memory reports
This commit is contained in:
@@ -54,11 +54,32 @@ namespace SplashEdit.RuntimeCode
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private PSXObjectExporter[] _exporters;
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private TextureAtlas[] _atlases;
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// Component arrays
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private PSXInteractable[] _interactables;
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private PSXAudioClip[] _audioSources;
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private PSXTriggerBox[] _triggerBoxes;
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// ── Post-export data for memory analysis ──
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/// <summary>Texture atlases from the last export (null before first export).</summary>
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public TextureAtlas[] LastExportAtlases => _atlases;
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/// <summary>Custom font data from the last export.</summary>
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public PSXFontData[] LastExportFonts => _fonts;
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/// <summary>Audio clip ADPCM sizes from the last export.</summary>
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public long[] LastExportAudioSizes => _lastAudioSizes;
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private long[] _lastAudioSizes;
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/// <summary>Total triangle count from the last export.</summary>
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public int LastExportTriangleCount
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{
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get
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{
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if (_exporters == null) return 0;
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int count = 0;
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foreach (var exp in _exporters)
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if (exp.Mesh != null) count += exp.Mesh.Triangles.Count;
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return count;
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}
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}
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// Phase 3+4: World collision and nav regions
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private PSXCollisionExporter _collisionExporter;
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@@ -271,6 +292,18 @@ namespace SplashEdit.RuntimeCode
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audioExports = list.ToArray();
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}
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// Cache audio sizes for memory analysis
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if (audioExports != null)
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{
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_lastAudioSizes = new long[audioExports.Length];
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for (int i = 0; i < audioExports.Length; i++)
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_lastAudioSizes[i] = audioExports[i].adpcmData != null ? audioExports[i].adpcmData.Length : 0;
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}
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else
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{
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_lastAudioSizes = null;
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}
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var scene = new PSXSceneWriter.SceneData
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{
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exporters = _exporters,
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255
Runtime/SceneMemoryAnalyzer.cs
Normal file
255
Runtime/SceneMemoryAnalyzer.cs
Normal file
@@ -0,0 +1,255 @@
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using System.Text;
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using UnityEngine;
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namespace SplashEdit.RuntimeCode
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{
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/// <summary>
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/// Computes a SceneMemoryReport from scene export data.
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/// All sizes match PSXSceneWriter's binary layout exactly.
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/// </summary>
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public static class SceneMemoryAnalyzer
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{
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// Per-triangle binary size in splashpack (matches PSXSceneWriter.Write mesh section)
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// 3 vertices * 6 bytes + normal 6 bytes + 3 colors * 4 bytes + 3 UVs * 2 bytes + 2 pad + tpage 2 + clutXY 4 + pad 2
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private const int BytesPerTriangle = 52;
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// Per-GameObject entry in splashpack
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// offset(4) + position(12) + rotation(36) + polyCount(2) + luaIdx(2) + flags(4) + components(8) + AABB(24) = 92
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private const int BytesPerGameObject = 92;
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// Per-collider entry
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private const int BytesPerCollider = 32;
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// Per-interactable entry
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private const int BytesPerInteractable = 24;
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// Atlas metadata entry
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private const int BytesPerAtlasMetadata = 12;
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// CLUT metadata entry
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private const int BytesPerClutMetadata = 12;
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// Audio clip metadata entry (offset + size + sampleRate + flags + nameOffset)
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private const int BytesPerAudioMetadata = 16;
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// Renderer ordering table size (from renderer.hh)
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private const int OrderingTableSize = 2048 * 3;
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// Renderer bump allocator size (from renderer.hh)
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private const int BumpAllocatorSize = 8096 * 24;
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/// <summary>
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/// Analyze scene data and produce a memory report.
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/// Call this after PSXSceneWriter.Write to get accurate stats,
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/// or before to get estimates.
