256 lines
10 KiB
C#
256 lines
10 KiB
C#
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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