Example #1
0
    def GetRenderTarget(self, renderTargetFormat, width, height, locked = False):
        i = 0
        hashKey = self.__Hash(renderTargetFormat, width, height, i)
        while self.lockedTargets.get(hashKey):
            i += 1
            hashKey = self.__Hash(renderTargetFormat, width, height, i)

        rt = self.targets.get(hashKey)
        if rt and locked:
            self.lockedTargets[hashKey] = rt
        reapTasklet = None
        while not rt:
            try:
                rt = trinity.Tr2RenderTarget(width, height, 1, renderTargetFormat)
                self.targets[hashKey] = rt
                if locked:
                    self.lockedTargets[hashKey] = rt
                reapTasklet = uthread.new(self.Reaper_t, hashKey).context = 'RenderTargetMananger::Reaper'
            except (trinity.E_OUTOFMEMORY, trinity.D3DERR_OUTOFVIDEOMEMORY):
                raise 
            except trinity.DeviceLostError:
                rt = None
                blue.synchro.SleepWallclock(100)

        sleepCycles = self.targetsSleepCycles.get(hashKey, 0)
        self.targetsSleepCycles[hashKey] = sleepCycles + 1
        if reapTasklet:
            uthread.schedule(reapTasklet)
        return rt
Example #2
0
    def GetRenderTarget(self, renderTargetFormat, width, height, locked=False):
        i = 0
        hashKey = self.__Hash(renderTargetFormat, width, height, i)
        while self.lockedTargets.get(hashKey):
            i += 1
            hashKey = self.__Hash(renderTargetFormat, width, height, i)

        rt = self.targets.get(hashKey)
        if rt and locked:
            self.lockedTargets[hashKey] = rt
        reapTasklet = None
        while not rt:
            try:
                rt = trinity.Tr2RenderTarget(width, height, 1,
                                             renderTargetFormat)
                self.targets[hashKey] = rt
                if locked:
                    self.lockedTargets[hashKey] = rt
                reapTasklet = uthread.new(
                    self.Reaper_t,
                    hashKey).context = 'RenderTargetMananger::Reaper'
            except (trinity.E_OUTOFMEMORY, trinity.D3DERR_OUTOFVIDEOMEMORY):
                raise
            except trinity.DeviceLostError:
                rt = None
                blue.synchro.SleepWallclock(100)

        sleepCycles = self.targetsSleepCycles.get(hashKey, 0)
        self.targetsSleepCycles[hashKey] = sleepCycles + 1
        if reapTasklet:
            uthread.schedule(reapTasklet)
        return rt
 def Execute(self, callBack=None):
     """
     Executs this test in a tasklet.
     Side-effect: Clears any previous test results
     """
     self.results.clear()
     self.testTasklet = uthread.new(self.Execute_t, callBack)
     uthread.schedule(self.testTasklet)
Example #4
0
    def CreateTargetAvatarFromDoll(self, doll):
        self.doingAvatar = True
        self.__CreateNudeAvatar(doll)

        def PrepareAvatar_t():
            try:
                self.SetShader_t(self.__avatar, [], BK_SHADERRES, False)
            finally:
                self.doingAvatar = False

        self.avatarShaderSettingTasklet = uthread.new(PrepareAvatar_t)
        uthread.schedule(self.avatarShaderSettingTasklet)
Example #5
0
    def ApplyShaders(self, doll, meshes):
        self.wrinkleFx = []
        if not meshes:
            return
        skinSpotLightShadowsActive = PD.SkinSpotLightShadows.instance is not None
        skinLightmapRendererActive = doll.skinLightmapRenderer is not None
        tasklets = []
        asyncMeshes = {}

