Implement DownloadDataCPU for Mesh and add result entries count

This commit is contained in:
Wojtek Figat
2021-08-05 16:40:28 +02:00
parent c5b9654547
commit fae682e406
10 changed files with 170 additions and 173 deletions

View File

@@ -5,16 +5,6 @@
#include "ModelBase.h" #include "ModelBase.h"
#include "Engine/Graphics/Models/ModelLOD.h" #include "Engine/Graphics/Models/ModelLOD.h"
// Note: we use the first chunk as a header, next is the highest quality lod and then lower ones
//
// Example:
// Chunk 0: Header
// Chunk 1: LOD0
// Chunk 2: LOD1
// ..
//
#define MODEL_LOD_TO_CHUNK_INDEX(lod) (lod + 1)
class Mesh; class Mesh;
class StreamModelLODTask; class StreamModelLODTask;

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@@ -7,6 +7,16 @@
#include "Engine/Graphics/Models/MaterialSlot.h" #include "Engine/Graphics/Models/MaterialSlot.h"
#include "Engine/Streaming/StreamableResource.h" #include "Engine/Streaming/StreamableResource.h"
// Note: we use the first chunk as a header, next is the highest quality lod and then lower ones
//
// Example:
// Chunk 0: Header
// Chunk 1: LOD0
// Chunk 2: LOD1
// ..
//
#define MODEL_LOD_TO_CHUNK_INDEX(lod) (lod + 1)
class MeshBase; class MeshBase;
/// <summary> /// <summary>
@@ -58,7 +68,6 @@ public:
/// <summary> /// <summary>
/// Gets amount of the level of details in the model. /// Gets amount of the level of details in the model.
/// </summary> /// </summary>
/// <returns>Amount of the level of details in the model.</returns>
virtual int32 GetLODsCount() const = 0; virtual int32 GetLODsCount() const = 0;
/// <summary> /// <summary>

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@@ -147,13 +147,13 @@ Array<String> SkinnedModel::GetBlendShapes()
ContentLoadTask* SkinnedModel::RequestLODDataAsync(int32 lodIndex) ContentLoadTask* SkinnedModel::RequestLODDataAsync(int32 lodIndex)
{ {
const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex); const int32 chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
return RequestChunkDataAsync(chunkIndex); return RequestChunkDataAsync(chunkIndex);
} }
void SkinnedModel::GetLODData(int32 lodIndex, BytesContainer& data) const void SkinnedModel::GetLODData(int32 lodIndex, BytesContainer& data) const
{ {
const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex); const int32 chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
GetChunkData(chunkIndex, data); GetChunkData(chunkIndex, data);
} }
@@ -617,7 +617,7 @@ bool SkinnedModel::Save(bool withMeshDataFromGpu, const StringView& path)
} }
// Override meshes data chunk with the fetched GPU meshes memory // Override meshes data chunk with the fetched GPU meshes memory
auto lodChunk = GET_CHUNK(SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex)); auto lodChunk = GET_CHUNK(MODEL_LOD_TO_CHUNK_INDEX(lodIndex));
if (lodChunk == nullptr) if (lodChunk == nullptr)
return true; return true;
lodChunk->Data.Copy(meshesStream.GetHandle(), meshesStream.GetPosition()); lodChunk->Data.Copy(meshesStream.GetHandle(), meshesStream.GetPosition());
@@ -631,7 +631,7 @@ bool SkinnedModel::Save(bool withMeshDataFromGpu, const StringView& path)
// Load all chunks with a mesh data // Load all chunks with a mesh data
for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++) for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++)
{ {
if (LoadChunk(SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex))) if (LoadChunk(MODEL_LOD_TO_CHUNK_INDEX(lodIndex)))
return true; return true;
} }
} }

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@@ -9,16 +9,6 @@
class StreamSkinnedModelLODTask; class StreamSkinnedModelLODTask;
// Note: we use the first chunk as a header, next is the highest quality lod and then lower ones
//
// Example:
// Chunk 0: Header
// Chunk 1: LOD0
// Chunk 2: LOD1
// ..
