Feeding the Monster Advanced Data Packaging for Consoles - PowerPoint PPT Presentation

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Feeding the Monster Advanced Data Packaging for Consoles

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Title: Feeding the Monster Advanced Data Packaging for Consoles


1
Feeding the MonsterAdvanced Data Packaging for
Consoles
Bruno ChampouxNicolas Fleury
2
Outline
  • Next-Generation Loading Problems
  • LIP A Loading Solution
  • Packaging C Objects
  • Demo LIP Data Viewer
  • Questions

3
Some things never change
4
Next-Gen Loading Problem
  • Processing power up by 10-40X
  • Memory size up by 8-16X
  • Optical drive performance up by 1-4X

5
Next-Gen Loading Problem
  • Xbox 360
  • 12X dual-layer DVD drive
  • Outer edge speed 15 MB/s
  • Average seek 115 ms
  • PlayStation 3
  • Blu-ray performance still unknown
  • 1.5X is the most likely choice
  • CAV drive should give 6 to 16 MB/s
  • Average seek time might be worse than DVD

6
Next-Gen Loading Problem
Memory Size Maximum Bandwidth Time to fill
PS2 32 MB 4.4 MB/s 7.3 s
PS3 192 MB 16 MB/s 12 s
Xbox 64 MB 6.9 MB/s 9.3 s
Xbox 360 480 MB 15 MB/s 32 s
7
Next-Gen Loading Problem
  • In order to feed the next-gen data needs, loading
    will need to be more frequent
  • Hard drives are optional for PS3 and Xbox 360
  • Optical drive performance does not scale with the
    memory/CPU power increase
  • Conclusion
  • Loading performance must be optimal any
    processing other than raw disc transfers must be
    eliminated

8
Did I Hear Loading Screen?
  • Disruptive
  • Boring as hell
  • Non-skippable cutscenes are not better!
  • Conclusion
  • Loading screens must not survive the current
    generation

9
Background Loading
  • Game assets are loaded during gameplay
  • Player immersion is preserved
  • Solution
  • Use blocking I/O in a thread or another processor

10
Background Loading
  • Requirements
  • Cannot be much slower than a loading screen
  • Must have low CPU overhead
  • Must not block other streams
  • Conclusion
  • Once again, loading performance must be optimal
    any processing other than raw disc transfers must
    be eliminated

11
Proposing A Solution
  • Requirements for a next-generation packaging and
    loading solution
  • Large amounts of assets must be loaded at speeds
    nearing the hardware transfer limit
  • Background loading must be possible at little CPU
    cost
  • Data assets must be streamed in and phased out
    without causing memory fragmentation

12
Understanding Loading Times
  • Freeing memory space
  • Unloading
  • Defragmenting
  • Seek time
  • Read time
  • Allocations
  • Parsing
  • Relocation (pointers, hash ID lookups)
  • Registration (e.g. physics system)

13
Reducing Loading Times
  • Always load compressed files
  • Using N1 compression will load N times faster
  • Double-buffering hides decompression time
  • Plenty of processing power available for
    decompression on next-gen consoles

14
Reducing Loading Times
  • Compression algorithm choice
  • Favor incremental approach
  • Use an algorithm based on bytes, not bits
  • Lempel-Ziv family
  • LZO

15
Reducing Loading Times
  • Take advantage of spatial and game flow coherence
  • Batch related data together in one file to save
    seek time
  • Place related files next to each other on the
    disc to minimize seek time

16
Reducing Loading Times
  • Take advantage of optical disc features
  • Store frequently accessed data in the outer
    section of the disc
  • Store music streams in the middle (prevents full
    seek)
  • Store single-use data near the center (videos,
    cutscenes, engine executable)
  • Beware of layer switching (0.1 seconds penalty)

17
Reducing Loading Times
  • Use the flyweight design pattern
  • Geometry instancing
  • Animation sharing
  • Favor procedural techniques
  • Parametric surfaces
  • Textures (fire, smoke, water)

