jak-project/goal_src/engine/gfx/texture.gc

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;;-*-Lisp-*-
2020-09-04 14:44:23 -04:00
(in-package goal)
;; name: texture.gc
;; name in dgo: texture
;; dgos: GAME, ENGINE
;; There are three things called pages:
;; - tpage: a collection of textures for a renderer. Different tpages have different sizes.
;; the actual type is named texture-page.
;; - GS hardware page: the actual size of a page in the GS hardware.
;; this is 2048 VRAM words.
;; - Pool page: the page size used by the texture-pool. This is 2x the size of a GS page.
;; The layout of VRAM (in 2048 * 4 byte word units)
;; 0 - 320 VRAM managed by texture.gc
;; 320 - 384 first frame buffer
;; 384 - 448 second frame buffer
;; 448 - 512 Z Buffer (+ some font textures in the upper 8 bits)
;; VRAM can belong to the following categories:
;; - frame/depth buffer (not handled through this system at all)
;; - special "global" VRAM that doesn't use texture, but is allocated through the texture-pool
;; (used for effects)
;; - "fixed textures" that live in VRAM always and aren't kept in RAM.
;; (common textures for Jak, crates, etc)
;; - "global common" textures that are uploaded as needed, but aren't level specific
;; (the start menu hud)
;; - "level common" textures that are uploaded as needed, and are specific to a level.
;; - "level near" textures. Part of these textures remain in VRAM always (don't live in RAM) and
;; part is reuploaded as needed. This is for TFRAG stuff near the camera
;; common/near textures use a lazy loading scheme to avoid loading texture data that happens to already
;; be in the right spot.
;; During a level load, the first texture-page loaded is TFRAG, which contains both "near" and "common" data.
;; TFRAG is the only known thing to use "near"
;; Note: there is something weird going on with the zoomer hud texture.
;; On the DVD, textures are stored in "tpage files". Each file contains:
;; - a texture-page object, describing the file
;; - a texture object per texture, describing each texture (possibly multiple textures, mipmapped textures are considered 1 "texture")
;; the texture system will update these texture records to point the correct location in VRAM.
;; - the "block-data" - the actual texture data.
;; To make texture uploads as fast as possible, all data is designed to be uploaded as ct32, width 128.
;; The GS will end up scrambling up the data during the upload, but the tpage files are pre-scrambled in
;; the correct way to make everything work out.
;; This avoids having to load in other formats, which are slower.
;; Additionally, each texture-page is divided into three segments.
;; For TFRAG textures, segment 2 is "near" and segment 1 and 0 is "common"
;; To manage VRAM, there is a single texture-pool. It also has segments.
;; - near segment (level near textures)
;; - common segment (level and global common textures)
;; textures that are _always_ in VRAM (starting at boot) do not go in either of these segments
;; the common segment is shared between texture pages. There is lazy loading for this.
;; the near segment is shared between 2 texture pages - one per each level.
;; the first 0x24000 words are for level 0, and the last 0x24000 words are for level 1.
;; the stuff in the middle is shared and lazily loaded as needed.
;; there are 5 texture uploads per frame:
;; - TFRAG
;; - PRIS
;; - SHRUB
;; - ALPHA
;; - WATER
;; it is unknown how this works when drawing two levels.
;; Generally, "dest" refers to a location in vram, specified in 32-bit words.
;; block-data is a pointer to EE memory containing texture data.
;; There is a single "texture-pool" which is responsible for managing the vram.
;; it does not consider the frame/depth buffer.
;; There are three main units to describe VRAM:
;; words: 32-bit words, interally this is how the GS addresses things. "dest"/"size" is in words usually
;; blocks: 256 bytes, or 64 words. Some things in the GS must be block aligned, like transfers of textures.
;; KB: kilobytes, used only for diagnostic printing. 2^10 bytes (1024)
;; "ND page". Twice the size of a GS page.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; texture-page type
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; texture-page = file on DVD containing a bunch of textures.
;; they are designed so that you upload the TFRAG page, do TFRAG rendering,
;; upload the PRIS page, do PRIS rendering, etc.
;; they also contain records of textures. The texture system will update these records
;; to reflect where the textures are actually placed in VRAM.
;; However, it is possible that multiple texture are assigned to the same destination.
;; You can check for this by looking at the texture-pool ids.
;; Or, use the upload-vram-pages function which will add uploads to a DMA chain only if needed.
(defmethod print texture-page ((obj texture-page))
"Print a short description of a texture page."
(format #t "#<texture-page ~S :length ~D :dest #x~X :size ~DK @ #x~X>"
(-> obj name)
(-> obj length) ;; number of textures.
(shr (-> obj segment 0 dest) 6) ;; destination (vram words (4 byte) -> blocks (256 byte))
(shr (-> obj size) 8) ;; size (vram words -> kilobytes)
obj
)
obj
)
(defmethod length texture-page ((obj texture-page))
"Get the number of textures in a texture page"
(-> obj length)
)
(defmethod asize-of texture-page ((obj texture-page))
"Get the size in memory of a texture page object, not including the actual texture objects or texture data"
(the-as int (+ (-> obj type size) (the-as uint (shl (-> obj length) 2))))
)
(defmethod mem-usage texture-page ((obj texture-page) (arg0 memory-usage-block) (arg1 int))
"Update the mem-usage for a texture."
;; some setup for texture memory usage.
(set! (-> arg0 length) (max (+ 1 (mem-usage-id-int texture)) (-> arg0 length)))
(set! (-> arg0 data (mem-usage-id texture) name) "texture")
;; count will hold the number of textures.
(set! (-> arg0 data (mem-usage-id texture) count)
(+ (-> arg0 data (mem-usage-id texture) count) (-> obj length)))
;; We subtract off the size of the textures. This makes the memory usage negative!
;; I don't understand why this happens, but
;; - it matches the game (texture size shows up as negative in the debug menu)
;; - the game sizes seem correct.
(let ((v1-7 (- (asize-of obj) (the-as int (shl (-> obj size) 2)))))
;; add 64-bytes for each entry, the size of texture.
(dotimes (a0-6 (-> obj length))
(if (-> obj data a0-6)
(+! v1-7 64)
)
)
;; update used and total.
(set! (-> arg0 data (mem-usage-id texture) used) (+ (-> arg0 data (mem-usage-id texture) used) v1-7))
;; total assumes 16-byte alignment.
(set! (-> arg0 data (mem-usage-id texture) total)
(+ (-> arg0 data (mem-usage-id texture) total) (logand -16 (+ v1-7 15)))
)
)
obj
)
;;;;;;;;;;;;;;;;;;;;;;
;; Texture Data Load
;;;;;;;;;;;;;;;;;;;;;;
(defun texture-bpp ((arg0 gs-psm))
"Get the number of bits per pixel for the given texture format"
(case arg0
(((gs-psm mt8))
8
)
(((gs-psm mt4))
4
)
(((gs-psm ct16) (gs-psm ct16s) (gs-psm mz16) (gs-psm mz16s))
16
)
(else
32
)
)
)
(defun texture-qwc ((w int) (h int) (tex-format gs-psm))
"Get the number of quadwords in a texture. Round up."
(let ((v1-0 (texture-bpp tex-format)))
(sar (+ (* (* w h) v1-0) 127) 7)
)
)
(defun physical-address ((arg0 pointer))
"Convert a pointer to a physical address than can be used for DMA"
(the-as pointer (logand #xfffffff (the-as int arg0)))
)
(defun dma-buffer-add-ref-texture ((buf dma-buffer) (data pointer) (tex-w int) (tex-h int) (tex-format gs-psm))
"Add texture data to a dma buffer. You must first set up the GS transfer to the correct destination.
This just sets IMAGE mode and sends data. Doesn't copy the texture into the buffer."
;; get pointer and size (quadwords)
(let ((data-ptr (physical-address data))
(qwc (texture-qwc tex-w tex-h tex-format))
)
;; do transfers until its all gone.
(while (> qwc 0)
;; only #x7fff quadwords/transfer is allowed.
(let ((qwc-this-time (min #x7fff qwc)))
;; is this the last transfer?
(let ((eop (if (= qwc qwc-this-time) 1 0)))
;; set up dma/vif for a single giftag
(dma-buffer-add-cnt-vif2 buf 1 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd direct) :imm 1)
)
;; set up IMAGE mode!
(dma-buffer-add-gif-tag buf (new 'static 'gif-tag64 :flg (gif-flag image) :eop eop :nloop qwc-this-time)
(gs-reg-list)
)
)
;; and send the data.
(dma-buffer-add-ref-vif2 buf qwc-this-time data-ptr
(new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd direct) :imm qwc-this-time)
)
;; seek to next data.
(&+! data-ptr (shl qwc-this-time 4))
(set! qwc (- qwc qwc-this-time))
)
)
)
(none)
)
;;;;;;;;;;;;;;;;;;;;;;;;
;; texture
;;;;;;;;;;;;;;;;;;;;;;;;
;; A texture stores some metadata about a single (possibly mipmapped) texture.
;; after load, these point to location of the texture in VRAM _if the texture were uploaded to address 0_.
;; these records will be updated to point to the correct spot in VRAM by the texture allocators.
(defmethod print texture ((obj texture))
"Print out texture object, describing the texture format."
(format #t "#<texture ~20S psm: ~6S ~4D x ~4D num-mips: ~D :size ~4DK "
(-> obj name)
(psm->string (-> obj psm))
(-> obj w)
(-> obj h)
(-> obj num-mips)
(shr (-> obj size) 8) ;; (vram words -> kb)
)
;; print each level
(dotimes (s5-1 (the-as int (-> obj num-mips)))
(format #t " #x~X/~X" (-> obj dest s5-1) (-> obj width s5-1))
)
;; for < 16 bpp textures, there is a color look-up table.
(if (< (texture-bpp (-> obj psm)) 16)
(format #t " :clut #x~X/1" (-> obj clutdest))
)
(format #t " @ #x~X>" obj)
obj
)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Unused and partially broken texture format utils
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(define ct32-24-block-table
(new 'static 'boxed-array :type int32 :length 32
0 1 4 5 16 17 20 21 2 3 6 7 18 19 22 23 8 9 12 13 24 25 28 29 10 11 14 15 26 27 30 31))
(define mz32-24-block-table
(new 'static 'boxed-array :type int32 :length 32
16 17 20 21 0 1 4 5 18 19 22 23 2 3 6 7 24 25 28 29 8 9 12 13 26 27 30 31 10 11 14 15))
(define ct16-block-table
(new 'static 'boxed-array :type int32 :length 32
0 2 8 10 1 3 9 11 4 6 12 14 5 7 13 15 16 18 24 26 17 19 25 27 20 22 28 30 21 23 29 31))
(define ct16s-block-table
(new 'static 'boxed-array :type int32 :length 32
0 2 16 18 1 3 17 19 8 10 24 26 9 11 25 27 4 6 20 22 5 7 21 23 12 14 28 30 13 15 29 31))
(define mz16-block-table
(new 'static 'boxed-array :type int32 :length 32
16 18 24 26 17 19 25 27 20 22 28 30 21 23 29 31 0 2 8 10 1 3 9 11 4 6 12 14 5 7 13 15))
(define mz16s-block-table
(new 'static 'boxed-array :type int32 :length 32
16 18 0 2 17 19 1 3 24 26 8 10 25 27 9 11 20 22 4 6 21 23 5 7 28 30 12 14 29 31 13 15))
(define mt8-block-table
(new 'static 'boxed-array :type int32 :length 32
0 1 4 5 16 17 20 21 2 3 6 7 18 19 22 23 8 9 12 13 24 25 28 29 10 11 14 15 26 27 30 31))
(define mt4-block-table
(new 'static 'boxed-array :type int32 :length 32
0 2 8 10 1 3 9 11 4 6 12 14 5 7 13 15 16 18 24 26 17 19 25 27 20 22 28 30 21 23 29 31))
(defun gs-find-block ((bx int) (by int) (tex-format gs-psm))
"Block index lookup."