//
#define SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lod) (lod + 1)
/// <summary> /// <summary>
/// Skinned model asset that contains model object made of meshes that can be rendered on the GPU using skeleton bones skinning. /// Skinned model asset that contains model object made of meshes that can be rendered on the GPU using skeleton bones skinning.
/// </summary> /// </summary>

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@@ -78,11 +78,11 @@ void BlendShapesInstance::Update(SkinnedModel* skinnedModel)
if (!instance.IsUsed) if (!instance.IsUsed)
continue; continue;
const SkinnedMesh* mesh = e.Key; const SkinnedMesh* mesh = e.Key;
const int32 vertexCount = mesh->GetVertexCount();
// Get skinned mesh vertex buffer data (original, cached on CPU) // Get skinned mesh vertex buffer data (original, cached on CPU)
BytesContainer vertexBuffer; BytesContainer vertexBuffer;
if (mesh->DownloadDataCPU(MeshBufferType::Vertex0, vertexBuffer)) int32 vertexCount;
if (mesh->DownloadDataCPU(MeshBufferType::Vertex0, vertexBuffer, vertexCount))
{ {
// Don't use this mesh if failed to get it's vertices data // Don't use this mesh if failed to get it's vertices data
instance.IsUsed = false; instance.IsUsed = false;

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@@ -7,7 +7,7 @@
#include "Engine/Graphics/GPUContext.h" #include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h" #include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTask.h" #include "Engine/Graphics/RenderTask.h"
#include "Engine/Level/Scene/Scene.h" #include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Renderer/RenderList.h" #include "Engine/Renderer/RenderList.h"
#include "Engine/Serialization/MemoryReadStream.h" #include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Threading/Threading.h" #include "Engine/Threading/Threading.h"
@@ -293,6 +293,9 @@ bool Mesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* vb1, void* v
_triangles = triangles; _triangles = triangles;
_vertices = vertices; _vertices = vertices;
_use16BitIndexBuffer = use16BitIndexBuffer; _use16BitIndexBuffer = use16BitIndexBuffer;
_cachedVertexBuffer[0].Clear();
_cachedVertexBuffer[1].Clear();
_cachedVertexBuffer[2].Clear();
return false; return false;
@@ -314,6 +317,10 @@ void Mesh::Unload()
_triangles = 0; _triangles = 0;
_vertices = 0; _vertices = 0;
_use16BitIndexBuffer = false; _use16BitIndexBuffer = false;
_cachedIndexBuffer.Resize(0);
_cachedVertexBuffer[0].Clear();
_cachedVertexBuffer[1].Clear();
_cachedVertexBuffer[2].Clear();
} }
bool Mesh::Intersects(const Ray& ray, const Matrix& world, float& distance, Vector3& normal) const bool Mesh::Intersects(const Ray& ray, const Matrix& world, float& distance, Vector3& normal) const
@@ -506,13 +513,94 @@ Task* Mesh::DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) co
return buffer ? buffer->DownloadDataAsync(result) : nullptr; return buffer ? buffer->DownloadDataAsync(result) : nullptr;
} }
bool Mesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result) const bool Mesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const
{ {
#if !BUILD_RELEASE if (_cachedVertexBuffer[0].IsEmpty())
// TODO: implement this {
LOG(Error, "Mesh::DownloadDataCPU not implemented."); PROFILE_CPU();
#endif auto model = GetModel();
return true; ScopeLock lock(model->Locker);
if (model->IsVirtual())
{
LOG(Error, "Cannot access CPU data of virtual models. Use GPU data download");
return true;
}
// Fetch chunk with data from drive/memory