18
Reducing Loading Times
  • Always prepare data offline
  • Eliminate text or intermediate format parsing in
    the engine
  • Engine time spent converting or interpreting data
    is wasted
  • Load native hardware and middleware formats
  • Load C objects directly

19
Why Load C Objects?
  • More natural way to work with data
  • Removes any need for parsing or interpreting
    assets
  • Creation is inexpensive
  • Pointer relocation
  • Hash ID conversion
  • Object registration

20
Loading C Objects
  • Requires a very smart packaging system
  • Member pointers
  • Virtual tables
  • Base classes
  • Alignment issues
  • Endianness

21
Loading Non-C Objects
  • Must be in a format that is ready to use after
    being read to memory
  • Texture/normal maps
  • Havok structures
  • Audio
  • Script bytecode
  • Pretty straightforward

22
Load-In-Place (LIP)
  • Our solution for packaging and loading game
    assets
  • Framework for defining, storing and loading
    native C objects
  • Dynamic Storage a self-defragmenting game asset
    container

23
Load-In-Place LIP Item
  • 1 LIP item ? 1 game asset
  • 1 LIP item ? unique hash ID (64-bit)
  • 32 bits for the type ID and properties
  • 32 bits for the hashed asset name (CRC-32)
  • The smallest unit of data that can be
  • queried
  • moved by defragmentation
  • unloaded
  • Supports both C objects and binary blocks

24
Examples of LIP Items
  • Joint Animation
  • Character Model
  • Environment Model Section
  • Collision Floor Section
  • Game Object (hero, enemy, trigger, etc.)
  • Script
  • Particle Emitter
  • Texture

25
C-Based LIP Items
  • Can be made of any number of C objects and
    arrays
  • On the disc, all internal pointers are kept
    relative to the LIP item block
  • Pointer relocation starts with a placement new on
    a relocation constructor
  • Internal pointers are relocated automatically
    through constructor chaining

26
Placement new Operator
  • Syntax
  • new(ltaddressgt) lttypegt
  • Calls the constructor but does not allocate
    memory
  • Initializes the virtual table
  • Called once for each LIP item on the main class
    relocation constructor

27
Relocation Constructors
  • Required by all classes and structures that
  • can get loaded by the LIP framework
  • contain members that require relocation
  • 3 constructors
  • Loading relocation constructor
  • Moving relocation constructor (defragmentation)
  • Dynamic constructor (optional, can be dummy)
  • No default constructor!

28
Object Members Relocation
  • Internal pointer
  • Must point within the LIP item block
  • Converted into absolute pointer
  • External reference (LIP items only)
  • Stored as a LIP item hash ID
  • Converted into a pointer in the global asset
    table entry that points to the referenced LIP
    item
  • LIP framework provides wrapper classes with
    appropriate constructors for all pointer types

29
Relocation Example
  • class GameObject
  • public
  • GameObject(const LoadContext ctx)
  • GameObject(const MoveContext ctx)
  • GameObject(HASHID id,
  • Script pScript)
  • protected
  • lipRelocPtrltTransfogt mpLocation
  • lipLipItemPtrltScriptgt mpScript

30
Relocation Example (contd)
  • GameObjectGameObject(const LoadContext ctx)
  • mpLocation(ctx),
  • mpScript(ctx)
  • GameObjectGameObject(const MoveContext ctx)
  • mpLocation(ctx),
  • mpScript(ctx)
  • GameObjectGameObject(HASHID id,
  • Script pScript)
  • mpLocation(new Transfo),
  • mpScript(pScript) SetHashId(id)

31
Relocation Example (contd)
  • templatelttypename LipItemTgt
  • void PlacementNew(
  • lipLoadContext loadCtx)
  • new(loadCtx.pvBaseAddr)
  • LipItemT(loadCtx)
  • loadCtx.pvBaseAddr pvLoadMemory
  • PlacementNewltGameObjectgt(loadCtx)

32
Relocation Example (contd)
33
Load-In-Place Load Unit
  • Group of LIP items
  • The smallest unit of data that can be loaded
  • 1 load unit ? 1 load command
  • Number of files is minimized
  • 1 language-independent file
  • Models, animations, scripts, environments,
  • N language-dependent files
  • Fonts, in-game text, some textures, audio,
  • Load unit files are compressed

