improve shadowmap vram usage + ui_shadowmap
parent
a3b747fd46
commit
ccd9702a26
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@ -212,14 +212,7 @@ int main(int argc, char** argv) {
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ui_slider("CSM Blur Scale", &sm.csm_blur_scale);
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ui_bool("VSM Blur", &sm.blur_vsm);
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ui_slider("VSM Blur Scale", &sm.vsm_blur_scale);
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int sm_vram = sm.vram_usage / 1024 / 1024;
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int sm_vram_total = sm.vram_usage_total / 1024 / 1024;
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int sm_vram_vsm = sm.vram_usage_vsm / 1024 / 1024;
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int sm_vram_csm = sm.vram_usage_csm / 1024 / 1024;
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ui_int("Vram Usage", &sm_vram);
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ui_int("Vram Usage Total", &sm_vram_total);
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ui_int("Vram Usage VSM", &sm_vram_vsm);
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ui_int("Vram Usage CSM", &sm_vram_csm);
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ui_shadowmap(&sm);
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ui_panel_end();
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}
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}
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@ -383431,20 +383431,24 @@ void ui_lights(unsigned num_lights, light_t *lights) {
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static inline
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void shadowmap_init_common_resources(shadowmap_t *s, int vsm_texture_width, int csm_texture_width) {
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// Create a cubemap depth texture
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// Create a cubemap depth texture for Variance Shadow Mapping (VSM)
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glGenTextures(1, &s->depth_texture);
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glBindTexture(GL_TEXTURE_CUBE_MAP, s->depth_texture);
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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// Create a 16-bit depth component texture for each face of the cubemap
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT16, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
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}
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// Unbind the cubemap texture
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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// Create a 2D depth texture
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// Create a 2D depth texture for Cascaded Shadow Mapping (CSM)
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glGenTextures(1, &s->depth_texture_2d);
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glBindTexture(GL_TEXTURE_2D, s->depth_texture_2d);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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// Create a single 16-bit depth component texture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
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// Unbind the 2D texture
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -383486,7 +383490,7 @@ shadowmap_init_caster_csm(shadowmap_t *s, int light_index, int texture_width) {
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for (int i = 0; i < NUM_SHADOW_CASCADES; i++) {
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glGenTextures(1, &s->maps[light_index].texture_2d[i]);
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glBindTexture(GL_TEXTURE_2D, s->maps[light_index].texture_2d[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, texture_width, texture_width, 0, GL_RED, GL_FLOAT, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, texture_width, texture_width, 0, GL_RED, GL_HALF_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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@ -384012,62 +384016,32 @@ void shadowmap_end(shadowmap_t *s) {
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s->vram_usage_vsm = 0;
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s->vram_usage_csm = 0;
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{
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const int faces = 6;
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const int cascades = NUM_SHADOW_CASCADES;
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// Depth textures
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s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
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s->vram_usage += s->csm_texture_width * s->csm_texture_width * 1;
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s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
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s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
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s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
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s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 1;
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// Common resources
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s->vram_usage += 6 * s->vsm_texture_width * s->vsm_texture_width * 2; // VSM depth texture (GL_DEPTH_COMPONENT16)
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s->vram_usage += s->csm_texture_width * s->csm_texture_width * 2; // CSM depth texture (GL_DEPTH_COMPONENT16)
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// Per-light resources
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for (int i = 0; i < MAX_LIGHTS; i++) {
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// VSM textures
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if (s->maps[i].texture != 0) {
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// Color texture (GL_RG32F)
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s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
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if (s->maps[i].shadow_technique == SHADOW_VSM) {
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// VSM cubemap texture (GL_RG32F)
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s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8;
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} else if (s->maps[i].shadow_technique == SHADOW_CSM) {
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// CSM textures (GL_R16F)
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s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2;
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}
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// Color texture (GL_RG32F)
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s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
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// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
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// Color texture (GL_RG32F)
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s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
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// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
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s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
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// CSM textures
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if (s->maps[i].texture_2d[0] != 0) {
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for (int j = 0; j < cascades; j++) {
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// Color texture (GL_R32F)
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s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
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}
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}
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for (int j = 0; j < cascades; j++) {
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// Color texture (GL_R32F)
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s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
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s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
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}
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// VSM blur texture (if used)
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if (s->maps[i].blur_texture != 0) {
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s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // Assuming same format as VSM color texture
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}
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// CSM blur texture (if used)
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if (s->maps[i].blur_texture_2d != 0) {
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s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