const auto chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(GetLODIndex());
if (model->LoadChunk(chunkIndex))
return true;
const auto chunk = model->GetChunk(chunkIndex);
if (!chunk)
{
LOG(Error, "Missing chunk.");
return true;
}
MemoryReadStream stream(chunk->Get(), chunk->Size());
// Seek to find mesh location
for (int32 i = 0; i <= _index; i++)
{
// #MODEL_DATA_FORMAT_USAGE
uint32 vertices;
stream.ReadUint32(&vertices);
uint32 triangles;
stream.ReadUint32(&triangles);
uint32 indicesCount = triangles * 3;
bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
if (vertices == 0 || triangles == 0)
{
LOG(Error, "Invalid mesh data.");
return true;
}
auto vb0 = stream.Read<VB0ElementType>(vertices);
auto vb1 = stream.Read<VB1ElementType>(vertices);
bool hasColors = stream.ReadBool();
VB2ElementType18* vb2 = nullptr;
if (hasColors)
{
vb2 = stream.Read<VB2ElementType18>(vertices);
}
auto ib = stream.Read<byte>(indicesCount * ibStride);
if (i != _index)
continue;
// Cache mesh data
_cachedIndexBufferCount = indicesCount;
_cachedIndexBuffer.Set(ib, indicesCount * ibStride);
_cachedVertexBuffer[0].Set((const byte*)vb0, vertices * sizeof(VB0ElementType));
_cachedVertexBuffer[1].Set((const byte*)vb1, vertices * sizeof(VB1ElementType));
if (hasColors)
_cachedVertexBuffer[2].Set((const byte*)vb2, vertices * sizeof(VB2ElementType));
break;
}
}
switch (type)
{
case MeshBufferType::Index:
result.Link(_cachedIndexBuffer);
count = _cachedIndexBufferCount;
break;
case MeshBufferType::Vertex0:
result.Link(_cachedVertexBuffer[0]);
count = _cachedVertexBuffer[0].Count() / sizeof(VB0ElementType);
break;
case MeshBufferType::Vertex1:
result.Link(_cachedVertexBuffer[1]);
count = _cachedVertexBuffer[1].Count() / sizeof(VB1ElementType);
break;
case MeshBufferType::Vertex2:
result.Link(_cachedVertexBuffer[2]);
count = _cachedVertexBuffer[2].Count() / sizeof(VB2ElementType);
break;
default:
return true;
}
return false;
} }
ScriptingObject* Mesh::GetParentModel() ScriptingObject* Mesh::GetParentModel()
@@ -645,145 +733,50 @@ bool Mesh::DownloadBuffer(bool forceGpu, MonoArray* resultObj, int32 typeI)
} }
} }
// Check if load data from GPU MeshBufferType bufferType;
switch (type)
{
case InternalBufferType::VB0:
bufferType = MeshBufferType::Vertex0;
break;
case InternalBufferType::VB1:
bufferType = MeshBufferType::Vertex1;
break;
case InternalBufferType::VB2:
bufferType = MeshBufferType::Vertex2;
break;
case InternalBufferType::IB16:
case InternalBufferType::IB32:
bufferType = MeshBufferType::Index;
break;
default:
return true;
}
BytesContainer data;
if (forceGpu) if (forceGpu)
{ {
MeshBufferType bufferType; // Get data from GPU
switch (type)
{
case InternalBufferType::VB0:
bufferType = MeshBufferType::Vertex0;
break;
case InternalBufferType::VB1:
bufferType = MeshBufferType::Vertex1;
break;
case InternalBufferType::VB2:
bufferType = MeshBufferType::Vertex2;
break;
case InternalBufferType::IB16:
case InternalBufferType::IB32:
bufferType = MeshBufferType::Index;
break;
default: CRASH;
return true;
}
// TODO: support reusing the input memory buffer to perform a single copy from staging buffer to the input CPU buffer // TODO: support reusing the input memory buffer to perform a single copy from staging buffer to the input CPU buffer
BytesContainer data;
auto task = mesh->DownloadDataGPUAsync(bufferType, data); auto task = mesh->DownloadDataGPUAsync(bufferType, data);
if (task == nullptr) if (task == nullptr)
return true; return true;
model->Locker.Unlock();
task->Start(); task->Start();
