jak-project/decompiler/level_extractor/MercData.cpp

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#include "MercData.h"
#include "common/dma/gs.h"
#include "decompiler/ObjectFile/LinkedObjectFile.h"
#include "decompiler/util/DecompilerTypeSystem.h"
#include "third-party/fmt/core.h"
namespace decompiler {
void MercEyeCtrl::from_ref(TypedRef tr, const DecompilerTypeSystem& dts) {
eye_slot = read_plain_data_field<s8>(tr, "eye-slot", dts);
}
void MercCtrlHeader::from_ref(TypedRef tr, const DecompilerTypeSystem& dts) {
st_magic = read_plain_data_field<u32>(tr, "st-magic", dts);
xyz_scale = read_plain_data_field<float>(tr, "xyz-scale", dts);
st_out_a = read_plain_data_field<u32>(tr, "st-out-a", dts);
st_out_b = read_plain_data_field<u32>(tr, "st-out-b", dts);
st_vif_add = read_plain_data_field<u32>(tr, "st-vif-add", dts);
st_int_off = read_plain_data_field<u16>(tr, "st-int-off", dts);
st_int_scale = read_plain_data_field<u16>(tr, "st-int-scale", dts);
effect_count = read_plain_data_field<u32>(tr, "effect-count", dts);
blend_target_count = read_plain_data_field<u32>(tr, "blend-target-count", dts);
fragment_count = read_plain_data_field<u16>(tr, "fragment-count", dts);
tri_count = read_plain_data_field<u16>(tr, "tri-count", dts);
matrix_count = read_plain_data_field<u8>(tr, "matrix-count", dts);
shader_count = read_plain_data_field<u8>(tr, "shader-count", dts);
transform_vertex_count = read_plain_data_field<u16>(tr, "transform-vertex-count", dts);
dvert_count = read_plain_data_field<u16>(tr, "dvert-count", dts);
one_mat_count = read_plain_data_field<u16>(tr, "one-mat-count", dts);
two_mat_count = read_plain_data_field<u16>(tr, "two-mat-count", dts);
two_mat_reuse_count = read_plain_data_field<u16>(tr, "two-mat-reuse-count", dts);
three_mat_count = read_plain_data_field<u16>(tr, "three-mat-count", dts);
three_mat_reuse_count = read_plain_data_field<u16>(tr, "three-mat-reuse-count", dts);
shader_upload_count = read_plain_data_field<u8>(tr, "shader-upload-count", dts);
matrix_upload_count = read_plain_data_field<u8>(tr, "matrix-upload-count", dts);
same_copy_count = read_plain_data_field<u16>(tr, "same-copy-count", dts);
cross_copy_count = read_plain_data_field<u16>(tr, "cross-copy-count", dts);
num_verts = read_plain_data_field<u16>(tr, "num-verts", dts);
longest_edge = read_plain_data_field<float>(tr, "longest-edge", dts);
auto fr = get_field_ref(tr, "eye-ctrl", dts);
const auto& word = fr.data->words_by_seg.at(fr.seg).at(fr.byte_offset / 4);
if (word.kind() == LinkedWord::PTR) {
eye_ctrl.emplace();
eye_ctrl->from_ref(TypedRef(deref_label(fr), dts.ts.lookup_type("merc-eye-ctrl")), dts);
}
// todo masks
envmap_tint = read_plain_data_field<u32>(tr, "envmap-tint", dts);
needs_clip = read_plain_data_field<u8>(tr, "needs-clip", dts);
use_isometric = read_plain_data_field<u8>(tr, "use-isometric", dts);
use_attached_shader = read_plain_data_field<u8>(tr, "use-attached-shader", dts);
display_triangles = read_plain_data_field<u8>(tr, "display-triangles", dts);
death_vertex_skip = read_plain_data_field<u16>(tr, "death-vertex-skip", dts);
death_start_vertex = read_plain_data_field<u16>(tr, "death-start-vertex", dts);
death_effect = read_plain_data_field<u32>(tr, "death-effect", dts);
use_translucent = read_plain_data_field<u8>(tr, "use-translucent", dts);