        def DoClothMesh(mesh):
            isHair = False
            isHair = self.BindClothShaders(mesh, doll, isHair)
            if type(mesh.effect) == trinity.Tr2Effect:
                loadingResources = []
                if mesh.effect and type(mesh.effect) == trinity.Tr2Effect:
                    loadingResources.append(mesh.effect.effectResource)
                if mesh.effectReversed:
                    loadingResources.append(mesh.effectReversed.effectResource)
                PD.WaitForAll(loadingResources, lambda x: x.isLoading)
                if mesh.effect:
                    mesh.effect.PopulateParameters()
                if mesh.effectReversed:
                    mesh.effectReversed.PopulateParameters()
            if PD.SkinSpotLightShadows.instance is not None:
                PD.SkinSpotLightShadows.instance.CreateEffectParamsForMesh(mesh, isClothMesh=True)
            if isHair and hasattr(mesh, 'useTransparentBatches'):
                mesh.useTransparentBatches = True

        for mesh in iter(meshes):
            if type(mesh) is trinity.Tr2ClothingActor:
                t = uthread.new(DoClothMesh, mesh)
            else:
                if skinSpotLightShadowsActive or skinLightmapRendererActive:
                    asyncMeshes[mesh] = False
                if PD.DOLL_PARTS.HEAD in mesh.name:
                    t = uthread.new(self.SetInteriorShader, *(asyncMeshes,
                     mesh,
                     self.wrinkleFx,
                     doll))
                else:
                    t = uthread.new(self.SetInteriorShader, *(asyncMeshes,
                     mesh,
                     None,
                     doll))
            tasklets.append(t)
            uthread.schedule(t)

        PD.WaitForAll(tasklets, lambda x: x.alive)
        for mesh in asyncMeshes.iterkeys():
            if skinSpotLightShadowsActive:
                PD.SkinSpotLightShadows.instance.CreateEffectParamsForMesh(mesh)
            if skinLightmapRendererActive and asyncMeshes[mesh]:
                doll.skinLightmapRenderer.BindLightmapShader(mesh)
Example #6
0
    def CreateTargetAvatarFromDoll(self, doll):
        self.doingAvatar = True
        self.__CreateNudeAvatar(doll)

        def PrepareAvatar_t():
            try:
                self.SetShader_t(self.__avatar, [], BK_SHADERRES, False)
            finally:
                self.doingAvatar = False

        self.avatarShaderSettingTasklet = uthread.new(PrepareAvatar_t)
        uthread.schedule(self.avatarShaderSettingTasklet)
Example #7
0
    def ApplyShaders(self, doll, meshes):
        self.wrinkleFx = []
        if not meshes:
            return
        skinSpotLightShadowsActive = lambda : SkinSpotLightShadows.instance is not None
        skinLightmapRendererActive = lambda : doll.skinLightmapRenderer is not None
        tasklets = []
        asyncMeshes = {}

        def DoClothMesh(mesh):
            isHair = False
            isHair = self.BindClothShaders(mesh, doll, isHair)
            if type(mesh.effect) == trinity.Tr2Effect:
                loadingResources = []
                if mesh.effect and type(mesh.effect) == trinity.Tr2Effect:
                    loadingResources.append(mesh.effect.effectResource)
                if mesh.effectReversed:
                    loadingResources.append(mesh.effectReversed.effectResource)
                pdCf.WaitForAll(loadingResources, lambda x: x.isLoading)
                if mesh.effect:
                    mesh.effect.PopulateParameters()
                if mesh.effectReversed:
                    mesh.effectReversed.PopulateParameters()
            if SkinSpotLightShadows.instance is not None:
                SkinSpotLightShadows.instance.CreateEffectParamsForMesh(mesh, isClothMesh=True)
            if isHair and hasattr(mesh, 'useTransparentBatches'):
                mesh.useTransparentBatches = True

        for mesh in iter(meshes):
            if type(mesh) is trinity.Tr2ClothingActor:
                t = uthread.new(DoClothMesh, mesh)
            else:
                if skinSpotLightShadowsActive() or skinLightmapRendererActive():
                    asyncMeshes[mesh] = False
                if pdDef.DOLL_PARTS.HEAD in mesh.name:
                    t = uthread.new(self.SetInteriorShader, *(asyncMeshes,
                     mesh,
                     self.wrinkleFx,
                     doll))
                else:
                    t = uthread.new(self.SetInteriorShader, *(asyncMeshes,
                     mesh,
                     None,
                     doll))
            tasklets.append(t)
            uthread.schedule(t)