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}
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s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
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s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
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}
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// Add blur textures if they exist
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for (int i = 0; i < MAX_LIGHTS; i++) {
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if (s->maps[i].blur_texture) {
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s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 4; // GL_R32F
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}
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if (s->maps[i].blur_texture_2d) {
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s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // GL_R32F
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}
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}
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s->vram_usage_total = s->vram_usage + s->vram_usage_vsm + s->vram_usage_csm;
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}
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}
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@ -384083,6 +384057,7 @@ void ui_shadowmap(shadowmap_t *s) {
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ui_label2("Total VRAM", va("%lld KB", s->vram_usage_total / 1024));
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ui_label2("VSM VRAM", va("%lld KB", s->vram_usage_vsm / 1024));
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ui_label2("CSM VRAM", va("%lld KB", s->vram_usage_csm / 1024));
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ui_label2("Depth Texture VRAM", va("%lld KB", s->vram_usage / 1024));
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ui_collapse_end();
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}
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}
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@ -1614,20 +1614,24 @@ void ui_lights(unsigned num_lights, light_t *lights) {
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static inline
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void shadowmap_init_common_resources(shadowmap_t *s, int vsm_texture_width, int csm_texture_width) {
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// Create a cubemap depth texture
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// Create a cubemap depth texture for Variance Shadow Mapping (VSM)
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glGenTextures(1, &s->depth_texture);
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glBindTexture(GL_TEXTURE_CUBE_MAP, s->depth_texture);
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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// Create a 16-bit depth component texture for each face of the cubemap
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT16, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
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}
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// Unbind the cubemap texture
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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// Create a 2D depth texture
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// Create a 2D depth texture for Cascaded Shadow Mapping (CSM)
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glGenTextures(1, &s->depth_texture_2d);
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glBindTexture(GL_TEXTURE_2D, s->depth_texture_2d);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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// Create a single 16-bit depth component texture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
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// Unbind the 2D texture
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -1669,7 +1673,7 @@ shadowmap_init_caster_csm(shadowmap_t *s, int light_index, int texture_width) {
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for (int i = 0; i < NUM_SHADOW_CASCADES; i++) {
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glGenTextures(1, &s->maps[light_index].texture_2d[i]);
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glBindTexture(GL_TEXTURE_2D, s->maps[light_index].texture_2d[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, texture_width, texture_width, 0, GL_RED, GL_FLOAT, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, texture_width, texture_width, 0, GL_RED, GL_HALF_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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@ -2195,62 +2199,32 @@ void shadowmap_end(shadowmap_t *s) {
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s->vram_usage_vsm = 0;
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s->vram_usage_csm = 0;
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{
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const int faces = 6;
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const int cascades = NUM_SHADOW_CASCADES;
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// Depth textures
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s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
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s->vram_usage += s->csm_texture_width * s->csm_texture_width * 1;
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s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
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s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
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s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
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s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 1;
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// Common resources
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s->vram_usage += 6 * s->vsm_texture_width * s->vsm_texture_width * 2; // VSM depth texture (GL_DEPTH_COMPONENT16)
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s->vram_usage += s->csm_texture_width * s->csm_texture_width * 2; // CSM depth texture (GL_DEPTH_COMPONENT16)
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// Per-light resources
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for (int i = 0; i < MAX_LIGHTS; i++) {
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// VSM textures
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if (s->maps[i].texture != 0) {
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// Color texture (GL_RG32F)
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s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
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if (s->maps[i].shadow_technique == SHADOW_VSM) {
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// VSM cubemap texture (GL_RG32F)
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s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8;
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} else if (s->maps[i].shadow_technique == SHADOW_CSM) {
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// CSM textures (GL_R16F)
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s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2;
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}
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// Color texture (GL_RG32F)
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s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
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// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
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// Color texture (GL_RG32F)
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s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
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// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
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s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
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// CSM textures
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if (s->maps[i].texture_2d[0] != 0) {
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for (int j = 0; j < cascades; j++) {
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// Color texture (GL_R32F)
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s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
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}
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}
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for (int j = 0; j < cascades; j++) {
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// Color texture (GL_R32F)
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s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
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s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
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}
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// VSM blur texture (if used)