(cond
((zero? tex-format)
(-> ct32-24-block-table (+ bx (shl by 3)))
)
((= tex-format (gs-psm ct24))
(-> ct32-24-block-table (+ bx (shl by 3)))
)
((= tex-format (gs-psm ct16))
(-> ct16-block-table (+ bx (shl by 2)))
)
((= tex-format (gs-psm ct16s))
(-> ct16s-block-table (+ bx (shl by 2)))
)
((= tex-format (gs-psm mz32))
(-> mz32-24-block-table (+ bx (shl by 3)))
)
((= tex-format (gs-psm mz24))
(-> mz32-24-block-table (+ bx (shl by 3)))
)
((= tex-format (gs-psm mz16))
(-> mz16-block-table (+ bx (shl by 2)))
)
((= tex-format (gs-psm mz16s))
(-> mz16s-block-table (+ bx (shl by 2)))
)
((= tex-format (gs-psm mt8))
(-> mt8-block-table (+ bx (shl by 3)))
)
((= tex-format (gs-psm mt4))
(-> mt4-block-table (+ bx (shl by 2)))
)
(else
0
)
)
)
(defun gs-page-width ((arg0 gs-psm))
(case arg0
(((gs-psm ct32) (gs-psm ct24) (gs-psm ct16) (gs-psm ct16s))
64
)
(((gs-psm mt8) (gs-psm mt4))
128
)
(else
(format #t "Warning: Unknown block width for psm ~D~%" arg0)
1
)
)
)
(defun gs-page-height ((arg0 gs-psm))
(case arg0
(((gs-psm ct32) (gs-psm ct24))
32
)
(((gs-psm ct16) (gs-psm ct16s))
64
)
(((gs-psm mt8))
64
)
(((gs-psm mt4))
128
)
(else
(format #t "Warning: Unknown block width for psm ~D~%" arg0)
1
)
)
)
(defun gs-block-width ((arg0 gs-psm))
(case arg0
(((gs-psm ct32) (gs-psm ct24))
8
)
(((gs-psm ct16) (gs-psm ct16s) (gs-psm mt8))
16
)
(((gs-psm mt4))
32
)
(else
(format #t "Warning: Unknown block width for psm ~D~%" arg0)
1
)
)
)
(defun gs-block-height ((arg0 gs-psm))
(case arg0
(((gs-psm ct32) (gs-psm ct24) (gs-psm ct16) (gs-psm ct16s))
8
)
(((gs-psm mt8) (gs-psm mt4))
16
)
(else
(format #t "Warning: Unknown block width for psm ~D~%" arg0)
1
)
)
)
(defun gs-largest-block ((tex-width int) (tex-height int) (tex-format gs-psm))
"Determine the largest block occupied by the given texture"
(let* ((block-width (gs-block-width tex-format))
(block-height (gs-block-height tex-format))
;; round up to neaest block.
(real-width
(* (/ (+ (+ block-width -1) tex-width) block-width) block-width)
)
(real-height
(* (/ (+ (+ block-height -1) tex-height) block-height) block-height)
)
;; and now convert to actual blocks
(width-blocks (/ real-width block-width))
(height-blocks (/ real-height block-height))
(max-block 0)
)
;; loop over each block...
(dotimes (x width-blocks)
(dotimes (y height-blocks)
;; and see where it is.
(set! max-block (max max-block (gs-find-block x y tex-format)))
)
)
max-block
)
)
(defun gs-blocks-used ((tex-width int) (tex-height int) (tex-format gs-psm))
"This function doesn't make much sense... It's unused so maybe it's just wrong?"
(let* ((page-width (gs-page-width tex-format))
(page-height (gs-page-height tex-format))
(real-width
(* (/ (+ (+ page-width -1) tex-width) page-width) page-width)
)
(real-height
(* (/ (+ (+ page-height -1) tex-height) page-height) page-height)
)
(width-blocks (/ real-width page-width))
(height-blocks (/ real-height page-height))
;; past here, it doesn't make much sense to me.
(a0-9 (- tex-width (* (+ width-blocks -1) page-width)))
(a1-7 (- tex-height (* (+ height-blocks -1) page-height)))
)
(if (or (< a0-9 page-width) (< a1-7 page-height))
(+
(+ (gs-largest-block a0-9 a1-7 tex-format) 1)
(shl (+ (* width-blocks height-blocks) -1) 5)
)
(shl (* height-blocks width-blocks) 5)
)
)
)
;;;;;;;;;;;;;; end of weird gs functions that are unused.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Texture Pool
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; there is a single texture pool (*texture-pool*) that is responsible for
;; managing the textures in VRAM.
;; It can allocate plain memory, and also tracks "segments", which are just
;; chunks of VRAM that have a location+size.
(defmethod new texture-pool ((allocation symbol) (type-to-make type))
"Allocate and initialize a texture-pool"
(initialize!
(object-new allocation type-to-make (the-as int (-> type-to-make size)))
)
)
(defmethod allocate-vram-words! texture-pool ((obj texture-pool) (word-count int))
"Allocate words in vram. Returns the index of the first word."
(let ((v0-0 (-> obj cur)))
(set! (-> obj cur) (+ (-> obj cur) word-count))
v0-0
)
)
;; boot common textures are "common" textures that are loaded at boot, but will live in RAM
;; and be uploaded to VRAM as needed.
(defmethod lookup-boot-common-id texture-pool ((obj texture-pool) (arg0 int))
"Map these special textures to a number betwen 0 and 19. For other textures, return -1.
NOTE: hud means start menu + zoomer, not the usual health HUD."
(case arg0
((1032) ;; hud (seg0 only)
0
)
((1119) ;; zoomer-hud (not actually loaded at boot)
1
)
((1478) ;; doesn't exist? (likely demo1)
2
)
((1485) ;; demo2 (seg0 only)
3
)
((1486) ;; demo3 (seg0 only)
4
)
((1487) ;; demo4 (seg0 only)
5
)
((635 1609) ;; X or demo5j (seg0 only)
6
)
((636) ;; nope
7
)
((637) ;; nope
8
)
((752) ;; nope
9
)
((1598) ;; nope
10
)
((1599) ;; demo2f
11
)
((1600) ;; demo2g
12
)
((1601) ;; demo2i
13
)
((1602) ;; demo2s
14
)
((1603) ;; demo4e
15
)
((1604) ;; demo4f
16
)
((1605) ;; demo4g
17
)
((1606) ;; demo4i
18
)
((1607) ;; demo4s
19
)
(else
-1
)
)
)
(defmethod initialize! texture-pool ((obj texture-pool))
"Initialize (or maybe reinitialize) a texture pool."
;; reset allocator
(set! (-> obj cur) 0)
;; I think top is basically unused, but seems to be the _lowest_ address.
;; maybe it's the top when VRAM is viewed on the screen.
(set! (-> obj top) (-> obj cur))
;; by default, use the default allocator.
(set! (-> obj allocate-func) texture-page-default-allocate)
;; allocate the weird stuff we always want (font, sky, etc)
(allocate-defaults! obj)
(set! (-> obj font-palette) (allocate-vram-words! obj 64))
;; clear out common pages.
(dotimes (v1-6 32)
(set! (-> obj common-page v1-6) (the-as texture-page 0))
)
(set! (-> obj common-page-mask) 0)
;; clear ids. This stores the texture ids that are stored at each "pool page", or 0 if there is junk.
;; it is used for the lazy loading system to see if the data is already there.
(dotimes (v1-9 160)
(set! (-> obj ids v1-9) (the-as uint 0))
)
obj
)
(defmethod get-leftover-block-count texture-page ((obj texture-page) (segment-count int) (additional-size int))
"This returns how many blocks are used in the last pool page.
It uses pool-pages, which are 64 blocks or 16 kB."
(let ((v1-0 additional-size))
(dotimes (a2-1 segment-count)
(+! v1-0 (the-as int (-> obj segment a2-1 size)))
)
(logand (sar v1-0 6) 63)
)
)
(defmethod print-usage texture-pool ((obj texture-pool))
"Print out VRAM usage."
(format #t "--------------------~%")
(format #t "texture pool ~DK - ~DK (~DK used, ~DK free)~%"
(sar (-> obj top) 8) ;; vram words to kb
(sar (-> obj cur) 8) ;; vram words to kb
(sar (- (-> obj cur) (-> obj top)) 8)
(sar (- #xfa000 (-> obj cur)) 8) ;; 4 MB, doesn't seem to account for framebuffers?
)
(format #t "--------------------~%")
obj
)
(defmethod allocate-segment! texture-pool ((obj texture-pool) (segment texture-pool-segment) (size int))
"Allocate a segment of the given size. The segment is an output here, containing size/dest."
(set! (-> segment size) (the-as uint size))
(set! (-> segment dest) (the-as uint (allocate-vram-words! obj size)))
segment
)
(defconstant COMMON_SEGMENT_WORDS #x1c000) ;; ~0.5 MB, 28 pool pages
(defconstant NEAR_SEGMENT_WORDS #x62000) ;; ~1.6 MB, 98 pool pages
;; total 126 pool pages, like the size of the IDs array
;; IDs 0-27 are common, 28-125 are near.
(defconstant SPECIAL_VRAM_WORDS #x7000) ;; for sky, eyes, ocean, and depth-cue effect rendering.
(defmethod allocate-defaults! texture-pool ((obj texture-pool))
"Allocate default segments"
;; allocate the common and near segments
(allocate-segment! obj (-> obj segment-common) COMMON_SEGMENT_WORDS) ;; ~0.5 MB
(allocate-segment! obj (-> obj segment-near) NEAR_SEGMENT_WORDS) ;; ~1.6 MB.
;; Allocate the random crap
(set! *sky-base-vram-word* (allocate-vram-words! obj SPECIAL_VRAM_WORDS))
(set! *sky-base-block* (sar *sky-base-vram-word* 6))
(set! *sky-base-page* (sar *sky-base-vram-word* 11))
(set! *eyes-base-vram-word* (+ *sky-base-vram-word* 6144))
(set! *eyes-base-block* (sar *eyes-base-vram-word* 6))
(set! *eyes-base-page* (sar *eyes-base-vram-word* 11))
(set! *ocean-base-vram-word* (+ *sky-base-vram-word* 6144))
(set! *ocean-base-block* (sar *ocean-base-vram-word* 6))
(set! *ocean-base-page* (sar *ocean-base-vram-word* 11))
(set! *depth-cue-base-vram-word* (+ *sky-base-vram-word* 6144))
(set! *depth-cue-base-block* (sar *depth-cue-base-vram-word* 6))
(set! *depth-cue-base-page* (sar *depth-cue-base-vram-word* 11))
(none)
)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; texture-page management
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmethod remove-from-heap texture-page ((obj texture-page) (seg kheap))
"Remove the texture data from the heap. This can only safely be called immediately after
the texture-page is loaded. This is used for textures that always live in VRAM."
;; this keeps around the texture objects themselves.
(set! (-> seg current) (-> obj segment 0 block-data))
obj
)
(defun texture-page-default-allocate ((pool texture-pool) (page texture-page) (heap kheap) (tpage-id int))
"Default allocator for textures. This _permanently_ uploads the texture to VRAM and uses up VRAM that
can never be reclaimed, and does it immediately.
It modifies the texture to point to the allocated VRAM.
It also kicks out the texture data (and any data after it) from the heap.
