add an optional, less-accurate-but-faster sprite render and fix silly math bug (#1102)

* also add a new sprite renderer

* claaaang

* goal build fix

* fix tests, add stack singleton option

* make all event-message-blocks the same

* diskboot
This commit is contained in:
water111 2022-01-21 21:11:57 -05:00 committed by GitHub
parent 4648f78733
commit 35bdc9b1d3
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GPG key ID: 4AEE18F83AFDEB23
45 changed files with 1493 additions and 277 deletions

View file

@ -366,6 +366,13 @@ class DrawMode {
bool get_depth_write_enable() const { return m_val & 0b1; }
void enable_depth_write() { m_val = m_val | 0b1; }
void disable_depth_write() { m_val = m_val & ~(0b1); }
void set_depth_write_enable(bool x) {
if (x) {
enable_depth_write();
} else {
disable_depth_write();
}
}
GsTest::ZTest get_depth_test() const { return (GsTest::ZTest)((m_val >> 1) & 0b11); }
void set_depth_test(GsTest::ZTest dt) { m_val = (m_val & ~(0b110)) | ((u32)(dt) << 1); }

View file

@ -696,9 +696,9 @@ StructureType::StructureType(std::string parent,
std::string StructureType::print() const {
std::string result = fmt::format(
"[StructureType] {}\n parent: {}\n boxed: {}\n dynamic: {}\n size: {}\n pack: {}\n misalign: "
"{}\n heap-base: {}\n fields:\n",
m_name, m_parent, m_is_boxed, m_dynamic, m_size_in_mem, m_pack, m_allow_misalign,
m_heap_base);
"{}\n heap-base: {}\n stack-singleton: {}\n fields:\n",
m_name, m_parent, m_is_boxed, m_dynamic, m_size_in_mem, m_pack, m_allow_misalign, m_heap_base,
m_always_stack_singleton);
for (auto& x : m_fields) {
result += " " + x.print() + "\n";
}
@ -727,7 +727,8 @@ bool StructureType::operator==(const Type& other) const {
m_pack == p_other->m_pack &&
m_allow_misalign == p_other->m_allow_misalign &&
m_offset == p_other->m_offset &&
m_idx_of_first_unique_field == p_other->m_idx_of_first_unique_field;
m_idx_of_first_unique_field == p_other->m_idx_of_first_unique_field &&
m_always_stack_singleton == p_other->m_always_stack_singleton;
// clang-format on
}
@ -773,6 +774,11 @@ std::string StructureType::diff_structure_common(const StructureType& other) con
result += fmt::format("allow_misalign: {} vs. {}\n", m_allow_misalign, other.m_allow_misalign);
}
if (m_always_stack_singleton != other.m_always_stack_singleton) {
result += fmt::format("always_stack_singleton: {} vs. {}\n", m_always_stack_singleton,
other.m_always_stack_singleton);
}
if (m_offset != other.m_offset) {
result += fmt::format("offset: {} vs. {}\n", m_offset, other.m_offset);
}
@ -906,7 +912,8 @@ bool BasicType::operator==(const Type& other) const {
m_allow_misalign == p_other->m_allow_misalign &&
m_offset == p_other->m_offset &&
m_idx_of_first_unique_field == p_other->m_idx_of_first_unique_field &&
m_final == p_other->m_final;
m_final == p_other->m_final &&
m_always_stack_singleton == p_other->m_always_stack_singleton;
// clang-format on
}

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@ -275,9 +275,11 @@ class StructureType : public ReferenceType {
bool is_dynamic() const { return m_dynamic; }
~StructureType() = default;
void set_pack(bool pack) { m_pack = pack; }
void set_always_stack_singleton() { m_always_stack_singleton = true; }
void set_heap_base(int hb) { m_heap_base = hb; }
bool is_packed() const { return m_pack; }
bool is_allowed_misalign() const { return m_allow_misalign; };
bool is_always_stack_singleton() const { return m_always_stack_singleton; }
void set_allow_misalign(bool misalign) { m_allow_misalign = misalign; }
void set_gen_inspect(bool gen_inspect) { m_generate_inspect = gen_inspect; }
@ -300,6 +302,7 @@ class StructureType : public ReferenceType {
bool m_pack = false;
bool m_allow_misalign = false;
int m_offset = 0;
bool m_always_stack_singleton = false;
size_t m_idx_of_first_unique_field = 0;
};

View file

@ -1617,6 +1617,9 @@ std::string TypeSystem::generate_deftype_footer(const Type* type) const {
if (as_structure->is_allowed_misalign()) {
result.append(" :allow-misaligned\n");
}
if (as_structure->is_always_stack_singleton()) {
result.append(" :always-stack-singleton\n");
}
}
if (type->heap_base()) {

View file

@ -277,6 +277,7 @@ struct StructureDefResult {
bool pack_me = false;
bool allow_misaligned = false;
bool final = false;
bool always_stack_singleton = false;
};
StructureDefResult parse_structure_def(StructureType* type,
@ -347,6 +348,8 @@ StructureDefResult parse_structure_def(StructureType* type,
result.allow_misaligned = true;
} else if (opt_name == ":final") {
result.final = true;
} else if (opt_name == ":always-stack-singleton") {
result.always_stack_singleton = true;
} else {
throw std::runtime_error("Invalid option in field specification: " + opt_name);
}
@ -572,6 +575,13 @@ DeftypeResult parse_deftype(const goos::Object& deftype, TypeSystem* ts) {
name);
throw std::runtime_error("invalid pack option on basic");
}
if (sr.always_stack_singleton) {
fmt::print(
"[TypeSystem] :always-stack-singleton was set on {}, which is a basic and cannot "
"be a stack singleton\n",
name);
throw std::runtime_error("invalid stack singleton option on basic");
}
new_type->set_heap_base(result.flags.heap_base);
if (sr.final) {
new_type->set_final();
@ -592,6 +602,9 @@ DeftypeResult parse_deftype(const goos::Object& deftype, TypeSystem* ts) {
if (sr.allow_misaligned) {
new_type->set_allow_misalign(true);
}
if (sr.always_stack_singleton) {
new_type->set_always_stack_singleton();
}
if (sr.final) {
throw std::runtime_error(
fmt::format("[TypeSystem] :final option cannot be used on structure type {}", name));

View file

@ -1469,6 +1469,7 @@
:method-count-assert 9
:size-assert #x48
:flag-assert #x900000048
:always-stack-singleton
)
;; - Symbols

View file

@ -211,4 +211,5 @@
- It is now an error to use a `none`-typed variable in a condition
- Debugger will now correctly track when object files are loaded over previous files
- Asm ops requiring 128-bit inputs will now try harder to convert their inputs when it is appropriate.
- 0's that are constant propagated to the input of a 128-bit instruction will use `vpxor` instruction to generate the value, instead of `xor` and a `mov`.
- 0's that are constant propagated to the input of a 128-bit instruction will use `vpxor` instruction to generate the value, instead of `xor` and a `mov`.
- Add a `stack-singleton-no-clear` stack construction type. It will create a "singleton" inside this function - all other `(new 'stack-singleton` forms with the same type will return the same stack object.

View file

@ -101,6 +101,7 @@ set(RUNTIME_SOURCE
graphics/opengl_renderer/SkyBlendCPU.cpp
graphics/opengl_renderer/SkyBlendGPU.cpp
graphics/opengl_renderer/SkyRenderer.cpp
graphics/opengl_renderer/Sprite3.cpp
graphics/opengl_renderer/SpriteRenderer.cpp
graphics/opengl_renderer/TextureUploadHandler.cpp
graphics/opengl_renderer/tfrag/BufferedRenderer.cpp

View file

@ -1,4 +1,5 @@
#include "BucketRenderer.h"
#include "third-party/imgui/imgui.h"
#include "third-party/fmt/core.h"
@ -62,4 +63,32 @@ void SharedRenderState::reset() {
for (auto& x : occlusion_vis) {
x.valid = false;
}
}
RenderMux::RenderMux(const std::string& name,
BucketId my_id,
std::vector<std::unique_ptr<BucketRenderer>> renderers)
: BucketRenderer(name, my_id), m_renderers(std::move(renderers)) {
for (auto& r : m_renderers) {
m_name_strs.push_back(r->name_and_id());
m_name_str_ptrs.push_back(m_name_strs.back().data());
}
}
void RenderMux::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
m_renderers[m_render_idx]->render(dma, render_state, prof);
}
void RenderMux::serialize(Serializer& ser) {
for (auto& r : m_renderers) {
r->serialize(ser);
}
}
void RenderMux::draw_debug_window() {
ImGui::ListBox("Pick", &m_render_idx, m_name_str_ptrs.data(), m_renderers.size());
ImGui::Separator();
m_renderers[m_render_idx]->draw_debug_window();
}

