Penumbra/Penumbra/Interop/Hooks/PostProcessing/ShaderReplacementFixer.cs
2025-09-08 14:38:02 +02:00

564 lines
26 KiB
C#

using Dalamud.Hooking;
using FFXIVClientStructs.FFXIV.Client.Graphics.Kernel;
using FFXIVClientStructs.FFXIV.Client.Graphics.Render;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using FFXIVClientStructs.FFXIV.Client.System.Resource.Handle;
using OtterGui.Classes;
using Penumbra.Communication;
using Penumbra.GameData;
using Penumbra.GameData.Files.MaterialStructs;
using Penumbra.Interop.Hooks.Resources;
using Penumbra.Interop.Structs;
using Penumbra.Services;
using Penumbra.String.Classes;
using CharacterUtility = Penumbra.Interop.Services.CharacterUtility;
using CSModelRenderer = FFXIVClientStructs.FFXIV.Client.Graphics.Render.ModelRenderer;
using ModelRenderer = Penumbra.Interop.Services.ModelRenderer;
namespace Penumbra.Interop.Hooks.PostProcessing;
public sealed unsafe class ShaderReplacementFixer : IDisposable, Luna.IRequiredService
{
public static ReadOnlySpan<byte> SkinShpkName
=> "skin.shpk"u8;
public static ReadOnlySpan<byte> CharacterStockingsShpkName
=> "characterstockings.shpk"u8;
public static ReadOnlySpan<byte> CharacterLegacyShpkName
=> "characterlegacy.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,
CSModelRenderer.OnRenderModelParams* param, Material* material, uint materialIndex);
private delegate void ModelRendererUnkFuncDelegate(CSModelRenderer* modelRenderer, ModelRendererStructs.UnkPayload* unkPayload, uint unk2,
uint unk3, uint unk4, uint unk5);
private readonly Hook<CharacterBaseOnRenderMaterialDelegate> _humanOnRenderMaterialHook;
private readonly Hook<ModelRendererOnRenderMaterialDelegate> _modelRendererOnRenderMaterialHook;
private readonly Hook<ModelRendererUnkFuncDelegate> _modelRendererUnkFuncHook;
private readonly Hook<MaterialResourceHandle.Delegates.PrepareColorTable> _prepareColorTableHook;
private readonly ResourceHandleDestructor _resourceHandleDestructor;
private readonly CommunicatorService _communicator;
private readonly HumanSetupScalingHook _humanSetupScalingHook;
private readonly ModdedShaderPackageState _skinState;
private readonly ModdedShaderPackageState _characterStockingsState;
private readonly ModdedShaderPackageState _characterLegacyState;
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 uint ModdedSkinShpkCount
=> _skinState.MaterialCount;
public uint ModdedCharacterStockingsShpkCount
=> _characterStockingsState.MaterialCount;
public uint ModdedCharacterLegacyShpkCount
=> _characterLegacyState.MaterialCount;
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, Luna.HookManager hooks, CharacterBaseVTables vTables, HumanSetupScalingHook humanSetupScalingHook)
{
_resourceHandleDestructor = resourceHandleDestructor;
_communicator = communicator;
_humanSetupScalingHook = humanSetupScalingHook;
_skinState = new ModdedShaderPackageState(
() => (ShaderPackageResourceHandle**)&utility.Address->SkinShpkResource,
() => (ShaderPackageResourceHandle*)utility.DefaultSkinShpkResource);
_characterStockingsState = new ModdedShaderPackageState(
() => (ShaderPackageResourceHandle**)&utility.Address->CharacterStockingsShpkResource,
() => (ShaderPackageResourceHandle*)utility.DefaultCharacterStockingsShpkResource);
_characterLegacyState = new ModdedShaderPackageState(
() => (ShaderPackageResourceHandle**)&utility.Address->CharacterLegacyShpkResource,
() => (ShaderPackageResourceHandle*)utility.DefaultCharacterLegacyShpkResource);
_irisState = new ModdedShaderPackageState(() => modelRenderer.IrisShaderPackage, () => modelRenderer.DefaultIrisShaderPackage);
_characterGlassState = new ModdedShaderPackageState(() => modelRenderer.CharacterGlassShaderPackage,
() => modelRenderer.DefaultCharacterGlassShaderPackage);
