;
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using Dalamud.Plugin.Services;
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using Dalamud.Utility.Signatures;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Render;
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using FFXIVClientStructs.FFXIV.Client.System.Resource.Handle;
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using OtterGui.Classes;
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using Penumbra.Communication;
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using Penumbra.GameData;
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using Penumbra.Interop.Hooks.Resources;
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using Penumbra.Services;
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namespace Penumbra.Interop.Services;
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public sealed unsafe class ShaderReplacementFixer : IDisposable
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{
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public static ReadOnlySpan<byte> SkinShpkName
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=> "skin.shpk"u8;
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public static ReadOnlySpan<byte> CharacterGlassShpkName
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=> "characterglass.shpk"u8;
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[Signature(Sigs.HumanVTable, ScanType = ScanType.StaticAddress)]
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private readonly nint* _humanVTable = null!;
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private delegate nint CharacterBaseOnRenderMaterialDelegate(nint drawObject, OnRenderMaterialParams* param);
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private delegate nint ModelRendererOnRenderMaterialDelegate(nint modelRenderer, nint outFlags, nint param, Material* material, uint materialIndex);
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[StructLayout(LayoutKind.Explicit)]
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private struct OnRenderMaterialParams
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{
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[FieldOffset(0x0)]
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public Model* Model;
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[FieldOffset(0x8)]
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public uint MaterialIndex;
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}
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private readonly Hook<CharacterBaseOnRenderMaterialDelegate> _humanOnRenderMaterialHook;
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[Signature(Sigs.ModelRendererOnRenderMaterial, DetourName = nameof(ModelRendererOnRenderMaterialDetour))]
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private readonly Hook<ModelRendererOnRenderMaterialDelegate> _modelRendererOnRenderMaterialHook = null!;
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private readonly ResourceHandleDestructor _resourceHandleDestructor;
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private readonly CommunicatorService _communicator;
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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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public bool Enabled { get; internal set; } = true;
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public int ModdedSkinShpkCount
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=> _moddedSkinShpkCount;
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public int ModdedCharacterGlassShpkCount
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=> _moddedCharacterGlassShpkCount;
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public ShaderReplacementFixer(ResourceHandleDestructor resourceHandleDestructor, CharacterUtility utility, ModelRenderer modelRenderer,
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CommunicatorService communicator, IGameInteropProvider interop)
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{
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interop.InitializeFromAttributes(this);
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_resourceHandleDestructor = resourceHandleDestructor;
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_utility = utility;
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_modelRenderer = modelRenderer;
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_communicator = communicator;
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_humanOnRenderMaterialHook = interop.HookFromAddress<CharacterBaseOnRenderMaterialDelegate>(_humanVTable[62], OnRenderHumanMaterial);
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_communicator.MtrlShpkLoaded.Subscribe(OnMtrlShpkLoaded, MtrlShpkLoaded.Priority.ShaderReplacementFixer);
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_resourceHandleDestructor.Subscribe(OnResourceHandleDestructor, ResourceHandleDestructor.Priority.ShaderReplacementFixer);
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_humanOnRenderMaterialHook.Enable();
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_modelRendererOnRenderMaterialHook.Enable();
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}
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public void Dispose()
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{
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_modelRendererOnRenderMaterialHook.Dispose();
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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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}
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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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private static bool IsMaterialWithShpk(MaterialResourceHandle* mtrlResource, ReadOnlySpan<byte> shpkName)
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{
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if (mtrlResource == null)
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return false;
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return shpkName.SequenceEqual(mtrlResource->ShpkNameSpan);
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}
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private void OnMtrlShpkLoaded(nint mtrlResourceHandle, nint gameObject)
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{
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var mtrl = (MaterialResourceHandle*)mtrlResourceHandle;
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var shpk = mtrl->ShaderPackageResourceHandle;
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if (shpk == null)
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return;
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var shpkName = mtrl->ShpkNameSpan;
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if (SkinShpkName.SequenceEqual(shpkName) && (nint)shpk != _utility.DefaultSkinShpkResource)
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{
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if (_moddedSkinShpkMaterials.TryAdd(mtrlResourceHandle))
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Interlocked.Increment(ref _moddedSkinShpkCount);
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}
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if (CharacterGlassShpkName.SequenceEqual(shpkName) && shpk != _modelRenderer.DefaultCharacterGlassShaderPackage)
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{
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if (_moddedCharacterGlassShpkMaterials.TryAdd(mtrlResourceHandle))
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Interlocked.Increment(ref _moddedCharacterGlassShpkCount);
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}
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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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}
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private nint OnRenderHumanMaterial(nint human, 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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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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return _humanOnRenderMaterialHook.Original(human, param);
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Interlocked.Increment(ref _skinSlowPathCallDelta);
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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 framerate 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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{
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try
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{
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_utility.Address->SkinShpkResource = (Structs.ResourceHandle*)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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}
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}
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}
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private nint ModelRendererOnRenderMaterialDetour(nint modelRenderer, nint outFlags, nint 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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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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return _modelRendererOnRenderMaterialHook.Original(modelRenderer, outFlags, param, material, materialIndex);
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Interlocked.Increment(ref _characterGlassSlowPathCallDelta);
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// Same performance considerations as above.
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lock (_characterGlassLock)
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{
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try
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{
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*_modelRenderer.CharacterGlassShaderPackage = 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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}
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}
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}
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}
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