All three segments of the texture page will be together."
(tex-dbg "default allocate ~A~%" page)
;; loop over the semgments in the texture page.
(dotimes (seg-id 3)
;; get vram for the segment
(let ((vram (allocate-vram-words! pool (the-as int (-> page segment seg-id size)))))
;; adjust the texture so it points to the vram address the allocator gave us.
(relocate-dests! page vram seg-id)
)
)
;; upload the texture page (all segments). This function will return after the upload has finished.
(upload-now! page -1)
;; and kick the data out from the heap, now that it is permanently in vram.
(remove-from-heap page heap)
page
)
(defun texture-page-common-allocate ((pool texture-pool) (page texture-page) (heap kheap) (tpage-id int))
"Set up an entire texture page for eventual upload to the common segment of the pool.
The texture will remain in EE memory and will share its slot in VRAM with other textures.
All three segments will be together."
(tex-dbg "common allocate ~A~%" page)
;; bump allocator, starting at the beginning of the common segment.
;; the common segment is reused, so its fine that this overlaps with other textures using common.
(let ((s5-0 (-> pool segment-common dest)))
(dotimes (seg-id 3)
;; fixup texture data so it points to the right spot in the common segment.
(relocate-dests! page (the-as int s5-0) seg-id)
(+! s5-0 (-> page segment seg-id size))
)
)
page
)
(defun texture-page-common-boot-allocate ((pool texture-pool) (page texture-page) (heap kheap) (tpage-id int))
"Allocator for textures at boot time. It will put boot-common textures in common. Once it gets a non-common
texture, it will change the allocator to default."
(tex-dbg "boot allocate ~A...~%" page)
;; see if we got a common texture. This will need to be reuploaded every time it is used.
(let ((tex-id (lookup-boot-common-id pool tpage-id)))
(cond
((>= tex-id 0)
(tex-dbg " boot allocator got known common-page ~D~%" tex-id)
;; let the common allocator deal with it.
(texture-page-common-allocate pool page heap tpage-id)
;; textures that:
;; - are in the common page (uploaded before use, shared VRAM)
;; - are in common memory (not level-specific)
;; have a record in this common-page array.
;; this helps other code find the appropriate tpage to upload.
;; level-specific texture pages are stored in the level structure itself, but this doesn't apply here.
(set! (-> pool common-page tex-id) page)
)
(else
(tex-dbg " boot allocator doesn't know this one, switching to default allocator~%")
;; textures that aren't on that special list are permanently allocated.
;; once we get one default, switch the allocator to default for the rest.
(set! (-> *texture-pool* allocate-func) texture-page-default-allocate)
(texture-page-default-allocate pool page heap tpage-id)
)
)
)
page
)
;;;;;;;;;;;;;;;;;;
;; texture upload
;;;;;;;;;;;;;;;;;;
;; these functions generate DMA packets to configure the GS for upload
;; the dma-buffer-add-ref-textures function can then be used to actually send texture data.
;; all textures are pre-scrambled to be uploaded in 32-bit mode.
(defun upload-vram-data ((buf dma-buffer) (dest int) (tex-data pointer) (tex-h int))
"Add DMA packet to prepare to upload a texture."
(while (> tex-h 0)
;; only 2048 height/transfer.
(let ((height-this-time (min 2048 tex-h)))
;; add dma/vif tag.
(dma-buffer-add-cnt-vif2 buf 5 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd direct) :imm 5)
)
;; add gif (a+d)
(dma-buffer-add-gif-tag buf (new 'static 'gif-tag64 :nloop 4 :nreg 1 :flg (gif-flag packed))
(gs-reg-list a+d)
)
;; add transfer setting registers
(dma-buffer-add-uint64 buf
(new 'static 'gs-bitbltbuf :dbw 2 :dbp dest) (gs-reg64 bitbltbuf)
(new 'static 'gs-trxpos) (gs-reg64 trxpos)
(new 'static 'gs-trxreg :rrw 128 :rrh height-this-time) (gs-reg64 trxreg)
(new 'static 'gs-trxdir :xdir 0) (gs-reg64 trxdir)
)
(dma-buffer-add-ref-texture
buf
tex-data
128
height-this-time
(gs-psm ct32) ;; all uploads are ct32.
)
)
(+! dest 4096)
(&+! tex-data #x100000)
(+! tex-h -2048)
)
(none)
)
(defun upload-vram-pages ((pool texture-pool) (segment texture-pool-segment) (page texture-page) (mode int) (bucket-idx bucket-id))
"Add a dma chain to upload textures to the bucket. This will only upload chunks that aren't already there.
This will automatically update the cache info in the pool for the upload.
mode: -3 = don't want anything (this function does nothing)
0 = page segment 0
-2 = page segment 0 and 1
-1 = the whole page.
2 = just segment 2 of the page."
(local-vars
(tex-data pointer)
(tex-dest-base-chunk uint)
(chunk-count uint)
(chunks-to-upload-count int)
(first-chunk-idx-to-upload int)
(tex-id uint)
)
(let ((total-upload-size 0))
(with-dma-buffer-add-bucket ((dma-buf (-> (current-frame) global-buf)) ;; the global DMA buffer
bucket-idx)
;; default to segment 0 only (mode 0)
(set! tex-data (-> page segment 0 block-data)) ;; data to send, in EE memory
(set! tex-dest-base-chunk (shr (-> page segment 0 dest) 12)) ;; destination chunk idx.
(set! chunk-count (-> page segment 0 size)) ;; number of chunks in segment
(set! chunks-to-upload-count 0) ;; number of chunks to actually upload
(set! first-chunk-idx-to-upload 0) ;; index in data of first chunk to send
(set! tex-id (-> page id)) ;; the id of the texture.
(let ((v1-8 mode))
(cond
((= v1-8 -3)
(return 0) ;; mode -3, do nothing.
)
((zero? v1-8) ;; mode 0, default is okay
)
((= v1-8 -2) ;; mode -2, add on segment 1
(set! chunk-count (+ chunk-count (-> page segment 1 size)))
)
((= v1-8 -1) ;; mode -1, do the whole thing.
(set! chunk-count (-> page size))
)
((= v1-8 2) ;; mode 2, overwrite and do segment 2 only.
(set! tex-data (-> page segment 2 block-data))
(set! tex-dest-base-chunk (shr (-> page segment 2 dest) 12))
(set! chunk-count (-> page segment 2 size))
)
)
)
;; make sure we don't overflow the segment we're loading to.
(set! chunk-count
(the uint (shr (min (the-as int (-> segment size)) (the-as int (+ chunk-count 4095))) 12))
)
;; next, loop over each chunk to upload.
;; we want to:
;; - skip uploading chunks we already uploaded
;; - group together consecutive chunks we need to upload.
(dotimes (upload-chunk-idx (the-as int chunk-count))
;; the destination of the chunk.
(let ((current-dest-chunk
(+ tex-dest-base-chunk (the-as uint upload-chunk-idx))
)
)
;; now we see if we can get away with not uploading the chunk.
(if (zero? chunks-to-upload-count)
(when (!= (-> pool ids current-dest-chunk) tex-id)
;; we hit the beginning of a run of chunks that need uploading
(set! first-chunk-idx-to-upload upload-chunk-idx)
;; remember that we will upload this.
(set! (-> pool ids current-dest-chunk) tex-id)
(set! chunks-to-upload-count (+ chunks-to-upload-count 1))
)
(cond
;; in here, we are in the middle of a run of "needs uploading" chunks
((= (-> pool ids current-dest-chunk) tex-id)
;; and the run ends, we found a chunk that's already loaded.
;; so we upload the run:
(#when (not PC_PORT)
(upload-vram-data dma-buf
(the int (shl (+ tex-dest-base-chunk (the-as uint first-chunk-idx-to-upload)) 6))
(&+ tex-data (shl first-chunk-idx-to-upload 14))
(shl chunks-to-upload-count 5)
)
)
(+! total-upload-size chunks-to-upload-count)
;; reset
(set! chunks-to-upload-count 0)
)
(else
;; the run continues!
(set! (-> pool ids current-dest-chunk) tex-id)
(set! chunks-to-upload-count (+ chunks-to-upload-count 1))
)
)
)
)
)
;; if we finished with a run of "needs upload", set up the upload.
(when (nonzero? chunks-to-upload-count)
(#when (not PC_PORT)
(upload-vram-data
dma-buf
(the int (shl (+ tex-dest-base-chunk (the-as uint first-chunk-idx-to-upload)) 6))
(&+ tex-data (shl first-chunk-idx-to-upload 14))
(shl chunks-to-upload-count 5)
)
)
(+! total-upload-size chunks-to-upload-count)
)
;; do a texflush
;; send gif (a+d)
(#when (not PC_PORT)
(dma-buffer-add-gs-set dma-buf
(texflush 1) ;; texflush
)
)
;; in PC PORT we just skip all that stuff and just send a pointer to the texture page and the mode.
(#when PC_PORT
(dma-buffer-add-cnt-vif2 dma-buf 1 (new 'static 'vif-tag :cmd (vif-cmd pc-port)) (the-as vif-tag 3))
(dma-buffer-add-uint64 dma-buf page)
(dma-buffer-add-uint64 dma-buf mode)
)
)
(shl total-upload-size 14)
)
)
(defun update-vram-pages ((pool texture-pool) (pool-segment texture-pool-segment) (page texture-page) (mode int))
"Update texture pool info if given texture page was uploaded in the given mode, but not using upload-vram-pages
or upload-vram-pages-pris
You should call this after doing an upload-now!, for example"
;; this is clearly copy-pasta from upload-vram-pages, and there are some weird leftovers.
(let ((v1-0 (-> page segment 0 block-data)))
)
(let ((dest-block (shr (-> page segment 0 dest) 12)) ;; where we're loading to
(sz (-> page segment 0 size))
(modified-chunk-count 0)
)
(let ((t0-0 0))
)
(let ((page-id (-> page id)))
(cond
((= mode -3)
(return 0) ;; do nothing
)
((zero? mode) ;; use segment 0
)
((= mode -2)
(+! sz (-> page segment 1 size)) ;; segment 0 + 1
)
((= mode -1)
(set! sz (-> page size)) ;; the whole page
)
((= mode 2) ;; segment 2 only
(let ((a3-5 (-> page segment 2 block-data)))
)
(set! dest-block (shr (-> page segment 2 dest) 12))
(set! sz (-> page segment 2 size))
)
)
;; don't overflow.
(let ((upload-chunks (shr (min (the-as int (-> pool-segment size)) (the-as int (+ sz 4095))) 12)))
;; for each chunk we might want to upload...
(dotimes (chunk-idx (the-as int upload-chunks))
;; this has the weird run logic, but it isn't really used.
;; no matter what (-> pool ids vram-chunk) will be set to page-id.
(let ((vram-chunk (+ dest-block (the-as uint chunk-idx))))
(if (zero? modified-chunk-count)
(when (!= (-> pool ids vram-chunk) page-id)
(set! (-> pool ids vram-chunk) page-id)
(+! modified-chunk-count 1)
)
(cond
((= (-> pool ids vram-chunk) page-id)
(set! modified-chunk-count 0)
)
(else
(set! (-> pool ids vram-chunk) page-id)
(+! modified-chunk-count 1)
)
)
)
)
)
)
)
)
0
)
(defun upload-vram-pages-pris ((pool texture-pool) (segment texture-pool-segment) (page texture-page) (bucket-idx bucket-id) (needed-mask int))
"Upload the entire texture page. If the needed-mask is not set, it will not upload those chunks.
Upload will be added to the given bucket for on-screen.
The nth bit of the mask determines if the nth 16-kB chunk is needed in this upload.