_characterTransparencyState = new ModdedShaderPackageState(() => modelRenderer.CharacterTransparencyShaderPackage,
() => modelRenderer.DefaultCharacterTransparencyShaderPackage);
_characterTattooState = new ModdedShaderPackageState(() => modelRenderer.CharacterTattooShaderPackage,
() => modelRenderer.DefaultCharacterTattooShaderPackage);
_characterOcclusionState = new ModdedShaderPackageState(() => modelRenderer.CharacterOcclusionShaderPackage,
() => modelRenderer.DefaultCharacterOcclusionShaderPackage);
_hairMaskState =
new ModdedShaderPackageState(() => modelRenderer.HairMaskShaderPackage, () => modelRenderer.DefaultHairMaskShaderPackage);
_humanSetupScalingHook.SetupReplacements += SetupHssReplacements;
_humanOnRenderMaterialHook = hooks.CreateHook<CharacterBaseOnRenderMaterialDelegate>("Human.OnRenderMaterial", vTables.HumanVTable[64],
OnRenderHumanMaterial, !HookOverrides.Instance.PostProcessing.HumanOnRenderMaterial).Result;
_modelRendererOnRenderMaterialHook = hooks.CreateHook<ModelRendererOnRenderMaterialDelegate>("ModelRenderer.OnRenderMaterial",
Sigs.ModelRendererOnRenderMaterial, ModelRendererOnRenderMaterialDetour,
!HookOverrides.Instance.PostProcessing.ModelRendererOnRenderMaterial).Result;
_modelRendererUnkFuncHook = hooks.CreateHook<ModelRendererUnkFuncDelegate>("ModelRenderer.UnkFunc",
Sigs.ModelRendererUnkFunc, ModelRendererUnkFuncDetour,
!HookOverrides.Instance.PostProcessing.ModelRendererUnkFunc).Result;
_prepareColorTableHook = hooks.CreateHook<MaterialResourceHandle.Delegates.PrepareColorTable>(
"MaterialResourceHandle.PrepareColorTable",
Sigs.PrepareColorSet, PrepareColorTableDetour,
!HookOverrides.Instance.PostProcessing.PrepareColorTable).Result;
_communicator.MtrlLoaded.Subscribe(OnMtrlLoaded, MtrlLoaded.Priority.ShaderReplacementFixer);
_resourceHandleDestructor.Subscribe(OnResourceHandleDestructor, ResourceHandleDestructor.Priority.ShaderReplacementFixer);
}
public void Dispose()
{
_prepareColorTableHook.Dispose();
_modelRendererUnkFuncHook.Dispose();
_modelRendererOnRenderMaterialHook.Dispose();
_humanOnRenderMaterialHook.Dispose();
_humanSetupScalingHook.SetupReplacements -= SetupHssReplacements;
_communicator.MtrlLoaded.Unsubscribe(OnMtrlLoaded);
_resourceHandleDestructor.Unsubscribe(OnResourceHandleDestructor);
_hairMaskState.ClearMaterials();
_characterOcclusionState.ClearMaterials();
_characterTattooState.ClearMaterials();
_characterTransparencyState.ClearMaterials();
_characterGlassState.ClearMaterials();
_irisState.ClearMaterials();
_characterLegacyState.ClearMaterials();
_characterStockingsState.ClearMaterials();
_skinState.ClearMaterials();
}
public (ulong Skin, ulong CharacterStockings, ulong CharacterLegacy, ulong Iris, ulong CharacterGlass, ulong CharacterTransparency, ulong
CharacterTattoo, ulong CharacterOcclusion, ulong HairMask) GetAndResetSlowPathCallDeltas()
=> (_skinState.GetAndResetSlowPathCallDelta(),
_characterStockingsState.GetAndResetSlowPathCallDelta(),
_characterLegacyState.GetAndResetSlowPathCallDelta(),
_irisState.GetAndResetSlowPathCallDelta(),
_characterGlassState.GetAndResetSlowPathCallDelta(),
_characterTransparencyState.GetAndResetSlowPathCallDelta(),
_characterTattooState.GetAndResetSlowPathCallDelta(),
_characterOcclusionState.GetAndResetSlowPathCallDelta(),
_hairMaskState.GetAndResetSlowPathCallDelta());
private void OnMtrlLoaded(nint mtrlResourceHandle, nint gameObject)
{
var mtrl = (MaterialResourceHandle*)mtrlResourceHandle;
var shpk = mtrl->ShaderPackageResourceHandle;
if (shpk == null)
return;
var shpkName = mtrl->ShpkName.AsSpan();
var shpkState = GetStateForHumanSetup(shpkName)
?? GetStateForHumanRender(shpkName)
?? GetStateForModelRendererRender(shpkName)
?? GetStateForModelRendererUnk(shpkName) ?? GetStateForColorTable(shpkName);
if (shpkState != null && shpk != shpkState.DefaultShaderPackage)