display_this_fragment = read_plain_data_field<u8>(tr, "display-this-fragment", dts);
}
std::string MercCtrlHeader::print() const {
std::string result;
result += fmt::format(" xyz_scale: {}\n", xyz_scale);
result += fmt::format(" st_out_a: 0x{:x}\n", st_out_a);
result += fmt::format(" st_out_b: 0x{:x}\n", st_out_b);
result += fmt::format(" st_vif_add: 0x{:x}\n", st_vif_add);
result += fmt::format(" st_int_off: 0x{:x}\n", st_int_off);
result += fmt::format(" st_int_scale: {}\n", st_int_scale);
result += fmt::format(" effect_count: {}\n", effect_count);
result += fmt::format(" blend_target_count: {}\n", blend_target_count);
result += fmt::format(" fragment_count: {}\n", fragment_count);
result += fmt::format(" tri_count: {}\n", tri_count);
result += fmt::format(" matrix_count: {}\n", matrix_count);
result += fmt::format(" shader_count: {}\n", shader_count);
result += fmt::format(" transform_vertex_count: {}\n", transform_vertex_count);
result += fmt::format(" dvert_count: {}\n", dvert_count);
result += fmt::format(" one_mat_count: {}\n", one_mat_count);
result += fmt::format(" two_mat_count: {}\n", two_mat_count);
result += fmt::format(" two_mat_reuse_count: {}\n", two_mat_reuse_count);
result += fmt::format(" three_mat_count: {}\n", three_mat_count);
result += fmt::format(" three_mat_reuse_count: {}\n", three_mat_reuse_count);
result += fmt::format(" shader_upload_count: {}\n", shader_upload_count);
result += fmt::format(" matrix_upload_count: {}\n", matrix_upload_count);
result += fmt::format(" same_copy_count: {}\n", same_copy_count);
result += fmt::format(" cross_copy_count: {}\n", cross_copy_count);
result += fmt::format(" num_verts: {}\n", num_verts);
result += fmt::format(" longest_edge: {}\n", longest_edge);
result += fmt::format(" envmap_tint: {}\n", envmap_tint);
result += fmt::format(" needs_clip: {}\n", needs_clip);
result += fmt::format(" use_isometric: {}\n", use_isometric);
result += fmt::format(" use_attached_shader: {}\n", use_attached_shader);
result += fmt::format(" display_triangles: {}\n", display_triangles);
result += fmt::format(" death_vertex_skip: {}\n", death_vertex_skip);
result += fmt::format(" death_start_vertex: {}\n", death_start_vertex);
result += fmt::format(" death_effect: {}\n", death_effect);
result += fmt::format(" use_translucent: {}\n", use_translucent);
result += fmt::format(" display_this_fragment: {}\n", display_this_fragment);
return result;
}
TypedRef MercFragmentControl::from_ref(TypedRef tr, const DecompilerTypeSystem& dts) {
unsigned_four_count = read_plain_data_field<u8>(tr, "unsigned-four-count", dts);
lump_four_count = read_plain_data_field<u8>(tr, "lump-four-count", dts);
fp_qwc = read_plain_data_field<u8>(tr, "fp-qwc", dts);
mat_xfer_count = read_plain_data_field<u8>(tr, "mat-xfer-count", dts);
ASSERT(mat_xfer_count < 10);
Ref dest_data_ref = get_field_ref(tr, "mat-dest-data", dts);
for (u8 i = 0; i < mat_xfer_count; i++) {
auto& entry = mat_dest_data.emplace_back();
entry.matrix_number = deref_u8(dest_data_ref, i * 2);
entry.matrix_dest = deref_u8(dest_data_ref, i * 2 + 1);
}
tr.ref.byte_offset += (4 + 2 * mat_dest_data.size());
return tr;
}
void MercFpHeader::from_ref(TypedRef tr, const DecompilerTypeSystem& dts) {
x_add = read_plain_data_field<float>(tr, "x-add", dts);