A 64-bit mask is enough to address the entire common segment, which is the only destination for PRIS textures."
(local-vars
(tex-data pointer)
(tex-dest-base-chunk uint)
(chunk-count uint)
(chunks-to-upload-count int)
(first-chunk-idx-to-upload int)
(page-id uint)
(current-dest-chunk uint)
(need-tex symbol)
)
(let ((total-upload-size 0))
(with-dma-buffer-add-bucket ((dma-buf (-> (current-frame) global-buf))
bucket-idx)
(set! tex-data (-> page segment 0 block-data)) ;; data in RAM
(set! tex-dest-base-chunk (shr (-> page segment 0 dest) 12)) ;; where to load
(set! chunk-count (-> page size)) ;; how much to load
(set! chunks-to-upload-count 0) ;; for runs of uploads
(set! first-chunk-idx-to-upload 0) ;; for runs of uploads
(set! page-id (-> page id))
;; don't overflow.
(set! chunk-count (the uint (shr (min (the-as int (-> segment size)) (the-as int (+ chunk-count 4095))) 12)))
;; iterate through chunks to possibly upload
(dotimes (upload-chunk-idx (the-as int chunk-count))
;; where to load to
(set! current-dest-chunk
(+ tex-dest-base-chunk (the-as uint upload-chunk-idx))
)
;; can we possibly use existing data in VRAM?
(set! need-tex (logtest? needed-mask (ash 1 upload-chunk-idx)))
;; look for the start of a run of uploads.
(if (zero? chunks-to-upload-count)
(when (and (!= (-> pool ids current-dest-chunk) page-id) need-tex)
;; start of run!
(set! first-chunk-idx-to-upload upload-chunk-idx)
(set! (-> pool ids current-dest-chunk) page-id)
(set! chunks-to-upload-count (+ chunks-to-upload-count 1))
)
(cond
((or (= (-> pool ids current-dest-chunk) page-id) (not need-tex))
;; end of run. upload the run.
(upload-vram-data dma-buf
(the int (shl (+ tex-dest-base-chunk (the-as uint first-chunk-idx-to-upload)) 6))
(&+ tex-data (shl first-chunk-idx-to-upload 14))
(shl chunks-to-upload-count 5)
)
(+! total-upload-size chunks-to-upload-count)
(set! chunks-to-upload-count 0)
)
(else
;; run continuing.
(set! (-> pool ids current-dest-chunk) page-id)
(set! chunks-to-upload-count (+ chunks-to-upload-count 1))
)
)
)
)
;; if we ended in a run, upload it.
(when (nonzero? chunks-to-upload-count)
(upload-vram-data
dma-buf
(the int (shl (+ tex-dest-base-chunk (the-as uint first-chunk-idx-to-upload)) 6))
(&+ tex-data (shl first-chunk-idx-to-upload 14))
(shl chunks-to-upload-count 5)
)
(+! total-upload-size chunks-to-upload-count)
)
;; do a texflush.
(dma-buffer-add-gs-set dma-buf
(texflush 1)
)
)
(shl total-upload-size 14)
)
)
;; NEAR segment layout:
;; ----------------------------------------------
;; | level 0 private | shared | level 1 private |
;; ----------------------------------------------
(defconstant NEAR_PRIVATE_WORDS #x24000)
(defconstant NEAR_SHARED_WORDS #x1a000)
(defconstant NEAR_PER_LEV_WORDS #x3e000)
;; the textures for level 0 and level 1 may each be as large as (sizeof private) + (sizeof shared).
;; the private sections remain in VRAM while the level is loaded, but the shared part is
;; reuploaded for each level on each frame.
;; the near allocators will only keep the shared part of the near data in RAM
;; NOTE: only segment 2 of the TFRAG texture page is NEAR.
(defun texture-page-near-allocate-0 ((pool texture-pool) (page texture-page) (heap kheap) (mode int))
"Allocator for tpages which use the near segment.
This is expected to be used on the first texture of a level load, the TFRAG.
Note: the zoomerhud texture may occur before this, but it's strange.
This is used for level 0, which gets the first part of the NEAR segment
as private texture memory."
(tex-dbg "near allocate 0 ~A~%" page)
;; set up segment 2 to be in the near segment
(relocate-dests! page (the-as int (-> pool segment-near dest)) 2)
;; segment 0, 1 go in common.
(let ((common-dest (-> pool segment-common dest)))
(dotimes (page-seg-idx 2)
(relocate-dests! page (the-as int common-dest) page-seg-idx)
(+! common-dest (-> page segment page-seg-idx size))
)
)
;; upload near data, and update the upload cache stuff.
;; Doesn't this upload more than is needed, and also the shared texture memory?
;; How does this avoid overwriting the TFRAG textures that might be in use by the
;; currently rendering frame?
(upload-now! page 2)
(update-vram-pages pool (-> pool segment-near) page 2)
;; our strategy is to remove the private memory from RAM.
;; to avoid leaving an unused hole, we copy the shared data backward.
;; unfortunately, it would be too slow to do it now.
;; this function runs during level loading, during the login of the linked tpage file.
;; the linker aims to use ~3% of a frame and limits itself to copies of up to ~600 kB
;; per frame. Copying back the near data may be slightly over 1 MB in the worst case,
;; and we've already used some time in the upload-now!, so we will delay the actual
;; copy until the next frame.
;; The level loader know about this, and all we have to do is set up *texture-reloate-later*
(let ((page-seg-2-size (logand -4096 (the-as int (+ (-> page segment 2 size) 4095)))))
(cond
((< (the-as uint NEAR_PRIVATE_WORDS) page-seg-2-size)
;; we use the shared memory of near.
;; this data should be kept in the heap
;; 0x90000 = NEAR_PRIVATE * 4 (to convert to bytes)
(let ((after-seg-2-data (+ #x90000 (the-as int (-> page segment 2 block-data)))))
(let ((seg-2-data (-> page segment 2 block-data)))
;; reduce size for the stuff that's in VRAM.
(set! (-> page segment 2 size) (+ -147456 (the-as int page-seg-2-size)))
;; adjust dest to upload past the "private" part, at the start of shared.
(set! (-> page segment 2 dest) (+ NEAR_PRIVATE_WORDS (the-as int (-> pool segment-near dest))))
;; set the size of the heap as needed to hold only the shared texture data.
;; this is kinda dangerous.
(set! (-> heap current)
(&+ (-> page segment 2 block-data) (shl (-> page segment 2 size) 2))
)
(tex-dbg " TEXTURE RELOCATE LATER dest #x~X src #x~X size #x~X bytes~%" seg-2-data after-seg-2-data
(shl (-> page segment 2 size) 2))
;; inform the level loader it should do this on the next frame.
(set! (-> *texture-relocate-later* memcpy) #t)
;; copy to the start of our data
(set! (-> *texture-relocate-later* dest) (the-as uint seg-2-data))
)
;; from the start of the unlocked data.
(set! (-> *texture-relocate-later* source) (the-as uint after-seg-2-data))
)
;; the number of bytes to copy.
(set! (-> *texture-relocate-later* move) (shl (-> page segment 2 size) 2))
)
(else
(tex-dbg " TEXTURE no relocate later~%")
;; the whole thing fit in the locked near segment!
;; so we can just kick out segment 2 entirely and skip the memcpy stuff.
(set! (-> page segment 2 size) (the-as uint 0))
(set! (-> heap current) (-> page segment 2 block-data))
)
)
)
;; set the allocator to the common allocator for all other textures.
;; only TFRAG, the first page, uses near.
(set! (-> *texture-pool* allocate-func) texture-page-common-allocate)
;; in the level data, there is always code, then TFRAG texture,
;; so mark the code memory end as the start of this page.
;; (note: this may be wrong on levels with the zoomer hud texture)
(set! (-> *level* loading-level code-memory-end) (the pointer page))
page
)
(defun texture-page-near-allocate-1 ((pool texture-pool) (page texture-page) (heap kheap) (mode int))
"Allocate for level 1's near textures"
;; effective size of segment 2, will go in near.
(let ((seg2-size (logand -4096 (the-as int (+ (-> page segment 2 size) 4095)))))
;; where to start our near data (somewhere in shared or level 1 private)
(let ((seg2-dest (+ (- NEAR_SEGMENT_WORDS (the-as int seg2-size)) (-> pool segment-near dest))))
;; relocate to point to this point.
(relocate-dests! page (the-as int seg2-dest) 2)
)
;; set up other segments for the common segment.
(let ((common-dest (-> pool segment-common dest)))
(dotimes (page-seg-idx 2)
(relocate-dests! page (the-as int common-dest) page-seg-idx)
(+! common-dest (-> page segment page-seg-idx size))
)
)
;; upload the near data now.
(upload-now! page 2)
;; and remember it in the cache.
(update-vram-pages pool (-> pool segment-near) page 2)
(cond
((< (the-as uint NEAR_PRIVATE_WORDS) seg2-size)
;; we use the shared part. Kick out only the non-shared texture.
;; it's on th end this time, so no mempcy like in near-allocate-0
(set! (-> page segment 2 size) (+ -147456 (the-as int seg2-size)))
(set! (-> heap current)
(&+ (-> page segment 2 block-data) (shl (-> page segment 2 size) 2))
)
)
(else
;; we fit entirely in private. Kick out the whole thing!
(set! (-> page segment 2 size) (the-as uint 0))
(set! (-> heap current) (-> page segment 2 block-data))
)
)
)
(set! (-> *texture-pool* allocate-func) texture-page-common-allocate)
(set! (-> *level* loading-level code-memory-end) (the pointer page))
page
)
(defun texture-page-level-allocate ((pool texture-pool) (page texture-page) (heap kheap) (mode int))
"Allocator for level textures, will pick the appropriate allocator (usually near0/near1)."
(let ((common-id (lookup-boot-common-id pool mode)))
(cond
((>= common-id 0)
;; this will handle the zoomer HUD, which comes in before TFRAG.
(texture-page-common-allocate pool page heap mode)
(set! (-> pool common-page common-id) page)
)
(else
(let ((level-idx (-> *level* loading-level index)))
;; these will handle TFRAG. These allocators will then switch the allocator
;; to common for everything else.
(cond
((zero? level-idx)
(texture-page-near-allocate-0 pool page heap mode)
)
((= level-idx 1)
(texture-page-near-allocate-1 pool page heap mode)
)
)
)
)
)
)
page
)
(defun texture-page-size-check ((pool texture-pool) (level level) (hide-prints symbol))
"Check to see if any textures in the level are oversize. Sets bits in the output flag if they are"
(let ((oversize 0)) ;; bitfield of oversize kinds
(let* ((tfrag-page (-> level texture-page 0))
(tfrag-mip0-size (-> tfrag-page mip0-size))
)
(when tfrag-page
;; check that mip0 fits in the per-level max size of the near segment
(if (< (the-as uint NEAR_PER_LEV_WORDS) tfrag-mip0-size)
(set! oversize (logior oversize 1))
)
;; check that the other two mips together fit into common
(if (< (the-as uint COMMON_SEGMENT_WORDS) (+ (-> tfrag-page segment 0 size) (-> tfrag-page segment 1 size)))
(set! oversize (logior oversize 1))
)
(when (not hide-prints)
(format #t "~Tlevel ~10S TFRAG tpage ~A uses ~DK of near ~DK~%"
(-> level name)
(-> tfrag-page name)
(shr tfrag-mip0-size 8)
992
)
(format #t "~Tlevel ~10S TFRAG tpage ~A uses ~DK of common ~DK~%"
(-> level name)
(-> tfrag-page name)
(shr (+ (-> tfrag-page segment 0 size) (-> tfrag-page segment 1 size)) 8)
448
)
)
)
)
(let ((pris-page (-> level texture-page 1)))
(when pris-page
;; pris all goes in common.