shpkState.TryAddMaterial(mtrlResourceHandle);
}
private void OnResourceHandleDestructor(Structs.ResourceHandle* handle)
{
_skinState.TryRemoveMaterial(handle);
_characterStockingsState.TryRemoveMaterial(handle);
_characterLegacyState.TryRemoveMaterial(handle);
_irisState.TryRemoveMaterial(handle);
_characterGlassState.TryRemoveMaterial(handle);
_characterTransparencyState.TryRemoveMaterial(handle);
_characterTattooState.TryRemoveMaterial(handle);
_characterOcclusionState.TryRemoveMaterial(handle);
_hairMaskState.TryRemoveMaterial(handle);
}
private ModdedShaderPackageState? GetStateForHumanSetup(MaterialResourceHandle* mtrlResource)
=> mtrlResource == null ? null : GetStateForHumanSetup(mtrlResource->ShpkName.AsSpan());
private ModdedShaderPackageState? GetStateForHumanSetup(ReadOnlySpan<byte> shpkName)
=> CharacterStockingsShpkName.SequenceEqual(shpkName) ? _characterStockingsState : null;
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private uint GetTotalMaterialCountForHumanSetup()
=> _characterStockingsState.MaterialCount;
private ModdedShaderPackageState? GetStateForHumanRender(MaterialResourceHandle* mtrlResource)
=> mtrlResource == null ? null : GetStateForHumanRender(mtrlResource->ShpkName.AsSpan());
private ModdedShaderPackageState? GetStateForHumanRender(ReadOnlySpan<byte> shpkName)
=> SkinShpkName.SequenceEqual(shpkName) ? _skinState : null;
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private uint GetTotalMaterialCountForHumanRender()
=> _skinState.MaterialCount;
private ModdedShaderPackageState? GetStateForModelRendererRender(MaterialResourceHandle* mtrlResource)
=> mtrlResource == null ? null : GetStateForModelRendererRender(mtrlResource->ShpkName.AsSpan());
private ModdedShaderPackageState? GetStateForModelRendererRender(ReadOnlySpan<byte> shpkName)
{
if (CharacterGlassShpkName.SequenceEqual(shpkName))
return _characterGlassState;
if (CharacterTransparencyShpkName.SequenceEqual(shpkName))
return _characterTransparencyState;
if (CharacterTattooShpkName.SequenceEqual(shpkName))
return _characterTattooState;
if (HairMaskShpkName.SequenceEqual(shpkName))
return _hairMaskState;
return null;
}
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private uint GetTotalMaterialCountForModelRendererRender()
=> _characterGlassState.MaterialCount
+ _characterTransparencyState.MaterialCount
+ _characterTattooState.MaterialCount
+ _hairMaskState.MaterialCount;
private ModdedShaderPackageState? GetStateForModelRendererUnk(MaterialResourceHandle* mtrlResource)
=> mtrlResource == null ? null : GetStateForModelRendererUnk(mtrlResource->ShpkName.AsSpan());
private ModdedShaderPackageState? GetStateForModelRendererUnk(ReadOnlySpan<byte> shpkName)
{
if (IrisShpkName.SequenceEqual(shpkName))
return _irisState;
if (CharacterOcclusionShpkName.SequenceEqual(shpkName))
return _characterOcclusionState;
if (CharacterStockingsShpkName.SequenceEqual(shpkName))
return _characterStockingsState;
return null;
}
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private uint GetTotalMaterialCountForModelRendererUnk()
=> _irisState.MaterialCount
+ _characterOcclusionState.MaterialCount
+ _characterStockingsState.MaterialCount;
private ModdedShaderPackageState? GetStateForColorTable(ReadOnlySpan<byte> shpkName)
=> CharacterLegacyShpkName.SequenceEqual(shpkName) ? _characterLegacyState : null;
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private uint GetTotalMaterialCountForColorTable()
=> _characterLegacyState.MaterialCount;
private void SetupHssReplacements(CharacterBase* drawObject, uint slotIndex, Span<HumanSetupScalingHook.Replacement> replacements,
ref int numReplacements, ref IDisposable? pbdDisposable, ref object? shpkLock)
{
// If we don't have any on-screen instances of modded characterstockings.shpk, we don't need the slow path at all.