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/// </summary>
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public static SceneMemoryReport Analyze(
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in PSXSceneWriter.SceneData scene,
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string sceneName,
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int resolutionWidth,
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int resolutionHeight,
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bool dualBuffering,
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long compiledExeBytes = 0)
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{
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var report = new SceneMemoryReport();
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report.sceneName = sceneName;
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// ---- Count CLUTs ----
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int clutCount = 0;
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foreach (var atlas in scene.atlases)
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foreach (var tex in atlas.ContainedTextures)
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if (tex.ColorPalette != null)
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clutCount++;
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// ---- Count Lua files ----
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var luaFiles = new System.Collections.Generic.List<LuaFile>();
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foreach (var exporter in scene.exporters)
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if (exporter.LuaFile != null && !luaFiles.Contains(exporter.LuaFile))
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luaFiles.Add(exporter.LuaFile);
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if (scene.sceneLuaFile != null && !luaFiles.Contains(scene.sceneLuaFile))
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luaFiles.Add(scene.sceneLuaFile);
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// ---- Count colliders ----
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int colliderCount = 0;
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foreach (var e in scene.exporters)
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if (e.CollisionType != PSXCollisionType.None)
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colliderCount++;
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// ---- Count triangles ----
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int totalTriangles = 0;
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foreach (var e in scene.exporters)
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totalTriangles += e.Mesh.Triangles.Count;
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// ---- Store counts ----
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report.objectCount = scene.exporters.Length;
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report.triangleCount = totalTriangles;
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report.atlasCount = scene.atlases.Length;
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report.clutCount = clutCount;
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report.audioClipCount = scene.audioClips?.Length ?? 0;
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report.navRegionCount = scene.navRegionBuilder?.RegionCount ?? 0;
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report.roomCount = scene.roomBuilder?.RoomCount ?? 0;
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report.portalCount = scene.roomBuilder?.PortalCount ?? 0;
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// ---- Header (v11, ~96 bytes with all extensions) ----
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report.headerBytes = 96; // approximate header size including all version extensions
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// ---- Lua section ----
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long luaBytes = 0;
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foreach (var lua in luaFiles)
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{
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luaBytes += 8; // offset placeholder + size
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luaBytes += Align4(Encoding.UTF8.GetByteCount(lua.LuaScript));
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}
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report.luaBytes = luaBytes;
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// ---- GameObject section ----
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report.gameObjectBytes = (long)scene.exporters.Length * BytesPerGameObject;
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// ---- Collider section ----
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report.colliderBytes = (long)colliderCount * BytesPerCollider;
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// ---- BVH section ----
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report.bvhBytes = EstimateBvhSize(scene.bvh);
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// ---- Interactable section ----
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report.interactableBytes = (long)scene.interactables.Length * BytesPerInteractable;
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// ---- Collision soup ----
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report.collisionBytes = EstimateCollisionSize(scene.collisionExporter);
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// ---- Nav region data ----
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report.navRegionBytes = EstimateNavRegionSize(scene.navRegionBuilder);
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// ---- Room/portal data ----
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report.roomPortalBytes = EstimateRoomPortalSize(scene.roomBuilder);
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// ---- Atlas metadata ----
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report.atlasMetadataBytes = (long)scene.atlases.Length * BytesPerAtlasMetadata;
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// ---- CLUT metadata ----
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report.clutMetadataBytes = (long)clutCount * BytesPerClutMetadata;
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// ---- Mesh data ----
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report.meshDataBytes = (long)totalTriangles * BytesPerTriangle;
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// ---- Atlas pixel data ----
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long atlasPixelBytes = 0;
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foreach (var atlas in scene.atlases)
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atlasPixelBytes += Align4((long)atlas.Width * TextureAtlas.Height * 2);
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report.atlasPixelBytes = atlasPixelBytes;
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// ---- CLUT data ----
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long clutDataBytes = 0;
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foreach (var atlas in scene.atlases)
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foreach (var tex in atlas.ContainedTextures)
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if (tex.ColorPalette != null)
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clutDataBytes += Align4((long)tex.ColorPalette.Count * 2);
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report.clutDataBytes = clutDataBytes;
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// ---- Name table ----
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long nameTableBytes = 0;
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foreach (var e in scene.exporters)
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{
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string name = e.gameObject.name;
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if (name.Length > 24) name = name.Substring(0, 24);
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nameTableBytes += 1 + Encoding.UTF8.GetByteCount(name) + 1; // length byte + name + null
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}
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report.nameTableBytes = nameTableBytes;