34
Load Unit Table
  • Each LIP item has an entry in the table
  • Hash ID
  • Offset to LIP Item

35
Dynamic Storage
  • Loading process
  • Load unit files are read and decompressed to
    available storage memory
  • Load unit table offsets are relocated
  • Load unit table entries are merged in the global
    asset table
  • A placement new is called for each LIP item
  • Some LIP item types may require a second
    initialization pass (e.g. registration)

36
Dynamic Storage
  • Unloading process
  • Each LIP item can be removed individually
  • All LIP items of a load unit can be removed
    together
  • Destructors are called on C LIP items
  • Dynamic storage algorithm will defragment the new
    holes later
  • Locking
  • LIP items can be locked
  • Locked items cannot be moved or unloaded

37
Platform-Specific Issues
  • GameCube
  • Special ARAM load unit files
  • Animations
  • Collision floors
  • Small disc ? compression
  • Xbox/Xbox 360
  • Special LIP items for DirectX buffers
  • Vertex, index and texture buffers
  • 4KB-aligned LIP items (binary blocks)
  • Buffer headers in separate LIP items (C objects)

38
Load-In-Place Other Uses
  • Network-based asset editing
  • LIP items can be transferred from and to our
    level editor during gameplay
  • Changes in asset sizes do not matter
  • Used by Maya exporters to store our intermediate
    art assets
  • LIP is much more efficient than parsing XML!

39
Packaging C Objects
  • Nicolas Fleury

40
Our Previous Python-Based System
  • class MyClass(LipObject) x Member(UInt32)
    y Member(UInt32, default1) p
    Member(makeArrayType( makePtrType(SomeClas
    s)))

41
Cool Things with this System
  • Not too complex to implement.
  • Python is easy to use.
  • Introspection support.
  • A lot of freedom in corresponding C classes.

42
Problems with this System
  • Python and C structures must be synchronized.
  • Exporters must be written, at least partly, in
    Python.
  • Validations limited (unless you parse C code).
  • We just invented a Python/C hybrid.

43
C-based system
  • class MyClass public MyBaseCls ...
    LIP_DECLARE_REGISTER(MyClass) uint32 x
  • // In .cppLIP_DEFINE_REGISTER(MyClass)
    LIP_REGISTER_BASE_CLASS(MyBaseCls)
    LIP_REGISTER_MEMBER(x)

44
Consequences
  • Exporters are now written in C.
  • Class content written twice, but synchronization
    fully validated.
  • Dummy engine .DLL must be compiled (not a working
    engine, provides only reflection/introspection).
  • Need a good build system.
  • We just added reflection/introspection to C.

45
Member Registration Information
  • Name
  • Offset
  • Type
  • Special flags (exposed in level editor, etc.)

46
(Non Empty) Base Class Registration Information
  • Name
  • Type
  • Offset calculated with
  • (size_t)(BaseClassType)(SubClassType)1 - 1

47
Member Type Deduction
  • In IntrospectorBase classtemplate lt typename
    TypeT, typename MemberTgtvoid RegisterMember(
    const char name, MemberT(TypeTmemberPtr))

48
Member Type Deduction (Arrays)
  • In IntrospectorBase classtemplate lt typename
    TypeT, typename MemberTypeT, int sizeTgtvoid
    RegisterMember( const char name,
    MemberT(TypeTmemberPtr)sizeT)

49
Needed Information in Tools
  • Every class base class (to write their members
    too).
  • Every class member.
  • Every base class offset (to detect missing base
    class registration).
  • Every member name, size, type and special flags.
  • For every type, the necessary alignment and if it
    is polymorphic.

50
Introspection Classes (Members)
51
Introspection Classes (Base Classes)
52
Result Member Introspection
  • Able to know all types and their members.
  • Can be used for both writing and reading binary
    data.
  • Same class used in tools to fill the data as in
    engine.

53
LipViewer
  • Data of any platform, endianness, pointer size
    (binary files have a header with platform id).
  • Both for engine data and tools binary formats.
  • Hexadecimal viewer integration, edition support.
  • Excellent learning and debugging tool.

54
LipViewer Demo
55
Restrictions for Simplification of Implementation
  • Polymorphic types must begin with a vtable
    pointer (their first non-empty base class must be
    polymorphic).
  • Cant inherit twice from same class indirectly
    (or offset trick doesnt work).
  • No virtual base classes.
  • All padding is explicit.

56
Explicit Padding
  • class MyClass ...LIP_PADDING(mP1,
    LIP_PS3(12))uint16 mSomeMemberlipPaddinglt4gt
    mP2uint32 mSomeOtherMemberLIP_PADDING(mP3,LIP_
    PC(4) LIP_PS3(8))...

57
Particular Things to Handle
  • Endianness.
  • 64 bits pointers (no more!).
  • VTable padding.
  • Type alignment.

58
VTable Padding
  • __declspec(align(16)) class Matrix
  • class MyClass uint32 x, y, z Matrix
    m
  • 32 bytes on PS3, 48 bytes on PC.

59
Automatic Versioning
  • Create a huge string with member names/types and
    member names/types of pointed classes.
  • In the case of polymorphic pointers, all
    sub-types must also be included.
  • Hash the huge string.
  • Can be integrated in tools dependency tree
    mechanism.

60
Needed Information in Engine
  • A hash map of objects to do the placement new of
    the appropriate type.
  • Smart pointers/arrays handle the rest.

61
Type Ids
  • VTable pointers are replaced by a type id.
  • LIP_DECLARE_TYPE_ID(MyClass, id) in .hpp.
  • Defines a compile-time mechanism to get id.
  • Declares a global object.
  • LIP_DEFINE_TYPE_ID(MyClass) in .cpp.
  • Defines the global object. Its constructor adds
    itself as a hash node to a hash map. This object
    class is templated to make operations with the
    good type (example placement new).

62
Hash Map Overview
63
Pointers
  • Normal pointers like T must be set to 0 when
    exporting an object.
  • For relocated pointers, smart pointer classes
    must be used.
  • Different types of smart pointers/arrays
  • Ownership of pointed data?
  • Relocation of pointed data?

64
Smart Members
  • Classes can derive from a lipSmartMember class
    to implement a custom writing/reading in tools.
  • Class only used as a tag, it doesnt have any
    virtual function.
  • Classes deriving from lipSmartMember are
    expected to implement a compile-time interface.
  • Useful for smart pointers (normal pointers cannot
    be load-in-placed).

65
Smart Members Full Control Over Writing and
Reading.
  • class MySmartArray lipSmartMember
  • public
  • void Write(lipLipWriter) const
  • void WriteExternalData( lipLipWriter)const
  • void Stream(lipLipReader)
  • void StreamExternalData( lipLipReader)

66
WeakRelocPtrltTypegt
67
RelocPtrltTypegt
  • Relocation assumes pointed data is not of a
    sub-type and does directly a placement new of
    Type.

68
RelocPolymorphicPtrltTypegt
  • Relocation looks in the hash map to do placement
    new of the good type (involves a search and a
    virtual function call).

69
RelocFixedArrayltType, sizegt
70
WeakRelocArray
71
RelocArrayltTypegt
72
RelocPolymorphicArrayltTypegt
73
RelocWeakPtrArrayltTypegt
74
BinaryBlockPtrltalignment4gt
75
Enums
  • Concept of exclusivity group masks to regroup
    values in mask in a radio button group in GUI.
  • LIP_REGISTER_ENUM(MyEnum)
    LIP_DEFINE_ENUM_VALUE(eNO)
    LIP_DEFINE_ENUM_VALUE(eYES)

76
Other Solutions
  • Parse debug info files.
  • Compile as C/CLI.
  • Parse source code.

77
Questions?
78
Links
  • Latest slides
  • http//www.a2m.com/gdc/
  • How to reach us
  • bruno.champoux_at_a2m.com
  • nicolas.fleury_at_a2m.com
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