model->Locker.Unlock();
if (task->Wait()) if (task->Wait())
{ {
LOG(Error, "Task failed."); LOG(Error, "Task failed.");
return true; return true;
} }
ConvertMeshData(mesh, type, resultObj, data.Get());
model->Locker.Lock(); model->Locker.Lock();
return false;
} }
else
// Get data from drive/memory
{ {
// Fetch chunk with data // Get data from CPU
const auto chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(mesh->GetLODIndex()); int32 count;
if (model->LoadChunk(chunkIndex)) if (DownloadDataCPU(bufferType, data, count))
return true; return true;
const auto chunk = model->GetChunk(chunkIndex);
if (!chunk)
{
LOG(Error, "Missing chunk.");
return true;
}
MemoryReadStream stream(chunk->Get(), chunk->Size());
// Seek to find mesh location
for (int32 i = 0; i < mesh->GetIndex(); i++)
{
// #MODEL_DATA_FORMAT_USAGE
uint32 vertices;
stream.ReadUint32(&vertices);
uint32 triangles;
stream.ReadUint32(&triangles);
uint32 indicesCount = triangles * 3;
bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
if (vertices == 0 || triangles == 0)
{
LOG(Error, "Invalid mesh data.");
return true;
}
auto vb0 = stream.Read<VB0ElementType>(vertices);
auto vb1 = stream.Read<VB1ElementType>(vertices);
bool hasColors = stream.ReadBool();
VB2ElementType18* vb2 = nullptr;
if (hasColors)
{
vb2 = stream.Read<VB2ElementType18>(vertices);
}
auto ib = stream.Read<byte>(indicesCount * ibStride);
}
// Get mesh data
void* data = nullptr;
{
// #MODEL_DATA_FORMAT_USAGE
uint32 vertices;
stream.ReadUint32(&vertices);
uint32 triangles;
stream.ReadUint32(&triangles);
uint32 indicesCount = triangles * 3;
bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
if (vertices == 0 || triangles == 0)
{
LOG(Error, "Invalid mesh data.");
return true;
}
auto vb0 = stream.Read<VB0ElementType>(vertices);
auto vb1 = stream.Read<VB1ElementType>(vertices);
bool hasColors = stream.ReadBool();
VB2ElementType18* vb2 = nullptr;
if (hasColors)
{
vb2 = stream.Read<VB2ElementType18>(vertices);
}
auto ib = stream.Read<byte>(indicesCount * ibStride);
if (mesh->HasVertexColors() != hasColors || mesh->Use16BitIndexBuffer() != use16BitIndexBuffer)
{
LOG(Error, "Invalid mesh data loaded from chunk.");
return true;
}
switch (type)
{
case InternalBufferType::VB0:
data = vb0;
break;
case InternalBufferType::VB1:
data = vb1;
break;
case InternalBufferType::VB2:
data = vb2;
break;
case InternalBufferType::IB16:
case InternalBufferType::IB32:
data = ib;
break;
}
}
ConvertMeshData(mesh, type, resultObj, data);
} }
ConvertMeshData(mesh, type, resultObj, data.Get());
return false; return false;
} }

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@@ -22,6 +22,7 @@ API_CLASS(NoSpawn) class FLAXENGINE_API Mesh : public MeshBase
{ {
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(Mesh, MeshBase); DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(Mesh, MeshBase);
protected: protected:
int32 _index; int32 _index;
int32 _lodIndex; int32 _lodIndex;
bool _hasLightmapUVs; bool _hasLightmapUVs;
@@ -30,8 +31,12 @@ protected:
#if USE_PRECISE_MESH_INTERSECTS #if USE_PRECISE_MESH_INTERSECTS
CollisionProxy _collisionProxy; CollisionProxy _collisionProxy;
#endif #endif
mutable Array<byte> _cachedVertexBuffer[3];
mutable Array<byte> _cachedIndexBuffer;
mutable int32 _cachedIndexBufferCount;
public: public:
Mesh(const Mesh& other) Mesh(const Mesh& other)
: Mesh() : Mesh()
{ {
@@ -46,6 +51,7 @@ public:
~Mesh(); ~Mesh();
public: public:
/// <summary> /// <summary>
/// Gets the model owning this mesh. /// Gets the model owning this mesh.