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// ---- Audio metadata + data ----
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int audioClipCount = scene.audioClips?.Length ?? 0;
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report.audioMetadataBytes = (long)audioClipCount * BytesPerAudioMetadata;
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long audioDataBytes = 0;
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long spuAudioBytes = 0;
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if (scene.audioClips != null)
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{
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foreach (var clip in scene.audioClips)
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{
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if (clip.adpcmData != null)
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{
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audioDataBytes += Align4(clip.adpcmData.Length);
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spuAudioBytes += clip.adpcmData.Length;
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}
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// clip name data
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string name = clip.clipName ?? "";
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audioDataBytes += name.Length + 1; // name + null
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}
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}
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report.audioDataBytes = audioDataBytes;
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report.spuAudioBytes = spuAudioBytes;
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// ---- VRAM breakdown ----
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int fbCount = dualBuffering ? 2 : 1;
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report.framebufferVramBytes = (long)resolutionWidth * resolutionHeight * 2 * fbCount;
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report.textureVramBytes = atlasPixelBytes; // same data, uploaded to VRAM
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report.clutVramBytes = clutDataBytes;
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// ---- Renderer overhead (double-buffered OTs + bump allocators) ----
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long otBytes = 2L * OrderingTableSize * 4; // two OTs, each entry is a pointer (4 bytes)
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long bumpBytes = 2L * BumpAllocatorSize;
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report.rendererOverhead = otBytes + bumpBytes;
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// ---- Executable size ----
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report.executableBytes = compiledExeBytes > 0 ? compiledExeBytes : 150 * 1024; // estimate if unknown
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return report;
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}
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/// <summary>
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/// Overload that reads the compiled .ps-exe file size if available.
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/// </summary>
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public static SceneMemoryReport Analyze(
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in PSXSceneWriter.SceneData scene,
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string sceneName,
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int resolutionWidth,
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int resolutionHeight,
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bool dualBuffering,
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string compiledExePath)
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{
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long exeBytes = 0;
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if (!string.IsNullOrEmpty(compiledExePath) && System.IO.File.Exists(compiledExePath))
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exeBytes = new System.IO.FileInfo(compiledExePath).Length;
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return Analyze(in scene, sceneName, resolutionWidth, resolutionHeight, dualBuffering, exeBytes);
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}
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private static long Align4(long size)
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{
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return (size + 3) & ~3L;
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}
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private static long EstimateBvhSize(BVH bvh)
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{
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if (bvh == null) return 0;
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// BVH nodes: each node has AABB (24 bytes) + child/tri info (8 bytes) = 32 bytes
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// Triangle refs: 2 bytes each (uint16)
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return (long)bvh.NodeCount * 32 + (long)bvh.TriangleRefCount * 2;
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}
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private static long EstimateCollisionSize(PSXCollisionExporter collision)
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{
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if (collision == null || collision.MeshCount == 0) return 0;
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// Each collision mesh header: AABB + triangle count (28 bytes)
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// Each collision triangle: 3 vertices * 6 bytes = 18 bytes + normal 6 bytes = 24 bytes
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return (long)collision.MeshCount * 28 + (long)collision.TriangleCount * 24;
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}
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private static long EstimateNavRegionSize(PSXNavRegionBuilder nav)
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{
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if (nav == null || nav.RegionCount == 0) return 0;
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// Region: 84 bytes each (header + vertex data)
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// Portal: 20 bytes each
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return (long)nav.RegionCount * 84 + (long)nav.PortalCount * 20;
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}
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private static long EstimateRoomPortalSize(PSXRoomBuilder rooms)
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{
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if (rooms == null || rooms.RoomCount == 0) return 0;
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// Room data: AABB (24 bytes) + tri ref range (4 bytes) + portal range (4 bytes) = 32 bytes per room
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// Portal data: 40 bytes each (with right/up vectors)
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// Tri refs: 4 bytes each (uint32)
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int roomCount = rooms.RoomCount + 1; // +1 for catch-all room
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return (long)roomCount * 32 + (long)rooms.PortalCount * 40 + (long)rooms.TotalTriRefCount * 4;
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}
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}
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}
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2
Runtime/SceneMemoryAnalyzer.cs.meta
Normal file
2
Runtime/SceneMemoryAnalyzer.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: edf19eb00f51d7a4dad3f01c6b019432
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161
Runtime/SceneMemoryReport.cs
Normal file
161
Runtime/SceneMemoryReport.cs
Normal file
@@ -0,0 +1,161 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace SplashEdit.RuntimeCode
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{
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/// <summary>
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/// Memory usage breakdown for a single exported scene.