if (!Enabled || GetTotalMaterialCountForHumanSetup() == 0)
return;
var model = drawObject->Models[slotIndex];
if (model == null)
return;
MaterialResourceHandle* mtrlResource = null;
ModdedShaderPackageState? shpkState = null;
foreach (var material in model->MaterialsSpan)
{
if (material.Value == null)
continue;
mtrlResource = material.Value->MaterialResourceHandle;
shpkState = GetStateForHumanSetup(mtrlResource);
// Despite this function being called with what designates a model (and therefore potentially many materials),
// we currently don't need to handle more than one modded ShPk.
if (shpkState != null)
break;
}
if (shpkState == null || shpkState.MaterialCount == 0)
return;
shpkState.IncrementSlowPathCallDelta();
// This is less performance-critical than the others, as this is called by the game only on draw object creation and slot update.
// There are still thread safety concerns as it might be called in other threads by plugins.
shpkLock = shpkState;
replacements[numReplacements++] = new HumanSetupScalingHook.Replacement((nint)shpkState.ShaderPackageReference,
(nint)mtrlResource->ShaderPackageResourceHandle,
(nint)shpkState.DefaultShaderPackage);
}
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 || GetTotalMaterialCountForHumanRender() == 0)
return _humanOnRenderMaterialHook.Original(human, param);
var material = param->Model->Materials[param->MaterialIndex];
var mtrlResource = material->MaterialResourceHandle;
var shpkState = GetStateForHumanRender(mtrlResource);
if (shpkState == null || shpkState.MaterialCount == 0)
return _humanOnRenderMaterialHook.Original(human, param);
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 (shpkState)
{
var shpkReference = shpkState.ShaderPackageReference;
try
{
*shpkReference = mtrlResource->ShaderPackageResourceHandle;
return _humanOnRenderMaterialHook.Original(human, param);
}
finally
{
*shpkReference = shpkState.DefaultShaderPackage;
}
}
}
private nint ModelRendererOnRenderMaterialDetour(CSModelRenderer* modelRenderer, ushort* outFlags,
CSModelRenderer.OnRenderModelParams* param, Material* material, uint materialIndex)
{
// If we don't have any on-screen instances of modded characterglass.shpk or others, we don't need the slow path at all.
if (!Enabled || GetTotalMaterialCountForModelRendererRender() == 0)
return _modelRendererOnRenderMaterialHook.Original(modelRenderer, outFlags, param, material, materialIndex);
var mtrlResource = material->MaterialResourceHandle;
var shpkState = GetStateForModelRendererRender(mtrlResource);
if (shpkState == null || shpkState.MaterialCount == 0)
return _modelRendererOnRenderMaterialHook.Original(modelRenderer, outFlags, param, material, materialIndex);
shpkState.IncrementSlowPathCallDelta();
// Same performance considerations as OnRenderHumanMaterial.