        pdCf.WaitForAll(tasklets, lambda x: x.alive)
        for mesh in asyncMeshes.iterkeys():
            if skinSpotLightShadowsActive():
                SkinSpotLightShadows.instance.CreateEffectParamsForMesh(mesh)
            if skinLightmapRendererActive() and asyncMeshes[mesh]:
                doll.skinLightmapRenderer.BindLightmapShader(mesh)
Example #8
0
def RunSymmetricalSingleDollLODTest(coldCache=True,
                                    iterations=20,
                                    respaths=None,
                                    printStatistics=True):
    def fun():
        results = PerformanceTestResults()
        key = 'Loading Factory'
        results.PunchIn(key)
        sTime = blue.os.GetWallclockTime()
        factory = PD.Factory()
        if respaths:
            factory.clothSimulationActive = True
        factory.WaitUntilLoaded()
        eTime = blue.os.GetWallclockTime()
        results.PunchOut(key)
        scene = SetupScene(usePrepass=True)
        onTestExecution = None
        if respaths:
            respathsIterator = itertools.cycle(respaths)

            def onTestExecution(x):
                x.resPath = respathsIterator.next()

        try:
            bm = Benchmarker(factory, scene, usePrepass=True)
            bm.clearCacheOnEachIteration = coldCache
            bm.iterations = iterations
            test0 = SingleDollTest(0, 2)
            bm.SetTest(test0)
            bm.ExecuteTest(onTestExecution)
            if printStatistics:
                import pprint
                pprint.pprint(bm.GetAnalyzedResults())
            test1 = SingleDollTest(2, 0)
            bm.SetTest(test1)
            bm.ExecuteTest(onTestExecution)
            if printStatistics:
                pprint.pprint(bm.GetAnalyzedResults())
                pprint.pprint(results)
        finally:
            trinity.renderJobs.UnscheduleByName(DEFAULT_PREPASS_RENDERJOB_NAME)

    testTasklet = uthread.new(fun)
    uthread.schedule(testTasklet)
    try:
        while testTasklet.alive:
            PD.Yield()

    except RuntimeError:
        PD.BeFrameNice()
Example #9
0
def RunCrowdSpawnTest(coldCache=True,
                      iterations=20,
                      respaths=None,
                      maxLodQueueActive=1,
                      debugMode=False,
                      nrPerLod=None):
    def fun():
        results = PerformanceTestResults()
        key = 'Loading Factory'
        results.PunchIn(key)
        sTime = blue.os.GetWallclockTime()
        factory = PD.Factory()
        if respaths:
            factory.clothSimulationActive = True
        factory.WaitUntilLoaded()
        eTime = blue.os.GetWallclockTime()
        results.PunchOut(key)
        scene = SetupScene(usePrepass=True)
        onTestExecution = None
        try:
            import pprint
            bm = Benchmarker(factory, scene, usePrepass=True)
            bm.clearCacheOnEachIteration = coldCache
            bm.iterations = 1 if debugMode else iterations
            totalDolls = sum(nrPerLod) if nrPerLod else 32
            lod0Dolls = nrPerLod[0] if nrPerLod else 8
            lod1Dolls = nrPerLod[1] if nrPerLod else 8
            test0 = MultiDollTest(totalDolls,
                                  lod0Dolls,
                                  lod1Dolls,
                                  maxLodQueueActive=1,
                                  resPaths=respaths,
                                  debugMode=debugMode)
            bm.SetTest(test0)
            bm.ExecuteTest(onTestExecution)
            pprint.pprint(bm.GetAnalyzedResults())
        finally:
            if not debugMode:
                trinity.renderJobs.UnscheduleByName(
                    DEFAULT_PREPASS_RENDERJOB_NAME)