(if (< (the-as uint COMMON_SEGMENT_WORDS) (-> pris-page size))
(set! oversize (logior oversize 2))
)
(if (not hide-prints)
(format #t "~Tlevel ~10S PRIS tpage ~A uses ~DK of common ~DK~%"
(-> level name)
(-> pris-page name)
(shr (-> pris-page size) 8)
448
)
)
)
)
(let ((shrub-page (-> level texture-page 2)))
(when shrub-page
;; shrubs all go in common.
(if (< (the-as uint COMMON_SEGMENT_WORDS) (-> shrub-page size))
(set! oversize (logior oversize 4))
)
(if (not hide-prints)
(format #t "~Tlevel ~10S SHRUB tpage ~A uses ~DK of common ~DK~%"
(-> level name)
(-> shrub-page name)
(shr (-> shrub-page size) 8)
448
)
)
)
)
(let ((alpha-page (-> level texture-page 3)))
(when alpha-page
;; alpha's all go in common.
(if (< (the-as uint COMMON_SEGMENT_WORDS) (-> alpha-page size))
(set! oversize (logior oversize 8))
)
(if (not hide-prints)
(format #t "~Tlevel ~10S ALPHA tpage ~A uses ~DK of common ~DK~%"
(-> level name)
(-> alpha-page name)
(shr (-> alpha-page size) 8)
448
)
)
)
)
(let ((water-page (-> level texture-page 4)))
(when water-page
;; water all goes in common.
(if (< (the-as uint COMMON_SEGMENT_WORDS) (-> water-page size))
(set! oversize (logior oversize 16))
)
(if (not hide-prints)
(format #t "~Tlevel ~10S WATER tpage ~A uses ~DK of common ~DK~%"
(-> level name)
(-> water-page name)
(shr (-> water-page size) 8)
448
)
)
)
)
oversize
)
)
;;;;;;;;;;;;;;;;;;;
;; Texture Login
;;;;;;;;;;;;;;;;;;;
;; During loading/linking/relocation, permanent VRAM textures are uploaded and thrown out of main RAM.
;; But there's more! During level "login", you have to log-in the textures too.
;; The "login" process will check for textures that aren't loaded and try to load them over debug network.
;; It will also link the textures.
;; You _must_ login textures.
(defmethod login-level-textures texture-pool ((obj texture-pool) (level level) (max-page-kind int) (id-array (pointer texture-id)))
"Login textures in a level. Only does up to max-page-kind. Set this to water (4) to do all of them.
Also checks sizes.
This is called from level.gc as part of level loading."
;; mark any existing as not loaded.
(dotimes (page-idx 9)
(set! (-> level texture-page page-idx) #f)
)
(if (>= max-page-kind 0) ;; tfrag.
;; login with near allocator.
(let ((tfrag-dir-entry (texture-page-login
(-> id-array 0)
(if (= (-> level index) 1)
texture-page-near-allocate-1
texture-page-near-allocate-0
)
loading-level
)
)
)
(if tfrag-dir-entry
(set! (-> level texture-page 0) (-> tfrag-dir-entry page))
)
)
)
(if (>= max-page-kind 1) ;; pris.
;; login with common.
(let ((pris-dir-entry (texture-page-login (-> id-array 1) texture-page-common-allocate loading-level)))
(if pris-dir-entry
(set! (-> level texture-page 1) (-> pris-dir-entry page))
)
)
)
(if (>= max-page-kind 2) ;; shrub.
(let ((shrub-dir-entry (texture-page-login (-> id-array 2) texture-page-common-allocate loading-level)))
(if shrub-dir-entry
(set! (-> level texture-page 2) (-> shrub-dir-entry page))
)
)
)
(if (>= max-page-kind 3)
(let ((alpha-dir-entry (texture-page-login (-> id-array 3) texture-page-common-allocate loading-level)))
(if alpha-dir-entry
(set! (-> level texture-page 3) (-> alpha-dir-entry page))
)
)
)
(if (>= max-page-kind 4)
(let ((water-dir-entry (texture-page-login (-> id-array 4) texture-page-common-allocate loading-level)))
(if water-dir-entry
(set! (-> level texture-page 4) (-> water-dir-entry page))
)
)
)
;; check with no prints first
(let ((overflow-bits (texture-page-size-check obj level #t)))
(when (nonzero? overflow-bits)
;; and if it failed, print info
(format #t "-------------------- tpage overflow error #x~X~%" overflow-bits)
(texture-page-size-check obj level #f)
(format #t "--------------------~%")
)
)
(none)
)
;; for movie hack.
(defun-extern movie? symbol)
(defmethod add-tex-to-dma! texture-pool ((obj texture-pool) (level level) (tex-page-kind int))
"For the given tpage-kind, upload as needed for the level"
(when (= tex-page-kind (tpage-kind tfrag)) ;; TFRAG (0)
;; get the texture page, bucket to add to, and an effective distance from the closest thing.
(let ((tfrag-page (-> level texture-page 0))
(tfrag-bucket (if (zero? (-> level index)) (bucket-id tfrag-tex0) (bucket-id tfrag-tex1)))
;; not really sure how this is calculated, but it's a distance.
(distance (fmin (fmin (-> level closest-object 0)
(if (and (< 0.0 (-> level level-distance))
(< (+ (meters 100) (-> level level-distance))
(-> level closest-object 5)
)
)
(meters 999999)
(-> level closest-object 5)
)
)
(-> level closest-object 6)
)
)
)
(when tfrag-page
;; reset upload size counter.
(set! (-> level upload-size 0) 0)
;; near upload.
(if (< distance (meters 20))
(set! (-> level upload-size 0)
(+ (-> level upload-size 0)
(upload-vram-pages obj (-> obj segment-near) tfrag-page 2 tfrag-bucket)
)
)
)
(cond
((= distance (meters 999999))) ;; not near at all, don't upload anything.
((< (meters 25) distance)
;; pretty far. Just do segment 0.
(set! (-> level upload-size 0)
(+ (-> level upload-size 0)
(upload-vram-pages obj (-> obj segment-common) tfrag-page 0 tfrag-bucket)
)
)
)
(else
;; pretty close. Do segment 0 and 1.
(set! (-> level upload-size 0)
(+ (-> level upload-size 0)
(upload-vram-pages obj (-> obj segment-common) tfrag-page -2 tfrag-bucket)
)
)
)
)
)
)
)
(if (= tex-page-kind (tpage-kind pris)) ;; PRIS (1)
(let ((pris-page (-> level texture-page 1)))
(if (and pris-page (nonzero? pris-page))
(let ((pris-bucket (if (zero? (-> level index)) (bucket-id pris-tex0) (bucket-id pris-tex1))))
;; just upload the whole thing always.
;; use the cache mask as requested by the level.
(set! (-> level upload-size 1)
(upload-vram-pages-pris obj (-> obj segment-common) pris-page pris-bucket (the-as int (-> level texture-mask 7)))
)
)
)
)
)
(if (= tex-page-kind (tpage-kind shrub)) ;; SHRUB (2)
(let ((shrub-page (-> level texture-page 2))
(shrub-closest (-> level closest-object 2)) ;; I guess this is the shrub closest.
)
(if (and shrub-page (nonzero? shrub-page))
(let ((shrub-bucket (if (zero? (-> level index)) (bucket-id shrub-tex0) (bucket-id shrub-tex1)))
(shrub-mode (cond
((= shrub-closest (meters 999999))
-3 ;; nothing
)
((< (meters 25) shrub-closest)
0 ;; seg 0
)
((< (meters 20) shrub-closest)
-2 ;; seg 0 and 1
)
(else
-1 ;; the whole thing.
)
)
)
)
(set! (-> level upload-size 2)
(upload-vram-pages obj (-> obj segment-common) shrub-page shrub-mode shrub-bucket)
)
)
)
)
)
(if (= tex-page-kind (tpage-kind alpha)) ;; ALPHA (3)
(let ((alpha-page (-> level texture-page 3))
(alpha-closest (-> level closest-object 3))
)
(if (and alpha-page (nonzero? alpha-page))
(let ((alpha-bucket (if (zero? (-> level index)) (bucket-id alpha-tex0) (bucket-id alpha-tex1)))
(alpha-mode (cond
((< (meters 85) alpha-closest)
0 ;; segment 0
)
((< (meters 40) alpha-closest)
-2 ;; 0 and 1
)
(else
-1 ;; the whole thing.
)
)
)
)
(let ((alpha-dest-chunk (shr (-> alpha-page segment 0 dest) 12)))
;; there's some serious hack here. We invalidate some
;; alpha texture when in movie mode.
(when (movie?)
(set! (-> obj ids alpha-dest-chunk) (the-as uint 0))
(set! (-> obj ids (+ alpha-dest-chunk 1)) (the-as uint 0))
)
)
(set! (-> level upload-size 3)
(upload-vram-pages obj (-> obj segment-common) alpha-page alpha-mode alpha-bucket)
)
)
)
)
)
(if (= tex-page-kind (tpage-kind water)) ;; WATER (4)
(let ((water-page (-> level texture-page 4)))
(if (and water-page (nonzero? water-page))
(let ((water-bucket (if (zero? (-> level index)) (bucket-id water-tex0) (bucket-id water-tex1))))
(set! (-> level upload-size 4)
(upload-vram-pages-pris obj (-> obj segment-common) water-page water-bucket (the-as int (-> level texture-mask 8)))
)
)
)
)
)
(none)
)
(defmethod upload-one-common! texture-pool ((obj texture-pool) (lev level))
"Upload the first common texture page that's in in the common-page-mask."
(dotimes (v1-0 32)
(let ((a2-0 (-> obj common-page v1-0)))
(when (and (nonzero? a2-0) ;; known common texture page
(and (nonzero? a2-0) (logtest? (-> obj common-page-mask) (ash 1 v1-0))) ;; in the mask.
)
;; upload it!
(upload-vram-pages obj (-> obj segment-common) a2-0 -2 (bucket-id pre-sprite-textures))
(return #f)
)
)
)
#f
)
(defmethod add-irq-to-tex-buckets! level ((obj level))
"Adds a packet that will cause a VIF interrupt to the end of all texture
buckets for a given level. This will trigger a VU1 profiler bar"
(cond
((zero? (-> obj index))
;; use bucket numbers for the 0th level
;; TFRAG
(with-dma-buffer-add-bucket ((v1-4 (-> (current-frame) global-buf))
(bucket-id tfrag-tex0))
(dma-buffer-add-cnt-vif2 v1-4 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd nop) :irq 1)
)
)
;; the rest are the same
;; PRIS
(with-dma-buffer-add-bucket ((v1-12 (-> (current-frame) global-buf))
(bucket-id pris-tex0))
(dma-buffer-add-cnt-vif2 v1-12 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd nop) :irq 1)
)
)
;; SHRUB
(with-dma-buffer-add-bucket ((v1-20 (-> (current-frame) global-buf))
(bucket-id shrub-tex0))
(dma-buffer-add-cnt-vif2 v1-20 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd nop) :irq 1)
)
)
;; ALPHA
(with-dma-buffer-add-bucket ((v1-28 (-> (current-frame) global-buf))
(bucket-id alpha-tex0))
(dma-buffer-add-cnt-vif2 v1-28 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd nop) :irq 1)
)
)
)
(else
;; TFRAG
(with-dma-buffer-add-bucket ((v1-36 (-> (current-frame) global-buf))
(bucket-id tfrag-tex1))
(dma-buffer-add-cnt-vif2 v1-36 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd nop) :irq 1)
)
)
;; PRIS
(with-dma-buffer-add-bucket ((v1-44 (-> (current-frame) global-buf))
(bucket-id pris-tex1))
(dma-buffer-add-cnt-vif2 v1-44 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd nop) :irq 1)
)
)
;; SHRUB
(with-dma-buffer-add-bucket ((v1-52 (-> (current-frame) global-buf))
(bucket-id shrub-tex1))
(dma-buffer-add-cnt-vif2 v1-52 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd nop) :irq 1)
)
)
;; ALPHA
(with-dma-buffer-add-bucket ((v1-60 (-> (current-frame) global-buf))
(bucket-id alpha-tex1))
(dma-buffer-add-cnt-vif2 v1-60 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd nop) :irq 1)
)
)
)
)
0
(none)
)
;; A small DMA buffer for sending upload-now! textures.