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/// Covers Main RAM, VRAM, SPU RAM, and CD storage.
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/// </summary>
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public class SceneMemoryReport
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{
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// ---- Capacities (PS1 hardware limits) ----
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public const long MainRamCapacity = 2 * 1024 * 1024; // 2 MB
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public const long VramCapacity = 1024 * 512 * 2; // 1 MB (1024x512 @ 16bpp)
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public const long SpuRamCapacity = 512 * 1024; // 512 KB
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public const long CdRomCapacity = 650L * 1024 * 1024; // 650 MB (standard CD)
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// ---- Scene name ----
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public string sceneName;
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// ---- Splashpack section sizes (bytes) ----
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public long headerBytes;
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public long luaBytes;
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public long gameObjectBytes;
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public long colliderBytes;
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public long bvhBytes;
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public long interactableBytes;
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public long collisionBytes;
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public long navRegionBytes;
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public long roomPortalBytes;
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public long atlasMetadataBytes;
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public long clutMetadataBytes;
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public long meshDataBytes;
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public long atlasPixelBytes;
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public long clutDataBytes;
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public long nameTableBytes;
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public long audioMetadataBytes;
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public long audioDataBytes;
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// ---- Counts ----
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public int objectCount;
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public int triangleCount;
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public int atlasCount;
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public int clutCount;
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public int audioClipCount;
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public int navRegionCount;
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public int roomCount;
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public int portalCount;
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// ---- Main RAM estimate ----
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// Renderer double-buffered overhead (ordering tables + bump allocators)
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public long rendererOverhead;
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// PSYQo + psxsplash executable code (estimated from .ps-exe if available)
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public long executableBytes;
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// ---- VRAM breakdown ----
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public long framebufferVramBytes;
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public long textureVramBytes;
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public long clutVramBytes;
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// ---- SPU RAM ----
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public const long SpuReservedBytes = 0x1010; // capture buffers + PSYQo dummy sample
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public long spuAudioBytes;
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// ---- Computed properties ----
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public long TotalSplashpackBytes =>
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headerBytes + luaBytes + gameObjectBytes + colliderBytes +
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bvhBytes + interactableBytes + collisionBytes + navRegionBytes +
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roomPortalBytes + atlasMetadataBytes + clutMetadataBytes +
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meshDataBytes + atlasPixelBytes + clutDataBytes +
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nameTableBytes + audioMetadataBytes + audioDataBytes;
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/// <summary>
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/// Total Main RAM usage estimate. Splashpack data is loaded into heap at runtime.