/// </summary> /// </summary>
@@ -92,7 +98,6 @@ public:
/// <summary> /// <summary>
/// Determines whether this mesh is initialized (has vertex and index buffers initialized). /// Determines whether this mesh is initialized (has vertex and index buffers initialized).
/// </summary> /// </summary>
/// <returns>True if this instance is initialized, otherwise false.</returns>
FORCE_INLINE bool IsInitialized() const FORCE_INLINE bool IsInitialized() const
{ {
return _vertexBuffers[0] != nullptr; return _vertexBuffers[0] != nullptr;
@@ -101,13 +106,11 @@ public:
/// <summary> /// <summary>
/// Determines whether this mesh has a vertex colors buffer. /// Determines whether this mesh has a vertex colors buffer.
/// </summary> /// </summary>
/// <returns>True if this mesh has a vertex colors buffers.</returns>
API_PROPERTY() bool HasVertexColors() const; API_PROPERTY() bool HasVertexColors() const;
/// <summary> /// <summary>
/// Determines whether this mesh contains valid lightmap texture coordinates data. /// Determines whether this mesh contains valid lightmap texture coordinates data.
/// </summary> /// </summary>
/// <returns>True if this mesh has a vertex colors buffers.</returns>
API_PROPERTY() FORCE_INLINE bool HasLightmapUVs() const API_PROPERTY() FORCE_INLINE bool HasLightmapUVs() const
{ {
return _hasLightmapUVs; return _hasLightmapUVs;
@@ -118,7 +121,6 @@ public:
/// <summary> /// <summary>
/// Gets the collision proxy used by the mesh. /// Gets the collision proxy used by the mesh.
/// </summary> /// </summary>
/// <returns>The collisions proxy container object reference.</returns>
FORCE_INLINE const CollisionProxy& GetCollisionProxy() const FORCE_INLINE const CollisionProxy& GetCollisionProxy() const
{ {
return _collisionProxy; return _collisionProxy;
@@ -127,6 +129,7 @@ public:
#endif #endif
public: public:
/// <summary> /// <summary>
/// Updates the model mesh (used by the virtual models created with Init rather than Load). /// Updates the model mesh (used by the virtual models created with Init rather than Load).
/// </summary> /// </summary>
@@ -205,6 +208,7 @@ public:
bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, Vector3* vertices, uint32* triangles, Vector3* normals = nullptr, Vector3* tangents = nullptr, Vector2* uvs = nullptr, Color32* colors = nullptr); bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, Vector3* vertices, uint32* triangles, Vector3* normals = nullptr, Vector3* tangents = nullptr, Vector2* uvs = nullptr, Color32* colors = nullptr);
public: public:
/// <summary> /// <summary>
/// Updates the model mesh index buffer (used by the virtual models created with Init rather than Load). /// Updates the model mesh index buffer (used by the virtual models created with Init rather than Load).
/// </summary> /// </summary>
@@ -237,6 +241,7 @@ public:
bool UpdateTriangles(uint32 triangleCount, void* ib, bool use16BitIndices); bool UpdateTriangles(uint32 triangleCount, void* ib, bool use16BitIndices);
public: public:
/// <summary> /// <summary>
/// Initializes instance of the <see cref="Mesh"/> class. /// Initializes instance of the <see cref="Mesh"/> class.
/// </summary> /// </summary>
@@ -268,6 +273,7 @@ public:
void Unload(); void Unload();
public: public:
/// <summary> /// <summary>
/// Determines if there is an intersection between the mesh and a ray in given world /// Determines if there is an intersection between the mesh and a ray in given world
/// </summary> /// </summary>
@@ -288,6 +294,7 @@ public:
} }
public: public:
/// <summary> /// <summary>
/// Gets the draw call geometry for this mesh. Sets the index and vertex buffers. /// Gets the draw call geometry for this mesh. Sets the index and vertex buffers.
/// </summary> /// </summary>
@@ -387,12 +394,14 @@ public:
void Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const; void Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const;
public: public:
// [MeshBase] // [MeshBase]
bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const override; bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const override;
Task* DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const override; Task* DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const override;
bool DownloadDataCPU(MeshBufferType type, BytesContainer& result) const override; bool DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const override;
private: private:
// Internal bindings // Internal bindings
API_FUNCTION(NoProxy) ScriptingObject* GetParentModel(); API_FUNCTION(NoProxy) ScriptingObject* GetParentModel();
API_FUNCTION(NoProxy) bool UpdateMeshInt(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj); API_FUNCTION(NoProxy) bool UpdateMeshInt(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj);

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@@ -45,7 +45,6 @@ public:
/// <summary> /// <summary>
/// Gets the triangle count. /// Gets the triangle count.
/// </summary> /// </summary>
/// <returns>The triangles</returns>
API_PROPERTY() FORCE_INLINE int32 GetTriangleCount() const API_PROPERTY() FORCE_INLINE int32 GetTriangleCount() const
{ {
return _triangles; return _triangles;
@@ -54,7 +53,6 @@ public:
/// <summary> /// <summary>
/// Gets the vertex count. /// Gets the vertex count.
/// </summary> /// </summary>
/// <returns>The vertices</returns>
API_PROPERTY() FORCE_INLINE int32 GetVertexCount() const API_PROPERTY() FORCE_INLINE int32 GetVertexCount() const
{ {
return _vertices; return _vertices;
@@ -63,7 +61,6 @@ public:
/// <summary> /// <summary>
/// Gets the box. /// Gets the box.
/// </summary> /// </summary>
/// <returns>The bounding box.</returns>
API_PROPERTY() FORCE_INLINE const BoundingBox& GetBox() const API_PROPERTY() FORCE_INLINE const BoundingBox& GetBox() const
{ {
return _box; return _box;
@@ -72,7 +69,6 @@ public:
/// <summary> /// <summary>
/// Gets the sphere. /// Gets the sphere.
/// </summary> /// </summary>
/// <returns>The bounding sphere.</returns>
API_PROPERTY() FORCE_INLINE const BoundingSphere& GetSphere() const API_PROPERTY() FORCE_INLINE const BoundingSphere& GetSphere() const
{ {
return _sphere; return _sphere;
@@ -129,6 +125,7 @@ public:
/// </summary> /// </summary>
/// <param name="type">Buffer type</param> /// <param name="type">Buffer type</param>
/// <param name="result">The result data</param> /// <param name="result">The result data</param>
/// <param name="count">The amount of items inside the result buffer.</param>
/// <returns>True if failed, otherwise false</returns> /// <returns>True if failed, otherwise false</returns>
virtual bool DownloadDataCPU(MeshBufferType type, BytesContainer& result) const = 0; virtual bool DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const = 0;
}; };

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@@ -227,16 +227,21 @@ Task* SkinnedMesh::DownloadDataGPUAsync(MeshBufferType type, BytesContainer& res
return buffer ? buffer->DownloadDataAsync(result) : nullptr; return buffer ? buffer->DownloadDataAsync(result) : nullptr;
} }
bool SkinnedMesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result) const bool SkinnedMesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const
{ {
if (_cachedVertexBuffer.IsEmpty()) if (_cachedVertexBuffer.IsEmpty())
{ {
PROFILE_CPU(); PROFILE_CPU();
auto model = GetSkinnedModel(); auto model = GetSkinnedModel();
ScopeLock lock(model->Locker); ScopeLock lock(model->Locker);
if (model->IsVirtual())
{
LOG(Error, "Cannot access CPU data of virtual models. Use GPU data download");
return true;
}
// Fetch chunk with data from drive/memory // Fetch chunk with data from drive/memory
const auto chunkIndex = _lodIndex + 1; const auto chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(_lodIndex);
if (model->LoadChunk(chunkIndex)) if (model->LoadChunk(chunkIndex))
return true; return true;
const auto chunk = model->GetChunk(chunkIndex); const auto chunk = model->GetChunk(chunkIndex);
@@ -283,6 +288,7 @@ bool SkinnedMesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result) c
continue; continue;
// Cache mesh data // Cache mesh data
_cachedIndexBufferCount = indicesCount;
_cachedIndexBuffer.Set(ib, indicesCount * ibStride); _cachedIndexBuffer.Set(ib, indicesCount * ibStride);
_cachedVertexBuffer.Set((const byte*)vb0, vertices * sizeof(VB0SkinnedElementType)); _cachedVertexBuffer.Set((const byte*)vb0, vertices * sizeof(VB0SkinnedElementType));
break; break;
@@ -293,9 +299,11 @@ bool SkinnedMesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result) c
{ {
case MeshBufferType::Index: case MeshBufferType::Index:
result.Link(_cachedIndexBuffer); result.Link(_cachedIndexBuffer);
count = _cachedIndexBufferCount;
break; break;
case MeshBufferType::Vertex0: case MeshBufferType::Vertex0:
result.Link(_cachedVertexBuffer); result.Link(_cachedVertexBuffer);
count = _cachedVertexBuffer.Count() / sizeof(VB0SkinnedElementType);
break; break;
default: default:
return true; return true;
@@ -533,16 +541,19 @@ bool SkinnedMesh::DownloadBuffer(bool forceGpu, MonoArray* resultObj, int32 type
if (task == nullptr) if (task == nullptr)
return true; return true;
task->Start(); task->Start();
model->Locker.Unlock();
if (task->Wait()) if (task->Wait())
{ {
LOG(Error, "Task failed."); LOG(Error, "Task failed.");
return true; return true;
} }
model->Locker.Lock();
} }
else else
{ {
// Get data from CPU // Get data from CPU
if (DownloadDataCPU(bufferType, data)) int32 count;
if (DownloadDataCPU(bufferType, data, count))
return true; return true;
} }

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@@ -25,6 +25,7 @@ protected:
GPUBuffer* _indexBuffer; GPUBuffer* _indexBuffer;
mutable Array<byte> _cachedIndexBuffer; mutable Array<byte> _cachedIndexBuffer;
mutable Array<byte> _cachedVertexBuffer; mutable Array<byte> _cachedVertexBuffer;
mutable int32 _cachedIndexBufferCount;
public: public:
@@ -46,7 +47,6 @@ public:
/// <summary> /// <summary>
/// Gets the skinned model owning this mesh. /// Gets the skinned model owning this mesh.
/// </summary> /// </summary>
/// <returns>The skinned model</returns>
FORCE_INLINE SkinnedModel* GetSkinnedModel() const FORCE_INLINE SkinnedModel* GetSkinnedModel() const
{ {
return (SkinnedModel*)_model; return (SkinnedModel*)_model;
@@ -55,7 +55,6 @@ public:
/// <summary> /// <summary>
/// Gets the mesh index. /// Gets the mesh index.
/// </summary> /// </summary>
/// <returns>The index</returns>
FORCE_INLINE int32 GetIndex() const FORCE_INLINE int32 GetIndex() const
{ {
return _index; return _index;
@@ -64,7 +63,6 @@ public:
/// <summary> /// <summary>
/// Determines whether this mesh is initialized (has vertex and index buffers initialized). /// Determines whether this mesh is initialized (has vertex and index buffers initialized).
/// </summary> /// </summary>
/// <returns>True if this instance is initialized, otherwise false.</returns>
FORCE_INLINE bool IsInitialized() const FORCE_INLINE bool IsInitialized() const
{ {
return _vertexBuffer != nullptr; return _vertexBuffer != nullptr;
@@ -241,7 +239,7 @@ public:
// [MeshBase] // [MeshBase]
bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const override; bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const override;
Task* DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const override; Task* DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const override;
bool DownloadDataCPU(MeshBufferType type, BytesContainer& result) const override; bool DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const override;
private: private: