/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include #include #include #include #include #include #include #include #include #include #include #include #define SHADOWMAXBYTES (256*256*4*4/3) extern INDEX shd_iStaticSize; extern INDEX shd_iDynamicSize; extern INDEX shd_bFineQuality; extern INDEX shd_iDithering; extern INDEX shd_bDynamicMipmaps; extern INDEX gap_bAllowSingleMipmap; extern FLOAT gfx_tmProbeDecay; extern BOOL _bShadowsUpdated; extern BOOL _bMultiPlayer; /* * Routines that manipulates with shadow cluster map class */ CShadowMap::CShadowMap() { sm_pulCachedShadowMap = NULL; sm_pulDynamicShadowMap = NULL; sm_slMemoryUsed = 0; sm_ulObject = NONE; sm_ulProbeObject = NONE; sm_ulInternalFormat = NONE; sm_iRenderFrame = -1; sm_ulFlags = NONE; Clear(); } CShadowMap::~CShadowMap() { Clear(); } // report shadowmap memory usage (in bytes) ULONG CShadowMap::GetShadowSize(void) { CBrushPolygon *pbpo=((CBrushShadowMap *)this)->GetBrushPolygon(); ULONG ulFlags=pbpo->bpo_ulFlags; BOOL bIsTransparent = (ulFlags&BPOF_PORTAL) && !(ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT)); BOOL bTakesShadow = !(ulFlags&BPOF_FULLBRIGHT); BOOL bIsFlat = sm_pulCachedShadowMap==&sm_colFlat; if( bIsTransparent || !bTakesShadow || bIsFlat) return 0; // not influenced const PIX pixSizeU = sm_mexWidth >>sm_iFirstMipLevel; const PIX pixSizeV = sm_mexHeight>>sm_iFirstMipLevel; return pixSizeU*pixSizeV *BYTES_PER_TEXEL; } // cache the shadow map void CShadowMap::Cache( INDEX iWantedMipLevel) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_CACHESHADOW); _bShadowsUpdated = TRUE; // level must be in valid range and caching has to be needed ASSERT( iWantedMipLevel>=sm_iFirstMipLevel && iWantedMipLevel<=sm_iLastMipLevel); ASSERT( sm_pulCachedShadowMap==NULL || iWantedMipLevel>iWantedMipLevel; const PIX pixSizeV = sm_mexHeight>>iWantedMipLevel; const SLONG slSize = GetMipmapOffset( 15, pixSizeU, pixSizeV) *BYTES_PER_TEXEL; const BOOL bWasFlat = sm_pulCachedShadowMap==&sm_colFlat; const BOOL bCached = sm_pulCachedShadowMap!=NULL; // determine whether shadowmap is all flat (once flat - always flat!) if( IsShadowFlat(sm_colFlat)) { // release memory if allocated if( bCached) { ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES); if( !bWasFlat) FreeMemory( sm_pulCachedShadowMap); } sm_pulCachedShadowMap = &sm_colFlat; sm_iFirstCachedMipLevel = iWantedMipLevel; sm_slMemoryUsed = slSize; // add it to shadow list if( !sm_lnInGfx.IsLinked()) _pGfx->gl_lhCachedShadows.AddTail(sm_lnInGfx); _pfGfxProfile.StopTimer( CGfxProfile::PTI_CACHESHADOW); return; } // if not yet allocated if( !bCached || bWasFlat) { // allocate the memory sm_pulCachedShadowMap = (ULONG*)AllocMemory(slSize); sm_slMemoryUsed = slSize; ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES); } // if already allocated, but too small else if( iWantedMipLevel0 && sm_slMemoryUsed<=SHADOWMAXBYTES); if( slSize>sm_slMemoryUsed && !bWasFlat) { // copy old shadow map at the end of buffer memcpy( pulNew + (slSize-sm_slMemoryUsed)/BYTES_PER_TEXEL, sm_pulCachedShadowMap, sm_slMemoryUsed); } // free old block if needed and use the new one if( !bWasFlat) FreeMemory( sm_pulCachedShadowMap); sm_pulCachedShadowMap = pulNew; sm_slMemoryUsed = slSize; ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES); } else { // WHAT? ASSERTALWAYS( "Trying to cache shadowmap again in the same mipmap!"); } // let the higher level driver mix its layers INDEX iLastMipLevelToCache = Min( sm_iLastMipLevel, sm_iFirstCachedMipLevel-1); sm_iFirstCachedMipLevel = iWantedMipLevel; ASSERT( iWantedMipLevel <= iLastMipLevelToCache); // colorize shadowmap? extern INDEX shd_bColorize; if( _bMultiPlayer) shd_bColorize = FALSE; // don't allow in multiplayer mode! if( shd_bColorize) { #define GSIZE 4.0f #define RSIZE 8.0f FLOAT fLogSize = Log2((sm_mexWidth>>sm_iFirstCachedMipLevel) * (sm_mexHeight>>sm_iFirstCachedMipLevel)) /2; fLogSize = Max(fLogSize,GSIZE) -GSIZE; FLOAT fR = fLogSize / (RSIZE-GSIZE); COLOR colSize; if( fR>0.5f) colSize = LerpColor( C_dYELLOW, C_dRED, (fR-0.5f)*2); else colSize = LerpColor( C_dGREEN, C_dYELLOW, fR*2); // fill! for( INDEX iPix=0; iPixgl_lhCachedShadows.AddTail( sm_lnInGfx); _pfGfxProfile.StopTimer( CGfxProfile::PTI_CACHESHADOW); } // update dynamic layers of the shadow map // (returns mip in which shadow needs to be uploaded) ULONG CShadowMap::UpdateDynamicLayers(void) { // call this only if needed ASSERT( sm_ulFlags&SMF_DYNAMICINVALID); sm_ulFlags &= ~SMF_DYNAMICINVALID; // if there are no dynamic layers if( !HasDynamicLayers()) { // free dynamic shadows if allocated if( sm_pulDynamicShadowMap!=NULL) { _bShadowsUpdated = TRUE; ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES); FreeMemory( sm_pulDynamicShadowMap); sm_pulDynamicShadowMap = NULL; return sm_iFirstCachedMipLevel; } else return 31; } _pfGfxProfile.StartTimer( CGfxProfile::PTI_CACHESHADOW); // allocate the memory if not yet allocated if( sm_pulDynamicShadowMap==NULL) { ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES); sm_pulDynamicShadowMap = (ULONG*)AllocMemory(sm_slMemoryUsed); } // determine and clamp to max allowed dynamic shadow dimension const INDEX iMinSize = Max( shd_iStaticSize-2L, 5L); shd_iDynamicSize = Clamp( shd_iDynamicSize, iMinSize, shd_iStaticSize); PIX pixClampAreaSize = 1L<<(shd_iDynamicSize*2); INDEX iFinestMipLevel = sm_iFirstCachedMipLevel + ClampTextureSize( pixClampAreaSize, _pGfx->gl_pixMaxTextureDimension, sm_mexWidth>>sm_iFirstCachedMipLevel, sm_mexHeight>>sm_iFirstCachedMipLevel); // check if need to generate only one mip-map INDEX iLastMipLevel = sm_iLastMipLevel; if( !shd_bDynamicMipmaps && gap_bAllowSingleMipmap) iLastMipLevel = iFinestMipLevel; // let the higher level driver mix its layers MixLayers( iFinestMipLevel, iLastMipLevel, TRUE); _pfGfxProfile.StopTimer( CGfxProfile::PTI_CACHESHADOW); // skip if there was nothing to mix-in if( sm_ulFlags&SMF_DYNAMICBLACK) return 31; _bShadowsUpdated = TRUE; return iFinestMipLevel; } // invalidate the shadow map void CShadowMap::Invalidate( BOOL bDynamicOnly/*=FALSE*/) { // if only dynamic layers are to be uncached if( bDynamicOnly) { // just mark that they are not valid any more sm_ulFlags |= SMF_DYNAMICINVALID; // if static layers are to be uncached } else { // mark that no mipmaps are cached sm_iFirstCachedMipLevel = 31; } } // mark that shadow has been drawn void CShadowMap::MarkDrawn(void) { // remove from list ASSERT( sm_lnInGfx.IsLinked()); sm_lnInGfx.Remove(); // set time stamp sm_tvLastDrawn = _pTimer->GetHighPrecisionTimer(); // put at the end of the list _pGfx->gl_lhCachedShadows.AddTail(sm_lnInGfx); } // uncache the shadow map (returns total ammount of memory that has been freed) SLONG CShadowMap::Uncache( void) { _bShadowsUpdated = TRUE; // discard uploaded portion if( sm_ulObject!=NONE) { gfxDeleteTexture(sm_ulObject); gfxDeleteTexture(sm_ulProbeObject); sm_ulInternalFormat = NONE; } SLONG slFreed = 0; // if dynamic allocated, release memory if( sm_pulDynamicShadowMap != NULL) { FreeMemory( sm_pulDynamicShadowMap); sm_pulDynamicShadowMap = NULL; ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES); slFreed += sm_slMemoryUsed; } // if static non-flat has been allocated if( sm_pulCachedShadowMap!=NULL) { // release memory ASSERT( sm_slMemoryUsed>0 && sm_slMemoryUsed<=SHADOWMAXBYTES); if( sm_pulCachedShadowMap!=&sm_colFlat) { FreeMemory( sm_pulCachedShadowMap); slFreed += sm_slMemoryUsed; } else slFreed += sizeof(sm_colFlat); } // reset params sm_iFirstCachedMipLevel = 31; sm_pulCachedShadowMap = NULL; sm_slMemoryUsed = 0; sm_tvLastDrawn = (__int64) 0; sm_iRenderFrame = -1; sm_ulFlags = NONE; sm_tpLocal.Clear(); // if added to list of all shadows, remove from there if( sm_lnInGfx.IsLinked()) sm_lnInGfx.Remove(); return slFreed; } // clear the object void CShadowMap::Clear() { // uncache the shadow map Uncache(); // reset structure members sm_pulCachedShadowMap = NULL; sm_pulDynamicShadowMap = NULL; sm_iFirstMipLevel = 0; sm_slMemoryUsed = 0; sm_tvLastDrawn = (__int64) 0; sm_mexOffsetX = 0; sm_mexOffsetY = 0; sm_mexWidth = 0; sm_mexHeight = 0; sm_ulFlags = NONE; } // initialize the shadow map void CShadowMap::Initialize( INDEX iMipLevel, MEX mexOffsetX, MEX mexOffsetY, MEX mexWidth, MEX mexHeight) { // clear old shadow Clear(); // just remember new values sm_iFirstMipLevel = iMipLevel; sm_mexOffsetX = mexOffsetX; sm_mexOffsetY = mexOffsetY; sm_mexWidth = mexWidth; sm_mexHeight = mexHeight; sm_iLastMipLevel = FastLog2( Min(mexWidth, mexHeight)); ASSERT( (mexWidth >>sm_iLastMipLevel)>=1); ASSERT( (mexHeight>>sm_iLastMipLevel)>=1); } // skip old shadows saved in stream void CShadowMap::Read_old_t(CTStream *pstrm) // throw char * { Clear(); // read shadow map header // pstrm->ExpectID_t( CChunkID("CTSM")); // read in Read_t() if( pstrm->GetSize_t() != 5*4) throw( TRANS("Invalid shadow cluster map file.")); INDEX idx; // this was the only way I could coerce GCC into playing. --ryan. *pstrm >> idx; sm_iFirstMipLevel = idx; INDEX iNoOfMipmaps; *pstrm >> iNoOfMipmaps; *pstrm >> idx; sm_mexOffsetX = idx; *pstrm >> idx; sm_mexOffsetY = idx; *pstrm >> idx; sm_mexWidth = idx; *pstrm >> idx; sm_mexHeight = idx; BOOL bStaticImagePresent, bAnimatingImagePresent; *pstrm >> (INDEX&)bStaticImagePresent; *pstrm >> (INDEX&)bAnimatingImagePresent; // skip mip-map offsets pstrm->Seek_t( MAX_MEX_LOG2*4, CTStream::SD_CUR); // skip the shadow map data if( bStaticImagePresent) { pstrm->ExpectID_t("SMSI"); SLONG slSize; *pstrm>>slSize; pstrm->Seek_t(slSize, CTStream::SD_CUR); } if( bAnimatingImagePresent) { pstrm->ExpectID_t("SMAI"); SLONG slSize; *pstrm>>slSize; pstrm->Seek_t(slSize, CTStream::SD_CUR); } } // reads image info raw format from file void CShadowMap::Read_t( CTStream *pstrm) // throw char * { Clear(); // read the header chunk ID CChunkID cidHeader = pstrm->GetID_t(); // if it is the old shadow format if (cidHeader==CChunkID("CTSM")) { // read shadows in old format Read_old_t(pstrm); return; // if it is not the new shadow format } else if (!(cidHeader==CChunkID("LSHM"))) { // layered shadow map // error FatalError(TRANS("Error loading shadow map! Wrong header chunk.")); } // load the shadow map data *pstrm >> sm_ulFlags; *pstrm >> sm_iFirstMipLevel; *pstrm >> sm_mexOffsetX; *pstrm >> sm_mexOffsetY; *pstrm >> sm_mexWidth; *pstrm >> sm_mexHeight; sm_iLastMipLevel = FastLog2( Min(sm_mexWidth, sm_mexHeight)); ASSERT((sm_mexWidth >>sm_iLastMipLevel)>=1); ASSERT((sm_mexHeight>>sm_iLastMipLevel)>=1); // read the layers of the shadow ReadLayers_t(pstrm); } // writes shadow cluster map format to file void CShadowMap::Write_t( CTStream *pstrm) // throw char * { pstrm->WriteID_t("LSHM"); // layered shadow map // load the shadow map data *pstrm << sm_ulFlags; *pstrm << sm_iFirstMipLevel; *pstrm << sm_mexOffsetX; *pstrm << sm_mexOffsetY; *pstrm << sm_mexWidth; *pstrm << sm_mexHeight; // write the layers of the shadow WriteLayers_t(pstrm); } // mix all layers into cached shadow map void CShadowMap::MixLayers( INDEX iFirstMip, INDEX iLastMip, BOOL bDynamic/*=FALSE*/) { // base function is used only for testing (void)iFirstMip; (void)iLastMip; // just fill with white ULONG ulValue = ByteSwap(C_WHITE); ASSERT( sm_pulCachedShadowMap!=NULL); if( sm_pulCachedShadowMap==NULL || sm_pulCachedShadowMap==&sm_colFlat) return; for( INDEX i=0; i<(sm_mexWidth>>sm_iFirstMipLevel)*(sm_mexHeight>>sm_iFirstMipLevel); i++) { sm_pulCachedShadowMap[i] = ulValue; } } // check if all layers are up to date void CShadowMap::CheckLayersUpToDate(void) { NOTHING; } // test if there is any dynamic layer BOOL CShadowMap::HasDynamicLayers(void) { return FALSE; } void CShadowMap::ReadLayers_t( CTStream *pstrm) // throw char * { } void CShadowMap::WriteLayers_t( CTStream *pstrm) // throw char * { } // prepare shadow map for upload and bind (returns whether the shadowmap is flat or not) void CShadowMap::Prepare(void) { // determine probing ASSERT(this!=NULL); extern BOOL ProbeMode( CTimerValue tvLast); BOOL bUseProbe = ProbeMode(sm_tvLastDrawn); // determine and clamp to max allowed shadow dimension shd_iStaticSize = Clamp( shd_iStaticSize, 5, 8); PIX pixClampAreaSize = 1L<<(shd_iStaticSize*2); // determine largest allowed mip level INDEX iFinestMipLevel = sm_iFirstMipLevel + ClampTextureSize( pixClampAreaSize, _pGfx->gl_pixMaxTextureDimension, sm_mexWidth>>sm_iFirstMipLevel, sm_mexHeight>>sm_iFirstMipLevel); // make sure we didn't run out of range INDEX iWantedMipLevel = ClampUp( iFinestMipLevel, sm_iLastMipLevel); sm_iFirstUploadMipLevel = 31; const PIX pixShadowSize = (sm_mexWidth>>iFinestMipLevel) * (sm_mexHeight>>iFinestMipLevel); // see if shadowmap can be pulled out of probe mode if( pixShadowSize<=16*16*4 || ((sm_ulFlags&SMF_PROBED) && _pGfx->gl_slAllowedUploadBurst>=0)) bUseProbe = FALSE; if( bUseProbe) { // adjust mip-level for probing ULONG *pulDummy = NULL; PIX pixProbeWidth = sm_mexWidth >>iFinestMipLevel; PIX pixProbeHeight = sm_mexHeight>>iFinestMipLevel; INDEX iMipOffset = GetMipmapOfSize( 16*16, pulDummy, pixProbeWidth, pixProbeHeight); if( iMipOffset<2) bUseProbe = FALSE; else iWantedMipLevel += iMipOffset; } // cache if it is not cached at all of not in this mip level if( sm_pulCachedShadowMap==NULL || iWantedMipLevelgl_iFrameNumber) { sm_iRenderFrame = _pGfx->gl_iFrameNumber; // determine size and update SLONG slBytes = pixShadowSize * gfxGetFormatPixRatio(sm_ulInternalFormat); if( !sm_tpLocal.tp_bSingleMipmap) slBytes = slBytes *4/3; _sfStats.IncrementCounter( CStatForm::SCI_SHADOWBINDS, 1); _sfStats.IncrementCounter( CStatForm::SCI_SHADOWBINDBYTES, slBytes); } // reduce allowed burst value if upload is required in non-probe mode if( !bUseProbe && sm_iFirstUploadMipLevel<31) { const PIX pixWidth = sm_mexWidth >>sm_iFirstUploadMipLevel; const PIX pixHeight = sm_mexHeight >>sm_iFirstUploadMipLevel; const INDEX iPixSize = shd_bFineQuality ? 4 : 2; SLONG slSize = pixWidth*pixHeight *iPixSize; _pGfx->gl_slAllowedUploadBurst -= slSize; } // update probe requirements if( bUseProbe) sm_ulFlags |= SMF_WANTSPROBE; else sm_ulFlags &=~SMF_WANTSPROBE; } // provide the data for uploading void CShadowMap::SetAsCurrent(void) { ASSERT( sm_pulCachedShadowMap!=NULL && sm_iFirstCachedMipLevel<31); // eventually re-adjust LOD bias extern FLOAT _fCurrentLODBias; extern void UpdateLODBias( const FLOAT fLODBias); if( _fCurrentLODBias != _pGfx->gl_fTextureLODBias) UpdateLODBias( _pGfx->gl_fTextureLODBias); // determine actual need for upload and eventaully colorize shadowmaps const BOOL bFlat = IsFlat(); // done here if flat and non-dynamic if( bFlat) { // bind flat texture _ptdFlat->SetAsCurrent(); MarkDrawn(); return; } // init use probe flag BOOL bUseProbe = (sm_ulFlags & SMF_WANTSPROBE); // if needs to be uploaded if( sm_iFirstUploadMipLevel<31 || ((sm_ulFlags&SMF_DYNAMICUPLOADED) && (sm_ulFlags&SMF_DYNAMICBLACK))) { // generate bind number(s) if needed if( sm_ulObject==NONE) { gfxGenerateTexture( sm_ulObject); sm_pixUploadWidth = sm_pixUploadHeight = 0; sm_ulInternalFormat = NONE; } // determine shadow map pointer (static or dynamic shadow) ULONG *pulShadowMap = sm_pulCachedShadowMap; BOOL bSingleMipmap = FALSE; sm_ulFlags &= ~SMF_DYNAMICUPLOADED; if( sm_pulDynamicShadowMap!=NULL && !(sm_ulFlags&SMF_DYNAMICBLACK)) { pulShadowMap = sm_pulDynamicShadowMap; if( !shd_bDynamicMipmaps && gap_bAllowSingleMipmap) bSingleMipmap = TRUE; sm_ulFlags |= SMF_DYNAMICUPLOADED; bUseProbe = FALSE; // don't probe dynamic shadowmaps } // reset mapping parameters if needed if( sm_tpLocal.tp_bSingleMipmap != bSingleMipmap) { sm_tpLocal.Clear(); sm_tpLocal.tp_bSingleMipmap = bSingleMipmap; sm_pixUploadWidth = sm_pixUploadHeight = 0; // will not use subimage } // determine corresponding shadowmap's texture internal format, memory offset and flatness if( sm_iFirstUploadMipLevel>30) sm_iFirstUploadMipLevel = sm_iFirstCachedMipLevel; PIX pixWidth=1, pixHeight=1; pixWidth = sm_mexWidth >>sm_iFirstUploadMipLevel; pixHeight = sm_mexHeight >>sm_iFirstUploadMipLevel; pulShadowMap += sm_slMemoryUsed/BYTES_PER_TEXEL - GetMipmapOffset( 15, pixWidth, pixHeight); // paranoid ASSERT( pixWidth>0 && pixHeight>0); // determine internal shadow texture format and usage of faster glTexSubImage function instead of slow glTexImage BOOL bUseSubImage = TRUE; ULONG ulInternalFormat = TS.ts_tfRGB5; if( !(_pGfx->gl_ulFlags&GLF_32BITTEXTURES)) shd_bFineQuality = FALSE; if( shd_bFineQuality) ulInternalFormat = TS.ts_tfRGB8; if( _slShdSaturation<4) ulInternalFormat = TS.ts_tfL8; // better quality for grayscale shadow mode // eventually re-adjust uploading parameters if( sm_pixUploadWidth!=pixWidth || sm_pixUploadHeight!=pixHeight || sm_ulInternalFormat!=ulInternalFormat) { sm_pixUploadWidth = pixWidth; sm_pixUploadHeight = pixHeight; sm_ulInternalFormat = ulInternalFormat; bUseSubImage = FALSE; } // upload probe (if needed) if( bUseProbe) { sm_ulFlags |= SMF_PROBED; if( sm_ulProbeObject==NONE) gfxGenerateTexture( sm_ulProbeObject); CTexParams tpTmp = sm_tpLocal; gfxSetTexture( sm_ulProbeObject, tpTmp); gfxUploadTexture( pulShadowMap, pixWidth, pixHeight, TS.ts_tfRGB5, FALSE); } else { // upload shadow in required format and size if( sm_ulFlags&SMF_PROBED) { // cannot subimage shadowmap that has been probed bUseSubImage = FALSE; sm_ulFlags &= ~SMF_PROBED; } // colorize mipmaps if needed extern INDEX tex_bColorizeMipmaps; if( tex_bColorizeMipmaps && pixWidth>1 && pixHeight>1) ColorizeMipmaps( 1, pulShadowMap, pixWidth, pixHeight); MarkDrawn(); // mark that shadowmap has been referenced gfxSetTexture( sm_ulObject, sm_tpLocal); gfxUploadTexture( pulShadowMap, pixWidth, pixHeight, ulInternalFormat, bUseSubImage); } // paranoid android ASSERT( sm_iFirstCachedMipLevel<31 && sm_pulCachedShadowMap!=NULL); return; } // set corresponding probe or texture frame as current if( bUseProbe && sm_ulProbeObject!=NONE && (_pGfx->gl_slAllowedUploadBurst<0 || (sm_ulFlags&SMF_PROBED))) { CTexParams tpTmp = sm_tpLocal; gfxSetTexture( sm_ulProbeObject, tpTmp); return; } // set non-probe shadowmap and mark that this shadowmap has been drawn gfxSetTexture( sm_ulObject, sm_tpLocal); MarkDrawn(); } // returns used memory - static, dynamic and uploaded size separately, slack space ratio (0-1 float) // and whether the shadowmap is flat or not BOOL CShadowMap::GetUsedMemory( SLONG &slStaticSize, SLONG &slDynamicSize, SLONG &slUploadSize, FLOAT &fSlackRatio) { const BOOL bFlat = (sm_pulCachedShadowMap==&sm_colFlat); // determine static portion size slStaticSize = 0; if( sm_pulCachedShadowMap!=NULL) slStaticSize = sm_slMemoryUsed; // determine dynamic portion size slDynamicSize = 0; if( sm_pulDynamicShadowMap!=NULL) slDynamicSize = sm_slMemoryUsed; // determine uploaded portion size slUploadSize = 0; const PIX pixMemoryUsed = Max(slStaticSize,slDynamicSize)/BYTES_PER_TEXEL; if( pixMemoryUsed==0) return bFlat; // done if no memory is used if( sm_ulObject!=NONE) { slUploadSize = gfxGetTexturePixRatio(sm_ulObject); if( !bFlat || slDynamicSize!=0) slUploadSize *= pixMemoryUsed; } // determine slack space const FLOAT fPolySize = sm_pixPolygonSizeU*sm_pixPolygonSizeV; fSlackRatio = 1.0f - ClampUp( fPolySize*4/3/pixMemoryUsed, 1.0f); return bFlat; }