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/// </summary>
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public long TotalMainRamBytes =>
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executableBytes + TotalSplashpackBytes + rendererOverhead + 8192 /* stack */ + 16384 /* misc heap */;
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public float MainRamPercent => (float)TotalMainRamBytes / MainRamCapacity;
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public long MainRamFree => MainRamCapacity - TotalMainRamBytes;
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public long TotalVramBytes => framebufferVramBytes + textureVramBytes + clutVramBytes;
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public float VramPercent => (float)TotalVramBytes / VramCapacity;
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public long VramFree => VramCapacity - TotalVramBytes;
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public long TotalSpuBytes => SpuReservedBytes + spuAudioBytes;
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public float SpuPercent => (float)TotalSpuBytes / SpuRamCapacity;
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public long SpuFree => SpuRamCapacity - TotalSpuBytes;
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// CD storage includes the splashpack file
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public long CdSceneBytes => TotalSplashpackBytes;
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// ---- Breakdown lists for UI ----
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public struct BarSegment
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{
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public string label;
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public long bytes;
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public Color color;
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}
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public List<BarSegment> GetMainRamSegments()
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{
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var segments = new List<BarSegment>();
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if (executableBytes > 0)
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segments.Add(new BarSegment { label = "Executable", bytes = executableBytes, color = new Color(0.4f, 0.6f, 0.9f) });
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if (meshDataBytes > 0)
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segments.Add(new BarSegment { label = "Mesh Data", bytes = meshDataBytes, color = new Color(0.3f, 0.85f, 0.45f) });
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if (atlasPixelBytes > 0)
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segments.Add(new BarSegment { label = "Texture Data", bytes = atlasPixelBytes, color = new Color(0.95f, 0.75f, 0.2f) });
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if (audioDataBytes > 0)
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segments.Add(new BarSegment { label = "Audio Data", bytes = audioDataBytes, color = new Color(0.85f, 0.3f, 0.65f) });
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long otherSplashpack = TotalSplashpackBytes - meshDataBytes - atlasPixelBytes - audioDataBytes;
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if (otherSplashpack > 0)
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segments.Add(new BarSegment { label = "Scene Metadata", bytes = otherSplashpack, color = new Color(0.6f, 0.6f, 0.65f) });
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if (rendererOverhead > 0)
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segments.Add(new BarSegment { label = "Renderer Buffers", bytes = rendererOverhead, color = new Color(0.3f, 0.85f, 0.95f) });
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long misc = 8192 + 16384; // stack + misc heap
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segments.Add(new BarSegment { label = "Stack + Misc", bytes = misc, color = new Color(0.45f, 0.45f, 0.5f) });
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return segments;
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}
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public List<BarSegment> GetVramSegments()
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{
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var segments = new List<BarSegment>();
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if (framebufferVramBytes > 0)
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segments.Add(new BarSegment { label = "Framebuffers", bytes = framebufferVramBytes, color = new Color(0.9f, 0.3f, 0.35f) });
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if (textureVramBytes > 0)
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segments.Add(new BarSegment { label = "Texture Atlases", bytes = textureVramBytes, color = new Color(0.95f, 0.75f, 0.2f) });
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if (clutVramBytes > 0)
|
||||
segments.Add(new BarSegment { label = "CLUTs", bytes = clutVramBytes, color = new Color(0.85f, 0.5f, 0.2f) });
|
||||
return segments;
|
||||
}
|
||||
|
||||
public List<BarSegment> GetSpuSegments()
|
||||
{
|
||||
var segments = new List<BarSegment>();
|
||||
segments.Add(new BarSegment { label = "Reserved", bytes = SpuReservedBytes, color = new Color(0.45f, 0.45f, 0.5f) });
|
||||
if (spuAudioBytes > 0)
|
||||
segments.Add(new BarSegment { label = "Audio Clips", bytes = spuAudioBytes, color = new Color(0.85f, 0.3f, 0.65f) });
|
||||
return segments;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a severity color for a usage percentage.
|
||||
/// </summary>
|
||||
public static Color GetUsageColor(float percent)
|
||||
{
|
||||
if (percent < 0.6f) return new Color(0.35f, 0.85f, 0.45f); // green
|
||||
if (percent < 0.8f) return new Color(0.95f, 0.75f, 0.2f); // yellow
|
||||
if (percent < 0.95f) return new Color(0.95f, 0.5f, 0.2f); // orange
|
||||
return new Color(0.9f, 0.3f, 0.35f); // red
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Runtime/SceneMemoryReport.cs.meta
Normal file
2
Runtime/SceneMemoryReport.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 09443b447544693488a25a9dfbf8714b
|
||||
Reference in New Issue
Block a user