y_add = read_plain_data_field<float>(tr, "y-add", dts);
z_add = read_plain_data_field<float>(tr, "z-add", dts);
shader_cnt = read_plain_data_field<u8>(tr, "shader-cnt", dts);
kick_info_offset = read_plain_data_field<u8>(tr, "kick-info-offset", dts);
kick_info_step = read_plain_data_field<u8>(tr, "kick-info-step", dts);
hword_cnt = read_plain_data_field<u8>(tr, "hword-cnt", dts);
}
std::string MercFpHeader::print() const {
std::string result;
result += fmt::format(" x_add: {}\n", x_add);
result += fmt::format(" y_add: {}\n", y_add);
result += fmt::format(" z_add: {}\n", z_add);
result += fmt::format(" shader_cnt: {}\n", shader_cnt);
result += fmt::format(" kick_info_offset: {}\n", kick_info_offset);
result += fmt::format(" kick_info_step: {}\n", kick_info_step);
result += fmt::format(" hword_cnt: {}\n", hword_cnt);
return result;
}
void MercByteHeader::from_ref(TypedRef tr, const DecompilerTypeSystem& dts) {
srcdest_off = read_plain_data_field<u8>(tr, "srcdest-off", dts);
rgba_off = read_plain_data_field<u8>(tr, "rgba-off", dts);
lump_off = read_plain_data_field<u8>(tr, "lump-off", dts);
fp_off = read_plain_data_field<u8>(tr, "fp-off", dts);
mat1_cnt = read_plain_data_field<u8>(tr, "mat1-cnt", dts);
mat2_cnt = read_plain_data_field<u8>(tr, "mat2-cnt", dts);
mat3_cnt = read_plain_data_field<u8>(tr, "mat3-cnt", dts);
samecopy_cnt = read_plain_data_field<u8>(tr, "samecopy-cnt", dts);
crosscopy_cnt = read_plain_data_field<u8>(tr, "crosscopy-cnt", dts);
strip_len = read_plain_data_field<u8>(tr, "strip-len", dts);
mm_quadword_fp_off = read_plain_data_field<u8>(tr, "mm-quadword-fp-off", dts);
mm_quadword_size = read_plain_data_field<u8>(tr, "mm-quadword-size", dts);
perc_off = read_plain_data_field<u8>(tr, "perc-off", dts);
auto ms = get_field_ref(tr, "perc-off", dts);
bool got_end = false;
for (int i = 0; i < MAT_SLOTS; i++) {
ms.byte_offset++;
mat_slot[i] = deref_u8(ms, 0);
if (mat_slot[i] == 128) {
got_end = true;
} else {
// ASSERT(!got_end);
if (got_end) {
// lg::print("got something after the end\n"); // todo, should investigate more
}
}
}
}
std::string MercByteHeader::print() const {
std::string result;
result += fmt::format(" srcdest_off: {}\n", srcdest_off);
result += fmt::format(" rgba_off: {}\n", rgba_off);
result += fmt::format(" lump_off: {}\n", lump_off);
result += fmt::format(" fp_off: {}\n", fp_off);
result += fmt::format(" mat1_cnt: {}\n", mat1_cnt);
result += fmt::format(" mat2_cnt: {}\n", mat2_cnt);
result += fmt::format(" mat3_cnt: {}\n", mat3_cnt);
result += fmt::format(" samecopy_cnt: {}\n", samecopy_cnt);
result += fmt::format(" crosscopy_cnt: {}\n", crosscopy_cnt);
result += fmt::format(" strip_len: {}\n", strip_len);
result += fmt::format(" mm_quadword_fp_off: {}\n", mm_quadword_fp_off);
result += fmt::format(" mm_quadword_size: {}\n", mm_quadword_size);
result += fmt::format(" perc_off: {}\n", perc_off);
for (int i = 0; i < MAT_SLOTS; i++) {
result += fmt::format(" mat_slot[{}]: {}\n", i, mat_slot[i]);
}
return result;
}
std::string MercFragmentControl::print() const {
std::string result;
result += fmt::format(" unsigned_four_count: {}\n", unsigned_four_count);
result += fmt::format(" lump_four_count: {}\n", lump_four_count);
result += fmt::format(" fp_qwc: {}\n", fp_qwc);