;; These are uploaded outside of the main DMA list.
;; the actual texture data doesn't go in the buffer, just tags to set up the transfer
(define *txt-dma-list* (new 'global 'dma-buffer 4096))
(defmethod upload-now! texture-page ((obj texture-page) (arg0 int))
"Immediately upload the texture-page to the given buffer, using arg0 mode."
2021-08-08 13:12:44 -04:00
(#when PC_PORT
;; load it to the PC Port's texture pool.
(__pc-texture-upload-now obj arg0)
)
(let ((gp-0 *txt-dma-list*))
;; Set up the DMA buffer
(let ((v1-0 gp-0))
(set! (-> v1-0 base) (-> v1-0 data))
(set! (-> v1-0 end) (&-> v1-0 data-buffer (-> v1-0 allocated-length)))
)
;; add the texture to the buffer
(add-to-dma-buffer obj gp-0 arg0)
;; DMA -> VIF (direct) -> GIF
;; GIF texflush
(dma-buffer-add-gs-set gp-0
(texflush 1)
)
;; DMA end (do it ourselves, no buckets here)
(dma-buffer-add-uint64 gp-0 (new 'static 'dma-tag :id (dma-tag-id end))
0)
;; send now!
;; we send this to the GIF, which will basically ignore the
;; VIF tags (hopefully).
(#cond
(PC_PORT
(format 0 "Skipping upload-now! for ~A sz #x~X/#x~X bytes~%"
obj
(* 4 (-> obj segment 2 size))
(* 4 NEAR_PRIVATE_WORDS)
)
)
(else
(dma-buffer-send-chain (the-as dma-bank-source #x1000a000) gp-0)
)
)
)
;; sync, wait for upload to complete
(dma-sync (the-as pointer #x1000a000) 0 0)
(none)
)
(defmethod add-to-dma-buffer texture-page ((obj texture-page) (dma-buff dma-buffer) (mode int))
"Helper for upload-now! to upload texture-page to VRAM"
(local-vars (total-size int))
(let ((v1-0 mode))
(set! total-size
(cond
((= v1-0 -3)
;; upload none
0
)
((= v1-0 -2)
;; segment 0, 1 only
(the-as int
(+ (-> obj segment 0 size)
(-> obj segment 1 size)
)
)
)
((= v1-0 -1)
;; the whole thing.
(the-as int (-> obj size))
)
(else
;; 0, 1, 2, just segment 0, 1, 2
(the-as int (-> obj segment mode size))
)
)
)
)
;; loop over chunks to load
(let* ((start-segment (max 0 mode))
(chunk-count (* (/ (+ (/ total-size 64) 63) 64) 32))
(current-dest (shr (-> obj segment start-segment dest) 6))
(current-data (-> obj segment start-segment block-data))
)
(while (> chunk-count 0)
;; do up to 2048 now
(let ((chunks-now (min 2048 chunk-count)))
;; vif direct
(dma-buffer-add-cnt-vif2 dma-buff 5 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd direct) :imm 5)
)
;; gs regs
(dma-buffer-add-gif-tag dma-buff (new 'static 'gif-tag64 :nloop 4 :nreg 1)
(gs-reg-list a+d)
)
;; the actual regs
(dma-buffer-add-uint64 dma-buff
(new 'static 'gs-bitbltbuf :dbw 2 :dbp current-dest) (gs-reg64 bitbltbuf)
(new 'static 'gs-trxpos) (gs-reg64 trxpos)
(new 'static 'gs-trxreg :rrw 128 :rrh chunks-now) (gs-reg64 trxreg)
(new 'static 'gs-trxdir) (gs-reg64 trxdir)
)
;; add data.
(dma-buffer-add-ref-texture dma-buff current-data 128 chunks-now (gs-psm ct32))
)
(+! current-dest 4096)
;;(set! current-data (&+! #x100000 (the-as int current-data)))
(&+! current-data #x100000)
(+! chunk-count -2048)
)
)
total-size
)
(defun texture-relocate ((dma-buff dma-buffer) (tex texture) (dest-loc int) (dest-fmt gs-psm) (clut-dst int))
"Move a texture in VRAM. Unrelated to the texture-relocate-later, which moves textures in RAM.
Will try to move the whole thing, including the clut, assuming you provide a destination for it.
Note that this uses the format/width stuff properly, so it will be slower, but won't scramble your texture."
2021-08-08 20:46:14 -04:00
(#when PC_PORT
;; as far as I know this is only used for fonts which have 1 mip level.
(__pc-texture-relocate (/ dest-loc 64) (-> tex dest 0) dest-fmt)
2021-08-08 20:46:14 -04:00
)
;; loop over mips
(dotimes (mip-level (the-as int (-> tex num-mips)))
;; size of the current mip.
(let ((mip-w (ash (-> tex w) (- mip-level)))
(mip-h (ash (-> tex h) (- mip-level)))
)
;; vif direct
(dma-buffer-add-gs-set dma-buff
(bitbltbuf (new 'static 'gs-bitbltbuf
:sbp (-> tex dest mip-level) ;; source VRAM addr
:sbw (-> tex width mip-level) ;; source width
:spsm (the-as int (-> tex psm)) ;; source format
:dbp (/ dest-loc 64) ;; dest location
:dbw (-> tex width mip-level) ;; dest width
:dpsm dest-fmt ;; dest format
))
(trxpos (new 'static 'gs-trxpos))
(trxreg (new 'static 'gs-trxreg :rrw mip-w :rrh mip-h))
(trxdir (new 'static 'gs-trxdir :xdir 2)) ;; VRAM -> VRAM
)
)
(set! (-> tex dest mip-level) (the-as uint (/ dest-loc 64)))
)
;; transfer CLUT, if dst is given
(cond
((< clut-dst 0)
;; no dest, don't do anything
)
((= (-> tex psm) (gs-psm mt4))
;; case for mt4 format texture
(dma-buffer-add-gs-set dma-buff
(bitbltbuf (new 'static 'gs-bitbltbuf
:sbw 1
:dbw 1
:dpsm (-> tex clutpsm)
:dbp (/ clut-dst 64)
:spsm (-> tex clutpsm)
:sbp (-> tex clutdest)
))
(trxpos (new 'static 'gs-trxpos))
(trxreg (new 'static 'gs-trxreg :rrw 8 :rrh 2))
(trxdir (new 'static 'gs-trxdir :xdir 2)) ;; VRAM -> VRAM
)
(set! (-> tex clutdest) (the-as uint (/ clut-dst 64)))
)
((= (-> tex psm) (gs-psm mt8))
;; 8-bit index
(dma-buffer-add-gs-set dma-buff
(bitbltbuf (new 'static 'gs-bitbltbuf
:sbw 2
:dbw 2
:dpsm (-> tex clutpsm)
:dbp (/ clut-dst 64)
:spsm (-> tex clutpsm)
:sbp (-> tex clutdest)
))
(trxpos (new 'static 'gs-trxpos))
(trxreg (new 'static 'gs-trxreg :rrw 16 :rrh 16))
(trxdir (new 'static 'gs-trxdir :xdir 2)) ;; VRAM -> VRAM
)
(set! (-> tex clutdest) (the-as uint (/ clut-dst 64)))
)
)
;; update texture to have the new format.
(set! (-> tex psm) dest-fmt)
dma-buff
)
;; The font texture is a special case.
(define-perm *font-texture* texture #f)
(defmethod setup-font-texture! texture-pool ((obj texture-pool))
"Move the font textures to the upper 8-bits of the depth buffer."
(local-vars (heap-before-font-tex int) (clut-dest-addr int))
;; we reserved some space for the CLUT earlier. I guess it didn't fit in the depth buffer too
(let ((font-clut (-> obj font-palette)))
;; we're going to try to find the font texture
(set! heap-before-font-tex (-> obj cur))
(set! clut-dest-addr (/ font-clut 64))
;; find the font texture.
(set! *font-texture* (lookup-texture-by-id (new 'static 'texture-id :index #x1 :page #x4fe)))
;; log in the font texture. I believe the point of this is to get the start of the
;; texture _page_, which may have stuff in it before the index 1 texture.
(let ((main-font-tx (texture-page-login
(new 'static 'texture-id :index #x1 :page #x4fe)
texture-page-default-allocate
global
)
)
)
;; if we have the font texture after log-in, then set our heap marker to before it.
;; resetting the heap to here would kick
(if (and main-font-tx (-> main-font-tx page))
(set! heap-before-font-tex
(the-as int (-> main-font-tx page segment 0 dest))
)
)
;; clear the temp texture DMA list
(let ((dma-buff *txt-dma-list*))
(let ((v1-6 dma-buff))
(set! (-> v1-6 base) (-> v1-6 data))
(set! (-> v1-6 end) (&-> v1-6 data-buffer (-> v1-6 allocated-length)))
)
;; relocate the font
(let ((font-tx-1 *font-texture*) ;; texture 1
(font-tx-1-dest #xe0000) ;; the depth buffer
(font-tx-1-fmt (gs-psm mt4hl)) ;; 4-bit, using 4 of the 8 free bits of z24
)
;; do the relocation!
(texture-relocate
dma-buff
font-tx-1
font-tx-1-dest
font-tx-1-fmt
font-clut
)
;; tell the font system that we put the texture here.
(font-set-tex0
(the-as (pointer gs-tex0) (-> *font-work* small-font-lo-tmpl))
font-tx-1
(the-as uint font-tx-1-dest)
(the-as uint font-tx-1-fmt)
(the-as uint clut-dest-addr)
)
)
(let ((font-tx-0 (lookup-texture-by-id (new 'static 'texture-id :page #x4fe)))
(font-tx-0-dest #xe0000)
(font-tx-0-fmt (gs-psm mt4hh))
)
(texture-relocate
dma-buff
font-tx-0
font-tx-0-dest
font-tx-0-fmt
font-clut
)
(font-set-tex0
(the-as (pointer gs-tex0) (-> *font-work* small-font-hi-tmpl))
font-tx-0
(the-as uint font-tx-0-dest)
(the-as uint font-tx-0-fmt)
(the-as uint clut-dest-addr)
)
)
(let ((font-tx-3 (lookup-texture-by-id (new 'static 'texture-id :index #x3 :page #x4fe)))
(font-tx-3-dest #xe6000)
(font-tx-3-fmt (gs-psm mt4hl))
)
(texture-relocate
dma-buff
font-tx-3
font-tx-3-dest
font-tx-3-fmt
font-clut
)
(font-set-tex0
(the-as (pointer gs-tex0) (-> *font-work* large-font-lo-tmpl))
font-tx-3
(the-as uint font-tx-3-dest)
(the-as uint font-tx-3-fmt)
(the-as uint clut-dest-addr)
)
(set! font-tx-3 (lookup-texture-by-id (new 'static 'texture-id :index #x2 :page #x4fe)))
(set! font-tx-3-dest #xe6000)
(set! font-tx-3-fmt (gs-psm mt4hh))
(texture-relocate
dma-buff
font-tx-3
font-tx-3-dest
font-tx-3-fmt
font-clut
)
(font-set-tex0
(the-as (pointer gs-tex0) (-> *font-work* large-font-hi-tmpl))
font-tx-3
(the-as uint font-tx-3-dest)
(the-as uint font-tx-3-fmt)
(the-as uint clut-dest-addr)
)
)
;; texflush
(dma-buffer-add-gs-set dma-buff
(texflush 1)
)
;; end of DMA
(dma-buffer-add-uint64 dma-buff (new 'static 'dma-tag :id (dma-tag-id end))
0)
;; send and sync! VIF tags are probably ignored.