    testTasklet = uthread.new(fun)
    uthread.schedule(testTasklet)
    try:
        while testTasklet.alive:
            PD.Yield()

    except RuntimeError:
        PD.BeFrameNice()
def RunSymmetricalSingleDollLODTest(coldCache = True, iterations = 20, respaths = None, printStatistics = True):

    def fun():
        results = PerformanceTestResults()
        key = 'Loading Factory'
        results.PunchIn(key)
        sTime = blue.os.GetWallclockTime()
        factory = PD.Factory()
        if respaths:
            factory.clothSimulationActive = True
        factory.WaitUntilLoaded()
        eTime = blue.os.GetWallclockTime()
        results.PunchOut(key)
        scene = SetupScene(usePrepass=True)
        onTestExecution = None
        if respaths:
            respathsIterator = itertools.cycle(respaths)

            def onTestExecution(x):
                x.resPath = respathsIterator.next()

        try:
            bm = Benchmarker(factory, scene, usePrepass=True)
            bm.clearCacheOnEachIteration = coldCache
            bm.iterations = iterations
            test0 = SingleDollTest(0, 2)
            bm.SetTest(test0)
            bm.ExecuteTest(onTestExecution)
            if printStatistics:
                import pprint
                pprint.pprint(bm.GetAnalyzedResults())
            test1 = SingleDollTest(2, 0)
            bm.SetTest(test1)
            bm.ExecuteTest(onTestExecution)
            if printStatistics:
                pprint.pprint(bm.GetAnalyzedResults())
                pprint.pprint(results)
        finally:
            trinity.renderJobs.UnscheduleByName(DEFAULT_PREPASS_RENDERJOB_NAME)

    testTasklet = uthread.new(fun)
    uthread.schedule(testTasklet)
    try:
        while testTasklet.alive:
            PD.Yield()

    except RuntimeError:
        PD.BeFrameNice()
Example #11
0
def RunIncarnaCrowdTest(coldCache=True,
                        iterations=20,
                        respaths=None,
                        maxLodQueueActive=1,
                        debugMode=False):
    def fun():
        results = PerformanceTestResults()
        key = 'Loading Factory'
        results.PunchIn(key)
        sTime = blue.os.GetWallclockTime()
        factory = PD.Factory()
        if respaths:
            factory.clothSimulationActive = True
        factory.WaitUntilLoaded()
        eTime = blue.os.GetWallclockTime()
        results.PunchOut(key)
        scene = SetupScene(
            sceneFile=
            'res:/Graphics/Character/Global/DataUsedForTests/referenceEstablishment.red',
            usePrepass=True)
        onTestExecution = None
        try:
            import pprint
            bm = Benchmarker(factory, scene, usePrepass=True)
            bm.clearCacheOnEachIteration = coldCache
            bm.iterations = 1 if debugMode else iterations
            test0 = MultiDollTest(32,
                                  8,
                                  16,
                                  maxLodQueueActive=1,
                                  resPaths=respaths,
                                  debugMode=debugMode)
            bm.SetTest(test0)
            bm.ExecuteTest(onTestExecution)
            pprint.pprint(bm.GetAnalyzedResults())
        finally:
            if not debugMode:
                trinity.renderJobs.UnscheduleByName(
                    DEFAULT_PREPASS_RENDERJOB_NAME)

    testTasklet = uthread.new(fun)
    uthread.schedule(testTasklet)
    try:
        while testTasklet.alive:
            PD.Yield()

    except RuntimeError:
        PD.BeFrameNice()
    def CreateTargetAvatarFromDoll(self, doll):
        """
        Creates the target avatar that is used for projecting the decal onto based on the doll instance.
        That avatar is completely nude, but matches the doll's blendshapes.
        The projection baking shader is then applied to this avatar.
        It is enough to set avatar once when baking out multiple decals that will project onto it.
        """
        self.doingAvatar = True
        self.__CreateNudeAvatar(doll)