result += fmt::format(" mat_xfer_count: {}\n", mat_xfer_count);
for (u8 i = 0; i < mat_xfer_count; i++) {
result += fmt::format(" mat[{}] {} -> {}\n", i, mat_dest_data[i].matrix_number,
mat_dest_data[i].matrix_dest);
}
return result;
}
std::string MercShader::print() const {
std::string result;
result += fmt::format(" output_offset: {}\n", output_offset);
result += fmt::format(" strip_tag: 0x{:x}\n", next_strip_nloop);
return result;
}
MercShader make_shader(Ref& ref, bool expected_eop) {
// adgif0
MercShader shader;
u8 adgif0_addr = deref_u8(ref, 8);
ASSERT(adgif0_addr == (u8)GsRegisterAddress::TEX0_1);
shader.output_offset = deref_u32(ref, 3);
shader.tex0 = GsTex0(deref_u64(ref, 0));
ref.byte_offset += 16;
// adgif1
u8 adgif1_addr = deref_u8(ref, 8);
ASSERT(adgif1_addr == (u8)GsRegisterAddress::TEX1_1);
shader.tex1 = GsTex1(deref_u64(ref, 0));
u16 stash = deref_u32(ref, 3);
shader.original_tex = deref_u32(ref, 2);
shader.next_strip_nloop = stash & 0x7fff;
ASSERT((!!(stash & 0x8000)) == expected_eop); // set eop on last
ref.byte_offset += 16;
// adgif2
u8 adgif2_addr = deref_u8(ref, 8);
ASSERT(adgif2_addr == (u8)GsRegisterAddress::MIPTBP1_1);
ref.byte_offset += 16;
// adgif3
u8 adgif3_addr = deref_u8(ref, 8);
ASSERT(adgif3_addr == (u8)GsRegisterAddress::CLAMP_1);
shader.clamp = deref_u64(ref, 0);
ref.byte_offset += 16;
// adgif4
u8 adgif4_addr = deref_u8(ref, 8);
ASSERT(adgif4_addr == (u8)GsRegisterAddress::ALPHA_1);
shader.alpha = GsAlpha(deref_u64(ref, 0));
ref.byte_offset += 16;
return shader;
}
TypedRef MercFragment::from_ref(TypedRef tr,
const DecompilerTypeSystem& dts,
const MercFragmentControl& control,
const MercCtrlHeader& main_control) {
// lg::print("frag::from_ref:\n{}\n", control.print());
TypedRef byte_hdr(get_field_ref(tr, "header", dts), dts.ts.lookup_type("merc-byte-header"));
header.from_ref(byte_hdr, dts);
// lg::print("{}\n", header.print());
// all these offsets are super confusing.
// the DMA transfers require source and dest addresses/sized to have alignment of 16 bytes.
// so the data is padded.
// the transfers increase size by 4x due to VIF unpacking
// But transferring this padding exactly would result in up to 63 bytes of wasted space.
// so they cheat the destination pointers to be slightly overlapping so the next transfer
// overlaps the padding of the previous.
// as a result, the "in VU" offsets are different from "in main memory"
// let's figure it out from bones.gc asm
// u4
// lbu s0, 0(gp) (fragment.control.unsigned-four-count)
// daddiu v0, s0, 3
// srl v0, v0, 2
// dsll32 s0, v0, 4
// daddu t3, t2, s0
u32 my_u4_count = ((control.unsigned_four_count + 3) / 4) * 16;
// lg::print("my u4: {} ({} qwc)\n", my_u4_count, my_u4_count / 16);
for (u32 w = 0; w < my_u4_count / 4; w++) {
u32 val = deref_u32(tr.ref, w);
memcpy(unsigned_four_including_header.emplace_back().data(), &val, 4);
}
// l4
// lbu s2, 1(gp)
// daddiu s0, s2, 3
// srl s0, s0, 2
// dsll32 s2, s0, 4
u32 my_l4_count = my_u4_count + ((control.lump_four_count + 3) / 4) * 16;
// lg::print("my l4: {} ({} qwc)\n", my_l4_count, my_l4_count / 16);
// end of lump should align with mm (main memory?) fp off. which
// is used for accessing the fp data in main memory.
ASSERT(my_l4_count / 16 == header.mm_quadword_fp_off);
// row.x/y is st-vif-add from the merc-ctrl-header.