View file

@ -98,6 +98,22 @@ class BucketRenderer {
bool m_enabled = true;
};
class RenderMux : public BucketRenderer {
public:
RenderMux(const std::string& name,
BucketId my_id,
std::vector<std::unique_ptr<BucketRenderer>> renderers);
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
void draw_debug_window() override;
void serialize(Serializer& ser) override;
private:
std::vector<std::unique_ptr<BucketRenderer>> m_renderers;
int m_render_idx = 0;
std::vector<std::string> m_name_strs;
std::vector<const char*> m_name_str_ptrs;
};
/*!
* Renderer that makes sure the bucket is empty and ignores it.
*/

View file

@ -8,6 +8,7 @@
#include "third-party/imgui/imgui.h"
#include "common/util/FileUtil.h"
#include "game/graphics/opengl_renderer/SkyRenderer.h"
#include "game/graphics/opengl_renderer/Sprite3.h"
#include "game/graphics/opengl_renderer/tfrag/TFragment.h"
#include "game/graphics/opengl_renderer/tfrag/Tie3.h"
@ -100,7 +101,11 @@ void OpenGLRenderer::init_bucket_renderers() {
init_bucket_renderer<TextureUploadHandler>("water-tex-0", BucketId::WATER_TEX_LEVEL0);
init_bucket_renderer<TextureUploadHandler>("water-tex-1", BucketId::WATER_TEX_LEVEL1);
init_bucket_renderer<TextureUploadHandler>("pre-sprite-tex", BucketId::PRE_SPRITE_TEX);
init_bucket_renderer<SpriteRenderer>("sprite", BucketId::SPRITE);
std::vector<std::unique_ptr<BucketRenderer>> sprite_renderers;
sprite_renderers.push_back(std::make_unique<SpriteRenderer>("sprite-renderer", BucketId::SPRITE));
sprite_renderers.push_back(std::make_unique<Sprite3>("sprite-3", BucketId::SPRITE));
init_bucket_renderer<RenderMux>("sprite", BucketId::SPRITE, std::move(sprite_renderers));
init_bucket_renderer<DirectRenderer>("debug-draw-0", BucketId::DEBUG_DRAW_0, 0x8000,
DirectRenderer::Mode::NORMAL);
init_bucket_renderer<DirectRenderer>("debug-draw-1", BucketId::DEBUG_DRAW_1, 0x8000,

View file

@ -77,4 +77,5 @@ ShaderLibrary::ShaderLibrary() {
at(ShaderId::BUFFERED_TCC1) = {"buffered_tcc1"};
at(ShaderId::TFRAG3) = {"tfrag3"};
at(ShaderId::TFRAG3_NO_TEX) = {"tfrag3_no_tex"};
at(ShaderId::SPRITE3) = {"sprite3_3d"};
}

View file

@ -37,6 +37,7 @@ enum class ShaderId {
TFRAG3 = 12,
TFRAG3_NO_TEX = 13,
SPRITE = 14,
SPRITE3 = 15,
MAX_SHADERS
};