        def PrepareAvatar_t():
            try:
                self.SetShader_t(self.__avatar, [], BK_SHADERRES, False)
            finally:
                self.doingAvatar = False

        self.avatarShaderSettingTasklet = uthread.new(PrepareAvatar_t)
        uthread.schedule(self.avatarShaderSettingTasklet)
def RunCrowdSpawnTest(coldCache = True, iterations = 20, respaths = None, maxLodQueueActive = 1, debugMode = False, nrPerLod = None):

    def fun():
        results = PerformanceTestResults()
        key = 'Loading Factory'
        results.PunchIn(key)
        sTime = blue.os.GetWallclockTime()
        factory = PD.Factory()
        if respaths:
            factory.clothSimulationActive = True
        factory.WaitUntilLoaded()
        eTime = blue.os.GetWallclockTime()
        results.PunchOut(key)
        scene = SetupScene(usePrepass=True)
        onTestExecution = None
        try:
            import pprint
            bm = Benchmarker(factory, scene, usePrepass=True)
            bm.clearCacheOnEachIteration = coldCache
            bm.iterations = 1 if debugMode else iterations
            totalDolls = sum(nrPerLod) if nrPerLod else 32
            lod0Dolls = nrPerLod[0] if nrPerLod else 8
            lod1Dolls = nrPerLod[1] if nrPerLod else 8
            test0 = MultiDollTest(totalDolls, lod0Dolls, lod1Dolls, maxLodQueueActive=1, resPaths=respaths, debugMode=debugMode)
            bm.SetTest(test0)
            bm.ExecuteTest(onTestExecution)
            pprint.pprint(bm.GetAnalyzedResults())
        finally:
            if not debugMode:
                trinity.renderJobs.UnscheduleByName(DEFAULT_PREPASS_RENDERJOB_NAME)

    testTasklet = uthread.new(fun)
    uthread.schedule(testTasklet)
    try:
        while testTasklet.alive:
            PD.Yield()

    except RuntimeError:
        PD.BeFrameNice()
def RunIncarnaCrowdTest(coldCache = True, iterations = 20, respaths = None, maxLodQueueActive = 1, debugMode = False):

    def fun():
        results = PerformanceTestResults()
        key = 'Loading Factory'
        results.PunchIn(key)
        sTime = blue.os.GetWallclockTime()
        factory = PD.Factory()
        if respaths:
            factory.clothSimulationActive = True
        factory.WaitUntilLoaded()
        eTime = blue.os.GetWallclockTime()
        results.PunchOut(key)
        scene = SetupScene(sceneFile='res:/Graphics/Character/Global/DataUsedForTests/referenceEstablishment.red', usePrepass=True)
        onTestExecution = None
        try:
            import pprint
            bm = Benchmarker(factory, scene, usePrepass=True)
            bm.clearCacheOnEachIteration = coldCache
            bm.iterations = 1 if debugMode else iterations
            test0 = MultiDollTest(32, 8, 16, maxLodQueueActive=1, resPaths=respaths, debugMode=debugMode)
            bm.SetTest(test0)
            bm.ExecuteTest(onTestExecution)
            pprint.pprint(bm.GetAnalyzedResults())
        finally:
            if not debugMode:
                trinity.renderJobs.UnscheduleByName(DEFAULT_PREPASS_RENDERJOB_NAME)

    testTasklet = uthread.new(fun)
    uthread.schedule(testTasklet)
    try:
        while testTasklet.alive:
            PD.Yield()

    except RuntimeError:
        PD.BeFrameNice()
 def Execute(self, callBack = None):
     self.results.clear()
     self.testTasklet = uthread.new(self.Execute_t, callBack)
     uthread.schedule(self.testTasklet)
Example #16
0
 def Execute(self, callBack = None):
     self.results.clear()
     self.testTasklet = uthread.new(self.Execute_t, callBack)
     uthread.schedule(self.testTasklet)