// row.z = 0x47800000, row.w = 0x4b010000
math::Vector<u32, 4> row(main_control.st_vif_add, main_control.st_vif_add, 0x47800000,
0x4b010000);
for (u32 w = my_u4_count / 4; w < my_l4_count / 4; w++) {
ASSERT((w * 4) < header.mm_quadword_fp_off * 16);
u32 val = deref_u32(tr.ref, w);
math::Vector<u8, 4> as_u8s;
memcpy(as_u8s.data(), &val, 4);
math::Vector<u32, 4> as_u32s = as_u8s.cast<u32>();
as_u32s += row;
memcpy(lump4_unpacked.emplace_back().data(), as_u32s.data(), 16);
}
// fp header
Ref fp_ref = tr.ref;
fp_ref.byte_offset += 16 * header.mm_quadword_fp_off;
fp_header.from_ref(TypedRef(fp_ref, dts.ts.lookup_type("merc-fp-header")), dts);
fp_ref.byte_offset += 16;
// fp shaders
for (int i = 0; i < fp_header.shader_cnt; i++) {
bool expected_eop = (i == fp_header.shader_cnt - 1);
shaders.push_back(make_shader(fp_ref, expected_eop));
}
tr.ref.byte_offset += (header.mm_quadword_size) * 16;
// let's verify the matrix slots here.
int used_matrix_slots = 0;
for (auto x : header.mat_slot) {
if (x) {
used_matrix_slots++;
} else {
break;
}
}
ASSERT(used_matrix_slots == control.mat_xfer_count);
for (int i = 0; i < used_matrix_slots; i++) {
ASSERT(header.mat_slot[i] == control.mat_dest_data.at(i).matrix_dest);
}
return tr;
}
std::string MercFragment::print() const {
std::string result;
result += fmt::format(" + BYTE-HEADER\n");
result += header.print();
result += fmt::format(" + FP-HEADER\n");
result += fp_header.print();
for (const auto& shader : shaders) {
result += fmt::format(" + SHADER\n");
result += shader.print();
}
return result;
}
void MercEffect::from_ref(TypedRef tr,
const DecompilerTypeSystem& dts,
const MercCtrlHeader& main_control) {
effect_bits = read_plain_data_field<u8>(tr, "effect-bits", dts);
frag_count = read_plain_data_field<u16>(tr, "frag-count", dts);
blend_frag_count = read_plain_data_field<u16>(tr, "blend-frag-count", dts);
tri_count = read_plain_data_field<u16>(tr, "tri-count", dts);
dvert_count = read_plain_data_field<u16>(tr, "dvert-count", dts);
auto* type = dynamic_cast<StructureType*>(dts.ts.lookup_type("merc-effect"));
Field temp;
if (type->lookup_field("envmap-usage", &temp)) {
envmap_or_effect_usage = read_plain_data_field<u8>(tr, "envmap-usage", dts);
} else {
envmap_or_effect_usage = read_plain_data_field<u8>(tr, "effect-usage", dts);
}
[merc2] support vertex updates, use this for blerc in jak 1 and jak 2 (#2179) This PR adds a feature to merc2 to update vertices. This will be needed to efficient do effects like blerc/ripple/texture scroll. It's enabled for blerc in jak 1 and jak 2, but with a few disclaimers: - currently we still use the mips2c blerc implementation, which is slow and has some "jittering" because of integer precision. When porting to PC, there was an additional synchronization problem because blerc overwrites the merc data as its being read by the renderers. I _think_ this wasn't an issue on PS2 because the blerc dma is higher priority than the VIF1 DMA, but I'm not certain. Either way, I had to add a mutex for this on PC to avoid very slight flickering/gaps. This isn't ideal for performance, but still beats generic by a significant amount in every place I tested. If you see merc taking 2ms to draw, it is likely because it is stuck waiting on blerc to finish. This will go away once blerc itself is ported to C++. - in jak 1, we end up using generic in some cases where we could use merc. In particular maia in village3 hut. This will be fixed later once we can use merc in more places. I don't want to mess with the merc/generic selection logic when we're hopefully going to get rid of it soon. - There is no support for ripple or texture scroll. These use generic on jak 1, and remain broken on jak 2. - Like with `emerc`, jak 1 has a toggle to go back to the old behavior `*blerc-hack*`. - In most cases, toggling this causes no visual differences. One exception is Gol's teeth. I believe this is caused by texture coordinate rounding issues, where generic has an additional float -> int -> float compared to PC merc. It is very hard to notice so I'm not going to worry about it.