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if (s->maps[i].blur_texture != 0) {
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s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // Assuming same format as VSM color texture
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}
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// CSM blur texture (if used)
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if (s->maps[i].blur_texture_2d != 0) {
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s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
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}
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s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
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s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
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}
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// Add blur textures if they exist
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for (int i = 0; i < MAX_LIGHTS; i++) {
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if (s->maps[i].blur_texture) {
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s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 4; // GL_R32F
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}
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if (s->maps[i].blur_texture_2d) {
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s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // GL_R32F
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}
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}
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s->vram_usage_total = s->vram_usage + s->vram_usage_vsm + s->vram_usage_csm;
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}
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}
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@ -2266,6 +2240,7 @@ void ui_shadowmap(shadowmap_t *s) {
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ui_label2("Total VRAM", va("%lld KB", s->vram_usage_total / 1024));
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ui_label2("VSM VRAM", va("%lld KB", s->vram_usage_vsm / 1024));
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ui_label2("CSM VRAM", va("%lld KB", s->vram_usage_csm / 1024));
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ui_label2("Depth Texture VRAM", va("%lld KB", s->vram_usage / 1024));
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ui_collapse_end();
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}
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}
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89
engine/v4k.c
89
engine/v4k.c
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@ -18468,20 +18468,24 @@ void ui_lights(unsigned num_lights, light_t *lights) {
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static inline
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void shadowmap_init_common_resources(shadowmap_t *s, int vsm_texture_width, int csm_texture_width) {
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// Create a cubemap depth texture
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// Create a cubemap depth texture for Variance Shadow Mapping (VSM)
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glGenTextures(1, &s->depth_texture);
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glBindTexture(GL_TEXTURE_CUBE_MAP, s->depth_texture);
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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// Create a 16-bit depth component texture for each face of the cubemap
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT16, vsm_texture_width, vsm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
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}
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// Unbind the cubemap texture
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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// Create a 2D depth texture
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// Create a 2D depth texture for Cascaded Shadow Mapping (CSM)
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glGenTextures(1, &s->depth_texture_2d);
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glBindTexture(GL_TEXTURE_2D, s->depth_texture_2d);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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// Create a single 16-bit depth component texture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, csm_texture_width, csm_texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
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// Unbind the 2D texture
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -18523,7 +18527,7 @@ shadowmap_init_caster_csm(shadowmap_t *s, int light_index, int texture_width) {
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for (int i = 0; i < NUM_SHADOW_CASCADES; i++) {
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||||
glGenTextures(1, &s->maps[light_index].texture_2d[i]);
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||||
glBindTexture(GL_TEXTURE_2D, s->maps[light_index].texture_2d[i]);
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||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, texture_width, texture_width, 0, GL_RED, GL_FLOAT, 0);
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||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, texture_width, texture_width, 0, GL_RED, GL_HALF_FLOAT, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
|
@ -19049,62 +19053,32 @@ void shadowmap_end(shadowmap_t *s) {
|
|||
s->vram_usage_vsm = 0;
|
||||
s->vram_usage_csm = 0;
|
||||
{
|
||||
const int faces = 6;
|
||||
const int cascades = NUM_SHADOW_CASCADES;
|
||||
|
||||
// Depth textures
|
||||
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
|
||||
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 1;
|
||||
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
|
||||
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
|
||||
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8;
|
||||
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 1;
|
||||
// Common resources
|
||||
s->vram_usage += 6 * s->vsm_texture_width * s->vsm_texture_width * 2; // VSM depth texture (GL_DEPTH_COMPONENT16)
|
||||
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 2; // CSM depth texture (GL_DEPTH_COMPONENT16)
|
||||
|
||||
// Per-light resources
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
||||
// VSM textures
|
||||
if (s->maps[i].texture != 0) {
|
||||
// Color texture (GL_RG32F)
|
||||
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
|
||||
if (s->maps[i].shadow_technique == SHADOW_VSM) {
|
||||
// VSM cubemap texture (GL_RG32F)
|
||||
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8;
|
||||
} else if (s->maps[i].shadow_technique == SHADOW_CSM) {
|
||||
// CSM textures (GL_R16F)
|
||||
s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2;
|
||||
}
|
||||
|
||||
// Color texture (GL_RG32F)
|
||||
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
|
||||
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
|
||||
|
||||
// Color texture (GL_RG32F)
|
||||
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
|
||||
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
|
||||
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
|
||||
|
||||
|
||||
// CSM textures
|
||||
if (s->maps[i].texture_2d[0] != 0) {
|
||||
for (int j = 0; j < cascades; j++) {
|
||||
// Color texture (GL_R32F)
|
||||
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < cascades; j++) {
|
||||
// Color texture (GL_R32F)
|
||||
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
|
||||
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
|
||||
}
|
||||
|
||||
// VSM blur texture (if used)
|
||||
if (s->maps[i].blur_texture != 0) {
|
||||
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // Assuming same format as VSM color texture
|
||||
}
|
||||
|
||||
|
||||
// CSM blur texture (if used)
|
||||
if (s->maps[i].blur_texture_2d != 0) {
|
||||
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
|
||||
}
|
||||
|
||||
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
|
||||
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
|
||||
}
|
||||
|
||||
// Add blur textures if they exist
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
||||
if (s->maps[i].blur_texture) {
|
||||
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 4; // GL_R32F
|
||||
}
|
||||
if (s->maps[i].blur_texture_2d) {
|
||||
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // GL_R32F
|
||||
}
|
||||
}
|
||||
|
||||
s->vram_usage_total = s->vram_usage + s->vram_usage_vsm + s->vram_usage_csm;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -19120,6 +19094,7 @@ void ui_shadowmap(shadowmap_t *s) {
|
|||
ui_label2("Total VRAM", va("%lld KB", s->vram_usage_total / 1024));
|
||||
ui_label2("VSM VRAM", va("%lld KB", s->vram_usage_vsm / 1024));
|
||||
ui_label2("CSM VRAM", va("%lld KB", s->vram_usage_csm / 1024));
|
||||
ui_label2("Depth Texture VRAM", va("%lld KB", s->vram_usage / 1024));
|
||||
ui_collapse_end();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue