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The renderer gives each frame 131,072 shader-visible descriptors past a persistent 120,000, in heaps of 333,333. Dense custom maps (the Los Santos City sublevels, San Andreas) draw more than that in a frame, and the renderer wrote past the end of the heap: shaders read garbage descriptors, which faulted or hung the GPU (page faults at nonsense addresses, in draws, texture fetches and ray tracing alike). ReSkate now patches the device setup at boot so each heap is D3D12's 1,000,000 and a frame may use 524,288; heaps are 644,288 descriptors. LS-B2, LS-B3 and San Andreas (210,000 a frame at its peak) now hold. Also in this change: - Memory: perf memory owners/heap/gpu/report, a ledger of who commits the game's RAM; the render-resource pool no longer allocates its 115 MB twice; the EadpErrorsData arena is capped at 32 MiB (EA's error reporting is blocked anyway). - Crash reports: tagged with the map, destination, graphics card and driver version (protocol v3), so Sentry can group GPU hangs by map and card. - GPU diagnostics (--gpu-diagnostics): a fuller DRED report, the device-removal and video memory watches, a large-draw watch, a record of which game code made and freed each GPU heap and resource, checks of every GPU address bound, and a meter of each descriptor heap's use. - World pools: peak use of entity pages, render instances and spatial blocks in the log. - dingosdk_mod_mesh_check: checks every MeshSet a mod ships against its geometry; the MeshSet reader now knows static meshes' layout.
23 lines
1.0 KiB
C++
23 lines
1.0 KiB
C++
#pragma once
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#include <cstddef>
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#include <cstdint>
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#include <string>
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namespace dingosdk {
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// The native resource handle stores this index in 16 bits. 65,536 entries is
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// therefore the largest compatible pool (valid indices are 0..65,535).
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inline constexpr std::size_t native_render_resource_capacity = 65'536;
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inline constexpr std::size_t native_render_resource_record_size = 0xf0;
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// Installs before executable entry. The native fixed-vector constructor keeps
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// constructing its records normally, but its backing storage and all parallel
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// per-resource arrays are redirected to process-lifetime allocations.
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bool start_native_render_resource_pool(std::uintptr_t base, std::string& error);
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// How many of the pool's records the renderer that has resource states has taken: a level that
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// needs more than native_render_resource_capacity cannot be drawn. Said in the log as it grows,
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// checked every frame so the last count before a crash is there. Game thread.
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void report_native_render_resources() noexcept;
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} // namespace dingosdk
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