2023-01-31 18:23:39 -05:00
if (type->lookup_field("texture-index", &temp)) {
texture_index = read_plain_data_field<u8>(tr, "texture-index", dts);
}
// do frag-ctrls
TypedRef fc(deref_label(get_field_ref(tr, "frag-ctrl", dts)),
dts.ts.lookup_type("merc-fragment-control"));
for (u32 i = 0; i < frag_count; i++) {
fc = frag_ctrl.emplace_back().from_ref(fc, dts);
}
// do actual frags
TypedRef f(deref_label(get_field_ref(tr, "frag-geo", dts)), dts.ts.lookup_type("merc-fragment"));
for (u32 i = 0; i < frag_count; i++) {
f = frag_geo.emplace_back().from_ref(f, dts, frag_ctrl.at(i), main_control);
}
[merc2] support vertex updates, use this for blerc in jak 1 and jak 2 (#2179) This PR adds a feature to merc2 to update vertices. This will be needed to efficient do effects like blerc/ripple/texture scroll. It's enabled for blerc in jak 1 and jak 2, but with a few disclaimers: - currently we still use the mips2c blerc implementation, which is slow and has some "jittering" because of integer precision. When porting to PC, there was an additional synchronization problem because blerc overwrites the merc data as its being read by the renderers. I _think_ this wasn't an issue on PS2 because the blerc dma is higher priority than the VIF1 DMA, but I'm not certain. Either way, I had to add a mutex for this on PC to avoid very slight flickering/gaps. This isn't ideal for performance, but still beats generic by a significant amount in every place I tested. If you see merc taking 2ms to draw, it is likely because it is stuck waiting on blerc to finish. This will go away once blerc itself is ported to C++. - in jak 1, we end up using generic in some cases where we could use merc. In particular maia in village3 hut. This will be fixed later once we can use merc in more places. I don't want to mess with the merc/generic selection logic when we're hopefully going to get rid of it soon. - There is no support for ripple or texture scroll. These use generic on jak 1, and remain broken on jak 2. - Like with `emerc`, jak 1 has a toggle to go back to the old behavior `*blerc-hack*`. - In most cases, toggling this causes no visual differences. One exception is Gol's teeth. I believe this is caused by texture coordinate rounding issues, where generic has an additional float -> int -> float compared to PC merc. It is very hard to notice so I'm not going to worry about it.
2023-01-31 18:23:39 -05:00
// do blend ctrls
if (blend_frag_count) {
TypedRef bc(deref_label(get_field_ref(tr, "blend-ctrl", dts)),
dts.ts.lookup_type("merc-blend-ctrl"));
for (u32 i = 0; i < blend_frag_count; i++) {
bc = blend_ctrl.emplace_back().from_ref(bc, dts, main_control.blend_target_count);
}
}
// do extra info
auto fr = get_field_ref(tr, "extra-info", dts);
const auto& word = fr.data->words_by_seg.at(fr.seg).at(fr.byte_offset / 4);
if (word.kind() == LinkedWord::PTR) {
TypedRef mei(deref_label(fr), dts.ts.lookup_type("merc-extra-info"));
u8 shader_offset = read_plain_data_field<u8>(mei, "shader-offset", dts);
if (shader_offset) {
Ref r = mei.ref;
r.byte_offset += 16 * shader_offset;
extra_info.shader = make_shader(r, false);
}
}
}
std::string MercEffect::print() {
std::string result;
result += fmt::format(" effect_bits: {}\n", effect_bits);
result += fmt::format(" frag_count: {}\n", frag_count);
result += fmt::format(" blend_frag_count: {}\n", blend_frag_count);
result += fmt::format(" tri_count: {}\n", tri_count);
result += fmt::format(" dvert_count: {}\n", dvert_count);
result += fmt::format(" envmap_or_effect_usage: {}\n", envmap_or_effect_usage);
for (u32 i = 0; i < frag_count; i++) {
result += fmt::format(" +FRAGMENT {}\n", i);
result += fmt::format(" + CTRL\n");
result += frag_ctrl[i].print();
result += fmt::format(" + GEO\n");
result += frag_geo[i].print();
}
return result;
}
void MercCtrl::from_ref(TypedRef tr, const DecompilerTypeSystem& dts) {