(#cond
(PC_PORT
(format 0 "Skipping dma-buffer-send-chain to relocate font texture~%")
)
(else
(dma-buffer-send-chain (the-as dma-bank-source #x10009000) dma-buff)
)
)
)
(dma-sync (the-as pointer #x10009000) 0 0)
;; try to kick out the font texture
(if (and main-font-tx ;; we found it
(-> main-font-tx page) ;; directory has it
(= (-> obj cur) (+ heap-before-font-tex (the-as int (-> main-font-tx page size)))) ;; not killing other stuff
)
(set! (-> obj cur) heap-before-font-tex) ;; kick first copy out of VRAM!
;; or, if we failed, complain.
(format 0 "ERROR: could not resize heap to remove gamefont.~%")
)
)
)
0
(none)
)
;; The texture page directory is a list of all texture pages.
;; It is actually stored in the dir-tpages.o object file, which is pre-populated with lengths.
(defmethod asize-of texture-page-dir ((obj texture-page-dir))
"Get the size in memory of a texture-page-dir"
(the-as int (+ (-> texture-page-dir size) (the-as uint (* 12 (+ (-> obj length) -1)))))
)
(defmethod length texture-page-dir ((obj texture-page-dir))
"Get the number of tpages in the texture-page-dir"
(-> obj length)
)
(defmethod relocate texture-page-dir ((obj texture-page-dir) (arg0 kheap) (arg1 (pointer uint8)))
"Load a texture-page-dir"
;; just set the global.
(tex-dbg "Loaded texture-page-dir ~A with ~D entries~%" obj (-> obj length))
(set! *texture-page-dir* obj)
(none)
)
(defmethod relocate-dests! texture-page ((obj texture-page) (new-dest int) (seg-id int))
"Update a texture-page so all the textures point to a new location"
(let ((v1-0 (shr new-dest 6))
(dst-block (shr (-> obj segment seg-id dest) 6))
)
(when (!= v1-0 dst-block) ;; skip if already correct
(dotimes (tex-id (-> obj length)) ;; iterate through all textures
(when (-> obj data tex-id) ;; only if we have a texture
(let* ((tex (-> obj data tex-id))
(num-mips (-> tex num-mips))
)
;; (tex-dbg " relocate-dests! ~A~%" tex)
;; relocate clut
(if (zero? seg-id)
(set! (-> tex clutdest) (+ (- (-> tex clutdest) dst-block) (the-as uint v1-0)))
)
;; move the texture data for each mip level
(dotimes (mip-id (the-as int num-mips))
(let ((t4-0 mip-id)
(t5-0 num-mips)
)
(if (= seg-id (if (>= (the-as uint 2) t5-0)
(+ (- -1 t4-0) (the-as int t5-0))
(max 0 (- 2 t4-0))
)
)
(set! (-> tex dest mip-id)
(+ (- (-> tex dest mip-id) dst-block) (the-as uint v1-0))
)
)
)
)
)
)
)
;; (format #t "relocate dests: ~A seg ~D from ~D to ~D~%" obj seg-id (-> obj segment seg-id dest) new-dest)
(set! (-> obj segment seg-id dest) (the-as uint new-dest))
)
)
(none)
)
(defmethod relocate texture-page ((obj texture-page) (arg0 kheap) (arg1 (pointer uint8)))
"Add to VRAM and allocate links"
2021-08-08 15:46:34 -04:00
(tex-dbg "loaded tpage ~A~%" obj
;;(-> obj info file-name)
;;(-> obj info maya-file-name)
;;(-> obj info tool-debug)
;;(-> obj info mdb-file-name)
)
(local-vars (s4-0 texture-page-dir-entry))
(cond
((or (not obj)
(not (file-info-correct-version? (-> obj info) (file-kind tpage) 0))
)
;; bad file
(set! obj (the-as texture-page #f))
)
((begin
(let ((v1-2 (-> *level* loading-level))) ;; loading/linking level
(tex-dbg " tpage is with level ~A~%" v1-2)
(when v1-2
;; add us to the loading level's tpages
(set! (-> v1-2 loaded-texture-page (-> v1-2 loaded-texture-page-count))
obj
)
(+! (-> v1-2 loaded-texture-page-count) 1)
)
)
;; set our dests for the 3 segments being in order
(set! (-> obj segment 1 dest) (-> obj segment 0 size))
(set! (-> obj segment 2 dest) (+ (-> obj segment 0 size) (-> obj segment 1 size)))
;; grab our tpage dir entry
(let ((a3-0 (-> obj id)))
(set! s4-0 (-> *texture-page-dir* entries a3-0))
(set! (-> *texture-relocate-later* memcpy) #f)
;; allocate!
((-> *texture-pool* allocate-func)
*texture-pool*
obj
arg0
(the-as int a3-0)
)
)
;; the actual condition
(not (-> *texture-relocate-later* memcpy))
)
;; if no relocate later memcpy, then we allocate links
(set! (-> s4-0 page) obj)
(if (not (-> s4-0 link))
(set! (-> s4-0 link)
(the-as
texture-link
(malloc 'loading-level (* (max (-> s4-0 length) (-> obj length)) 4))
)
)
)
)
(else
;; yes memcpy, we can't allocate on the heap.
(let ((v1-19 *texture-relocate-later*))
(set! (-> v1-19 entry) s4-0)
(set! (-> v1-19 page) obj)
)
)
)
(none)
)
(defun relocate-later ()
"Level loader will call this. At this point, the data is kicked out"
(let ((gp-0 *texture-relocate-later*))
(let ((s5-0 (-> gp-0 entry))
(s4-0 (-> gp-0 page))
)
;; do this first, before allocating
(ultimate-memcpy
(the-as pointer (-> gp-0 dest))
(the-as pointer (-> gp-0 source))
(-> gp-0 move)
)
(set! (-> s5-0 page) s4-0)
;; now safe to allocate links!
(if (not (-> s5-0 link))
(set! (-> s5-0 link)
(the-as
texture-link
(malloc 'loading-level (* (max (-> s5-0 length) (-> s4-0 length)) 4))
)
)
)
)
(set! (-> gp-0 memcpy) #f)
)
#f
)
(defun texture-page-login ((id texture-id) (alloc-func (function texture-pool texture-page kheap int texture-page)) (heap kheap))
"Return the tpage-dir entry for the given texture.
Load if from the debug network if its not loaded. Return #f if it doesn't work"
;; make sure its a valid entry
(when (and (nonzero? (-> id page))
(< (the-as uint (-> id page)) (the-as uint (-> *texture-page-dir* length)))
)
;; look up current entry
(let ((dir-entry (-> *texture-page-dir* entries (the-as uint (-> id page)))))
(when (not (-> dir-entry page))
;; no, we don't have it.
;; set a new allocation function
(let ((old-alloc-func (-> *texture-pool* allocate-func)))
(set! (-> *texture-pool* allocate-func) alloc-func)
;; generate a file name
(let* ((file-name (make-file-name
(file-kind tpage)
(the-as string (* (-> id page) 8)) ;; int -> binteger, later prined with ~S
0
#f
)
)
;; and load it! The loado links but doesn't execute
(s2-0 (the-as texture-page (loado file-name heap)))
)
;; if we loaded, relocate!
(if s2-0
(relocate s2-0 heap (charp-basename (-> file-name data)))
)
)
(set! (-> *texture-pool* allocate-func) old-alloc-func)
)
)
dir-entry
)
)
)
(defun lookup-texture-by-id ((arg0 texture-id))
"Look up a texture by ID, loading it from debug network if its not loaded.
Default allocates if it has to load, so it will permanently use VRAM"
(let ((v1-0 (texture-page-login arg0 texture-page-default-allocate loading-level)))
(when (and v1-0 (< (-> arg0 index) (the-as uint (-> v1-0 page length))))
;;(format #t "texture:~%")
;;(inspect (-> v1-0 page data (-> arg0 index)))
(-> v1-0 page data (-> arg0 index))
)
)
)
(defmethod unload! texture-pool ((obj texture-pool) (arg0 texture-page))
"Unload the texture from the directory"
(local-vars (a0-2 int))
(let ((v1-0 *texture-page-dir*))
;; iterate through all textures
(dotimes (a0-1 (-> v1-0 length))
;; found it!
(when (= arg0 (-> v1-0 entries a0-1 page))
(set! a0-2 a0-1)
(goto cfg-7)
)
)
(set! a0-2 -1)
(label cfg-7)
;; remove
(when (>= a0-2 0)
(set! (-> v1-0 entries a0-2 page) #f)
(set! (-> v1-0 entries a0-2 link) #f)
)
)
0
)
;; debug menu shader stuff
(define *shader-list* '())
(define *edit-shader* 0)
(defun link-texture-by-id ((arg0 texture-id) (arg1 adgif-shader))
"Link the given adgif shader to the texture with the given ID"
(when (not (or (zero? (-> arg0 page))
(>= (the-as uint (-> arg0 page))
(the-as uint (-> *texture-page-dir* length))
)
)
)
;; look up entry
(let ((s4-0 (-> *texture-page-dir* entries (the-as uint (-> arg0 page)))))
;; allocate if needed.
(if (not (-> s4-0 link))
(set! (-> s4-0 link)
(the-as texture-link (malloc 'loading-level (* (-> s4-0 length) 4)))
)
)
(when (< (-> arg0 index) (the-as uint (-> s4-0 length)))
;; push to head of the list.
(set! (-> arg1 next shader) (-> s4-0 link next (-> arg0 index) shader))
(set! (-> s4-0 link next (-> arg0 index) shader)
(shr (the-as uint arg1) 4)
)
)
s4-0
)
)
)
(defmethod unlink-textures-in-heap! texture-page-dir ((obj texture-page-dir) (heap kheap))
"Remove adgif shaders that are in the given heap"
(local-vars (dist-past-end uint))
(let ((mem-start (-> heap base))
(mem-end (-> heap top-base))
)
;; iterate over all entries in the director
(dotimes (entry-idx (-> obj length))
(let* ((entry (-> obj entries entry-idx))
(tex-page (-> entry page))
(link-arr (-> entry link next))
(tex-count (min (-> tex-page length) (-> entry length)))
)
0
(when link-arr
;; when we have an allocate link array, loop over all textures
(dotimes (tex-idx tex-count)
(let ((link-slot (&-> link-arr 0))
(shader (the-as adgif-shader (* (-> link-arr 0 shader) 16)))
)
(while (nonzero? (the-as int shader))
;; got a shader, lets see if we should unlink it
;; some clever branching here:
;; branch to cfg-7 if we're below mem start
(b! (< (the-as int (- (the-as int shader) (the-as int mem-start))) 0)
cfg-7
:delay (set! dist-past-end (the-as uint (- (the-as int shader) (the int mem-end))))
)
;; in the delay slot of the above branch we determined our distance from end of memory
(b! (>= (the-as int dist-past-end) 0) cfg-7 :delay (nop!))
;; in here, we're in the heap.
;; splice this adgif shader out.