lock (shpkState)
{
var shpkReference = shpkState.ShaderPackageReference;
try
{
*shpkReference = mtrlResource->ShaderPackageResourceHandle;
return _modelRendererOnRenderMaterialHook.Original(modelRenderer, outFlags, param, material, materialIndex);
}
finally
{
*shpkReference = shpkState.DefaultShaderPackage;
}
}
}
private void ModelRendererUnkFuncDetour(CSModelRenderer* modelRenderer, ModelRendererStructs.UnkPayload* unkPayload, uint unk2, uint unk3,
uint unk4, uint unk5)
{
if (!Enabled || GetTotalMaterialCountForModelRendererUnk() == 0)
{
_modelRendererUnkFuncHook.Original(modelRenderer, unkPayload, unk2, unk3, unk4, unk5);
return;
}
var mtrlResource = GetMaterialResourceHandle(unkPayload);
var shpkState = GetStateForModelRendererUnk(mtrlResource);
if (shpkState == null || shpkState.MaterialCount == 0)
{
_modelRendererUnkFuncHook.Original(modelRenderer, unkPayload, unk2, unk3, unk4, unk5);
return;
}
shpkState.IncrementSlowPathCallDelta();
// Same performance considerations as OnRenderHumanMaterial.
lock (shpkState)
{
var shpkReference = shpkState.ShaderPackageReference;
try
{
*shpkReference = mtrlResource->ShaderPackageResourceHandle;
_modelRendererUnkFuncHook.Original(modelRenderer, unkPayload, unk2, unk3, unk4, unk5);
}
finally
{
*shpkReference = shpkState.DefaultShaderPackage;
}
}
}
private static MaterialResourceHandle* GetMaterialResourceHandle(ModelRendererStructs.UnkPayload* unkPayload)
{
// TODO ClientStructs-ify
var unkPointer = *(nint*)((nint)unkPayload->ModelResourceHandle + 0xE8) + unkPayload->UnkIndex * 0x24;
var materialIndex = *(ushort*)(unkPointer + 8);
var material = unkPayload->Params->Model->Materials[materialIndex];
if (material == null)
return null;
var mtrlResource = material->MaterialResourceHandle;
if (mtrlResource == null)
return null;
if (mtrlResource->ShaderPackageResourceHandle == null)
{
Penumbra.Log.Warning("ShaderReplacementFixer found a MaterialResourceHandle with no shader package");
return null;
}
if (mtrlResource->ShaderPackageResourceHandle->ShaderPackage != unkPayload->ShaderWrapper->ShaderPackage)
{
Penumbra.Log.Warning(
$"ShaderReplacementFixer found a MaterialResourceHandle (0x{(nint)mtrlResource:X}) with an inconsistent shader package (got 0x{(nint)mtrlResource->ShaderPackageResourceHandle->ShaderPackage:X}, expected 0x{(nint)unkPayload->ShaderWrapper->ShaderPackage:X})");
return null;
}
return mtrlResource;
}
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private static int GetDataSetExpectedSize(uint dataFlags)
=> (dataFlags & 4) != 0
? ColorTable.Size + ((dataFlags & 8) != 0 ? ColorDyeTable.Size : 0)
: 0;
private Texture* PrepareColorTableDetour(MaterialResourceHandle* thisPtr, byte stain0Id, byte stain1Id)
{
if (thisPtr->DataSetSize < GetDataSetExpectedSize(thisPtr->DataFlags) && Utf8GamePath.IsRooted(thisPtr->FileName.AsSpan()))
Penumbra.Log.Warning(
$"Material at {thisPtr->FileName} has data set of size {thisPtr->DataSetSize} bytes, but should have at least {GetDataSetExpectedSize(thisPtr->DataFlags)} bytes. This may cause crashes due to access violations.");
// If we don't have any on-screen instances of modded characterlegacy.shpk, we don't need the slow path at all.
if (!Enabled || GetTotalMaterialCountForColorTable() == 0)
return _prepareColorTableHook.Original(thisPtr, stain0Id, stain1Id);
var material = thisPtr->Material;
if (material == null)
return _prepareColorTableHook.Original(thisPtr, stain0Id, stain1Id);
var shpkState = GetStateForColorTable(thisPtr->ShpkName.AsSpan());
if (shpkState == null || shpkState.MaterialCount == 0)
return _prepareColorTableHook.Original(thisPtr, stain0Id, stain1Id);
shpkState.IncrementSlowPathCallDelta();
// Same performance considerations as HumanSetupScalingDetour.
lock (shpkState)
{
var shpkReference = shpkState.ShaderPackageReference;
try
{
*shpkReference = thisPtr->ShaderPackageResourceHandle;
return _prepareColorTableHook.Original(thisPtr, stain0Id, stain1Id);
}
finally
{
*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;
private ulong _slowPathCallDelta;
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();
}