name = read_string_field(tr, "name", dts, false);
num_joints = read_plain_data_field<s32>(tr, "num-joints", dts);
auto merc_ctrl_header_ref =
TypedRef(get_field_ref(tr, "header", dts), dts.ts.lookup_type("merc-ctrl-header"));
header.from_ref(merc_ctrl_header_ref, dts);
auto eff_ref = TypedRef(get_field_ref(tr, "effect", dts), dts.ts.lookup_type("merc-effect"));
for (u32 i = 0; i < header.effect_count; i++) {
effects.emplace_back().from_ref(eff_ref, dts, header);
eff_ref.ref.byte_offset += 32; //
}
[merc2] support vertex updates, use this for blerc in jak 1 and jak 2 (#2179) This PR adds a feature to merc2 to update vertices. This will be needed to efficient do effects like blerc/ripple/texture scroll. It's enabled for blerc in jak 1 and jak 2, but with a few disclaimers: - currently we still use the mips2c blerc implementation, which is slow and has some "jittering" because of integer precision. When porting to PC, there was an additional synchronization problem because blerc overwrites the merc data as its being read by the renderers. I _think_ this wasn't an issue on PS2 because the blerc dma is higher priority than the VIF1 DMA, but I'm not certain. Either way, I had to add a mutex for this on PC to avoid very slight flickering/gaps. This isn't ideal for performance, but still beats generic by a significant amount in every place I tested. If you see merc taking 2ms to draw, it is likely because it is stuck waiting on blerc to finish. This will go away once blerc itself is ported to C++. - in jak 1, we end up using generic in some cases where we could use merc. In particular maia in village3 hut. This will be fixed later once we can use merc in more places. I don't want to mess with the merc/generic selection logic when we're hopefully going to get rid of it soon. - There is no support for ripple or texture scroll. These use generic on jak 1, and remain broken on jak 2. - Like with `emerc`, jak 1 has a toggle to go back to the old behavior `*blerc-hack*`. - In most cases, toggling this causes no visual differences. One exception is Gol's teeth. I believe this is caused by texture coordinate rounding issues, where generic has an additional float -> int -> float compared to PC merc. It is very hard to notice so I'm not going to worry about it.
2023-01-31 18:23:39 -05:00
// debug_print_blerc();
}
void MercCtrl::debug_print_blerc() {
int total_verts = 0;
int blerc_verts = 0;
int total_frags = 0;
int blerc_frags = 0;
int total_effects = effects.size();
int blerc_effects = 0;
for (auto& effect : effects) {
bool effect_has_blerc = false;
for (size_t frag_idx = 0; frag_idx < effect.frag_count; frag_idx++) {
total_frags++;
auto& fc = effect.frag_ctrl.at(frag_idx);
total_verts += fc.lump_four_count;
if (frag_idx < effect.blend_ctrl.size()) {
auto& bfc = effect.blend_ctrl.at(frag_idx);
if (bfc.blend_vtx_count) {
effect_has_blerc = true;
blerc_frags++;
blerc_verts += fc.lump_four_count;
}
}
}
if (effect_has_blerc) {
blerc_effects++;
}
}
if (blerc_effects) {
fmt::print("BLERC: {}, {}/{} e, {}/{} f, {}/{} v\n", name, blerc_effects, total_effects,
blerc_frags, total_frags, blerc_verts, total_verts);
}
}
TypedRef MercBlendCtrl::from_ref(TypedRef tr,
const DecompilerTypeSystem& dts,
int blend_target_count) {
blend_vtx_count = read_plain_data_field<u8>(tr, "blend-vtx-count", dts);
nonzero_index_count = read_plain_data_field<u8>(tr, "nonzero-index-count", dts);
tr.ref.byte_offset += 2;
for (int i = 0; i < blend_target_count; i++) {
bt_index.push_back(deref_u8(tr.ref, 0));
tr.ref.byte_offset += 1;
}
return tr;
}
std::string MercCtrl::print() {
std::string result;
result += fmt::format("name: {}\n", name);
result += fmt::format("num_joints: {}\n", num_joints);
result += "+ HEADER\n";
result += header.print();
result += "\n";
for (auto& eff : effects) {
result += fmt::format("+ EFFECT\n{}\n", eff.print());
}
return result;
}
} // namespace decompiler