(let ((t4-2 (-> shader next)))
(b! #t cfg-8 :delay (set! (-> link-slot 0) t4-2))
)
(label cfg-7)
;; only advance link slot if we didn't splice
(set! link-slot (&-> shader next))
(label cfg-8)
;; move on to the next shader, this should work if we spliced or not.
(set! shader (the-as adgif-shader (* (-> shader next shader) 16)))
) ;; end loop over linked list
)
(set! link-arr (&-> link-arr 1))
) ;; end loop over textures
)
)
) ;; end loop over tpages
)
0
)
;; TODO method 9
(defun adgif-shader<-texture! ((arg0 adgif-shader) (arg1 texture))
"Set up an ADGIF shader from a texture."
;; tex1
(set! (-> arg0 tex1 mxl) (+ (-> arg1 num-mips) -1))
(set! (-> arg0 tex1 l) (-> arg1 mip-shift))
(set! (-> arg0 tex1 mmag) (logand (-> arg1 tex1-control) 1))
(set! (-> arg0 tex1 mmin) (shr (-> arg1 tex1-control) 1))
;; tex0
(set! (-> arg0 tex0)
(new 'static 'gs-tex0
:tcc #x1
:cld #x1
:cpsm (-> arg1 clutpsm)
:cbp (-> arg1 clutdest)
:tfx (-> arg0 tex0 tfx)
:th (log2 (-> arg1 h))
:tw (log2 (-> arg1 w))
:tbw (-> arg1 width 0)
:tbp0 (-> arg1 dest 0)
:psm (the-as int (-> arg1 psm))
)
)
;; mitptbp1
(set! (-> arg0 miptbp1)
(new 'static 'gs-miptbp
:tbp1 (-> arg1 dest 1)
:tbw1 (-> arg1 width 1)
:tbp2 (-> arg1 dest 2)
:tbw2 (-> arg1 width 2)
:tbp3 (-> arg1 dest 3)
:tbw3 (-> arg1 width 3)
)
)
;; hack - if we have a lot of mips, set alpha to miptbp.
;; and modify the adgif thing to have a (miptbp2-1 54)
(when (< (the-as uint 4) (-> arg1 num-mips))
(set!
(-> arg0 alpha)
(new 'static 'gs-miptbp
:tbp1 (-> arg1 dest 4)
:tbw1 (-> arg1 width 4)
:tbp2 (-> arg1 dest 5)
:tbw2 (-> arg1 width 5)
:tbp3 (-> arg1 dest 6)
:tbw3 (-> arg1 width 6)
)
)
;; 54 = (gs-reg miptbp2-1)
(set! (-> (&-> arg0 quad 4 vector4w z) 0) 54)
)
arg0
)
(defun adgif-shader-update! ((arg0 adgif-shader) (arg1 texture))
"Update tex1"
(let ((s5-0 (the int (/ 256.0 (-> arg1 uv-dist))))
(v1-2 (-> arg0 tex1 l))
)
(if (= v1-2 1)
(set! (-> arg0 tex1 k)
(+ (+ (logand (ash s5-0 (- 5 (log2 s5-0))) 31) -350) (* (log2 s5-0) 32))
)
(set! (-> arg0 tex1 k)
(+ (+ (logand (ash s5-0 (- 4 (log2 s5-0))) 15) -175) (* (log2 s5-0) 16))
)
)
)
(none)
)
;; TODO adgif-shader<-texture-with-update!
(defun adgif-shader-login ((shader adgif-shader))
"If not logged in already, link us and update from texture."
;; only do it if we need to
(when (logtest? (-> shader link-test) (link-test-flags needs-log-in))
(logclear! (-> shader link-test) (link-test-flags needs-log-in bit-9))
;; remap our texture
(set! (-> shader texture-id) (level-remap-texture (-> shader texture-id)))
;; link this shader to the tpage dir
(link-texture-by-id (-> shader texture-id) shader)
;; grab our texture object
(let ((tex (lookup-texture-by-id (-> shader texture-id))))
(if tex
(adgif-shader<-texture-with-update! shader tex) ;; success, update!
;; nope, couldn't find the texture, complain.
(format 0 "login could not find texture ~X in shader ~X~%" (-> shader texture-id) shader)
)
tex
)
)
)
(defun adgif-shader-login-no-remap ((arg0 adgif-shader))
"Same as adgif-shader-login, but don't remap our texture id"
(when (logtest? (-> arg0 link-test) (link-test-flags needs-log-in))
(logclear! (-> arg0 link-test) (link-test-flags needs-log-in bit-9))
(link-texture-by-id (-> arg0 texture-id) arg0)
(let ((s5-0 (lookup-texture-by-id (-> arg0 texture-id))))
(if s5-0
(adgif-shader<-texture-with-update! arg0 s5-0)
(format 0 "login could not find texture ~X in shader ~X~%" (-> arg0 texture-id) arg0)
)
s5-0
)
)
)
(defun adgif-shader-login-fast ((shader adgif-shader))
"Like adgif-shader-login, but assumes you've already logged in the texture"
(when (logtest? (-> shader link-test) (link-test-flags needs-log-in))
;; usual remap
(logclear! (-> shader link-test) (link-test-flags needs-log-in bit-9))
(set! (-> shader texture-id) (level-remap-texture (-> shader texture-id)))
(let ((tex-id (-> shader texture-id)))
(when (and (nonzero? (-> tex-id page))
(< (the-as uint (-> tex-id page))
(the-as uint (-> *texture-page-dir* length))
)
)
;; grab entry directly
(let ((dir-entry (-> *texture-page-dir* entries (the-as uint (-> tex-id page)))))
;; and link this shader
(when (and (< (-> tex-id index) (the-as uint (-> dir-entry length)))
(-> dir-entry link)
)
;; push
(set! (-> shader next shader)
(-> dir-entry link next (-> tex-id index) shader)
)
(set! (-> dir-entry link next (-> tex-id index) shader)
(shr (the-as uint shader) 4)
)
)
(when (and (-> dir-entry page)
(< (-> tex-id index) (the-as uint (-> dir-entry page length)))
)
(let ((tex (-> dir-entry page data (-> tex-id index))))
;; setup adgif.
(if tex
(adgif-shader<-texture-with-update! shader tex)
)
tex
)
)
)
)
)
)
)
(defun adgif-shader-login-no-remap-fast ((arg0 adgif-shader))
"Like adgif-shader-login-fast, but no level remap"
(when (logtest? (-> arg0 link-test) (link-test-flags needs-log-in))
(logclear! (-> arg0 link-test) (link-test-flags needs-log-in bit-9))
(let ((v1-4 (-> arg0 texture-id)))
(when (and (nonzero? (-> v1-4 page))
(< (the-as uint (-> v1-4 page))
(the-as uint (-> *texture-page-dir* length))
)
)
(let ((a1-7 (-> *texture-page-dir* entries (the-as uint (-> v1-4 page)))))
(when (and (< (-> v1-4 index) (the-as uint (-> a1-7 length))) (-> a1-7 link))
(set! (-> arg0 next shader) (-> a1-7 link next (-> v1-4 index) shader))
(set! (-> a1-7 link next (-> v1-4 index) shader)
(shr (the-as uint arg0) 4)
)
)
(when (and (-> a1-7 page)
(< (-> v1-4 index) (the-as uint (-> a1-7 page length)))
)
(let ((gp-0 (-> a1-7 page data (-> v1-4 index))))
(if gp-0
(adgif-shader<-texture-with-update! arg0 gp-0)
)
gp-0
)
)
)
)
)
)
)
(when (not *debug-segment*)
;; when not debugging, use the "fast" logins. There's no way we can load a texture over the network anyway.
(set! adgif-shader-login adgif-shader-login-fast)
(set! adgif-shader-login-no-remap adgif-shader-login-no-remap-fast)
)
(defun adgif-shader<-texture-simple! ((arg0 adgif-shader) (arg1 texture))
(set! (-> arg0 tex1) (new 'static 'gs-tex1 :mmag #x1 :mmin #x1))
(set! (-> arg0 tex0 tfx) 0)
#|(set!
(-> arg0 tex0)
(the-as
gs-tex0
(logand (the-as uint (-> arg0 tex0)) (the-as uint #xffffffe7ffffffff))
)
)|#
(if arg1
(adgif-shader<-texture! arg0 arg1)
)
(set! (-> arg0 clamp) (new 'static 'gs-clamp :wms (gs-tex-wrap-mode clamp) :wmt (gs-tex-wrap-mode clamp)))
(set! (-> arg0 alpha) (new 'static 'gs-miptbp :tbp1 68))
(set! (-> arg0 prims 1) (gs-reg64 tex0-1))
(set! (-> arg0 prims 3) (gs-reg64 tex1-1))
(set! (-> arg0 prims 5) (gs-reg64 miptbp1-1))
(set! (-> arg0 clamp-reg) (gs-reg64 clamp-1))
(set! (-> arg0 prims 9) (gs-reg64 alpha-1))
arg0
)
(defun-debug texture-page-dir-inspect ((dir texture-page-dir) (mode symbol))
(format #t "[~8x] ~A~%" dir (-> dir type))
(let ((pool *texture-pool*))
(format
#t
"~Ttexture pool (~DK used, ~DK free)~%"
(/ (- (-> pool cur) (-> pool top)) 256)
(/ (- #xa0000 (-> pool cur)) 256)
)
)
(dotimes (level-idx (-> *level* length))
(let ((lev (-> *level* level level-idx)))
(if (= (-> lev status) 'active)
(texture-page-size-check *texture-pool* lev #f)
)
)
)
(format #t "~Tlength: ~D~%" (-> dir length))
(format #t "~Tdata[~D]: @ #x~X~%" (-> dir length) (-> dir entries))
(dotimes (entry-idx (-> dir length))
(let ((entry-page (-> dir entries entry-idx page))
(entry-link (-> dir entries entry-idx link))
)
(cond
(entry-page
(format #t "~T [~3D] loaded ~S ~A~%" entry-idx (if entry-link
" linked"
"unlinked"
)
entry-page
)
)
(else
(if (= mode 'full)
(format
#t
"~T [~3D] unloaded ~S #<texture-page :length ~D>~%"
entry-idx
(if entry-link
" linked"
"unlinked"
)
(-> dir entries entry-idx length)
)
)
)
)
(when (and (or entry-page entry-link) mode)
(dotimes (entry-list-length (-> dir entries entry-idx length))
(cond
((not entry-link)
(format #t "~T [~3D] unlinked" entry-list-length)
)
((zero? (-> entry-link next entry-list-length shader))
(format #t "~T [~3D] UNUSED " entry-list-length)
)
(else
(let ((t9-9 format)
(a0-12 #t)
(a1-10 "~T [~3D] ~3D links ")
(a2-11 entry-list-length)
(a3-7 0)
)
(let
((v1-40
(the-as object (* (-> entry-link next entry-list-length shader) 16))
)
)
(while (nonzero? (the-as int v1-40))
(nop!)
(+! a3-7 1)
(set! v1-40 (* (-> (the-as adgif-shader v1-40) next shader) 16))
)
)
(t9-9 a0-12 a1-10 a2-11 a3-7)
)
)
)
(cond
((not entry-page)
(format #t " unloaded~%")
)
((not (-> entry-page data entry-list-length))
(format #t " empty~%")
)
(else
(format #t " ~A~%" (-> entry-page data entry-list-length))
)
)
)
)
)
)
(none)
)
(defmethod inspect texture-page-dir ((obj texture-page-dir))
(texture-page-dir-inspect obj #f)
obj
)
(define *texture-pool* (new 'global 'texture-pool))
(define-extern *shadow-middot-texture* texture)