View file

@ -0,0 +1,697 @@
#include "Sprite3.h"
#include "third-party/fmt/core.h"
#include "third-party/imgui/imgui.h"
#include "game/graphics/opengl_renderer/dma_helpers.h"
#include "game/graphics/opengl_renderer/tfrag/tfrag_common.h"
namespace {
/*!
* Does the next DMA transfer look like it could be the start of a 2D group?
*/
bool looks_like_2d_chunk_start(const DmaFollower& dma) {
return dma.current_tag().qwc == 1 && dma.current_tag().kind == DmaTag::Kind::CNT;
}
/*!
* Read the header. Asserts if it's bad.
* Returns the number of sprites.
* Advances 1 dma transfer
*/
u32 process_sprite_chunk_header(DmaFollower& dma) {
auto transfer = dma.read_and_advance();
// note that flg = true, this should use double buffering
bool ok = verify_unpack_with_stcycl(transfer, VifCode::Kind::UNPACK_V4_32, 4, 4, 1,
SpriteDataMem::Header, false, true);
assert(ok);
u32 header[4];
memcpy(header, transfer.data, 16);
assert(header[0] <= Sprite3::SPRITES_PER_CHUNK);
return header[0];
}
} // namespace
constexpr int SPRITE_RENDERER_MAX_SPRITES = 8000;
Sprite3::Sprite3(const std::string& name, BucketId my_id) : BucketRenderer(name, my_id) {
glGenBuffers(1, &m_ogl.vertex_buffer);
glGenVertexArrays(1, &m_ogl.vao);
glBindVertexArray(m_ogl.vao);
glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
auto verts = SPRITE_RENDERER_MAX_SPRITES * 4;
auto bytes = verts * sizeof(SpriteVertex3D);
glBufferData(GL_ARRAY_BUFFER, bytes, nullptr, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, // location 0 in the shader
4, // 4 floats per vert (w unused)
GL_FLOAT, // floats
GL_TRUE, // normalized, ignored,
sizeof(SpriteVertex3D), //
(void*)offsetof(SpriteVertex3D, xyz_sx) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1, // location 0 in the shader
4, // 4 color components
GL_FLOAT, // floats
GL_TRUE, // normalized, ignored,
sizeof(SpriteVertex3D), //
(void*)offsetof(SpriteVertex3D, quat_sy) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(2);
glVertexAttribPointer(
2, // location 0 in the shader
4, // 4 color components
GL_FLOAT, // floats
GL_TRUE, // normalized, ignored,
sizeof(SpriteVertex3D), //
(void*)offsetof(SpriteVertex3D, rgba) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(3);
glVertexAttribIPointer(
3, // location 0 in the shader
2, // 4 color components
GL_UNSIGNED_SHORT, // floats
sizeof(SpriteVertex3D), //
(void*)offsetof(SpriteVertex3D, flags_matrix) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(4);
glVertexAttribIPointer(
4, // location 0 in the shader
4, // 3 floats per vert
GL_UNSIGNED_SHORT, // floats
sizeof(SpriteVertex3D), //
(void*)offsetof(SpriteVertex3D, info) // offset in array (why is this a pointer...)
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
u32 idx_buffer_len = SPRITE_RENDERER_MAX_SPRITES * 5;
glGenBuffers(1, &m_ogl.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ogl.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_len * sizeof(u32), nullptr, GL_STREAM_DRAW);
glBindVertexArray(0);
m_vertices_3d.resize(verts);
m_index_buffer_data.resize(idx_buffer_len);
m_default_mode.disable_depth_write();
m_default_mode.set_depth_test(GsTest::ZTest::GEQUAL);
m_default_mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
m_default_mode.set_aref(38);
m_default_mode.set_alpha_test(DrawMode::AlphaTest::GEQUAL);
m_default_mode.set_alpha_fail(GsTest::AlphaFail::FB_ONLY);
m_default_mode.set_at(true);
m_default_mode.set_zt(true);
m_default_mode.set_ab(true);
m_current_mode = m_default_mode;
}
/*!
* Run the sprite distorter. Currently nothing uses sprite-distorter so this just skips through
* the table upload stuff that runs every frame, even if there are no sprites.
*/
void Sprite3::render_distorter(DmaFollower& dma,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
// Next thing should be the sprite-distorter setup
// m_direct_renderer.reset_state();
while (dma.current_tag().qwc != 7) {
dma.read_and_advance();
// m_direct_renderer.render_vif(direct_data.vif0(), direct_data.vif1(), direct_data.data,
// direct_data.size_bytes, render_state, prof);
}
// m_direct_renderer.flush_pending(render_state, prof);
auto sprite_distorter_direct_setup = dma.read_and_advance();
assert(sprite_distorter_direct_setup.vifcode0().kind == VifCode::Kind::NOP);
assert(sprite_distorter_direct_setup.vifcode1().kind == VifCode::Kind::DIRECT);
assert(sprite_distorter_direct_setup.vifcode1().immediate == 7);
memcpy(m_sprite_distorter_setup, sprite_distorter_direct_setup.data, 7 * 16);
// Next thing should be the sprite-distorter tables
auto sprite_distorter_tables = dma.read_and_advance();
assert(sprite_distorter_tables.size_bytes == 0x8b * 16);
assert(sprite_distorter_tables.vifcode0().kind == VifCode::Kind::STCYCL);
VifCodeStcycl distorter_table_transfer(sprite_distorter_tables.vifcode0());
assert(distorter_table_transfer.cl == 4);
assert(distorter_table_transfer.wl == 4);
// TODO: check unpack cmd (vif1)
// TODO: do something with the table
// next would be the program, but we don't have it.
// TODO: next is the sprite-distorter (currently not used)
}
/*!
* Handle DMA data that does the per-frame setup.
* This should get the dma chain immediately after the call to sprite-draw-distorters.
* It ends right before the sprite-add-matrix-data for the 3d's
*/
void Sprite3::handle_sprite_frame_setup(DmaFollower& dma) {
// first is some direct data
auto direct_data = dma.read_and_advance();
assert(direct_data.size_bytes == 3 * 16);
memcpy(m_sprite_direct_setup, direct_data.data, 3 * 16);
// next would be the program, but it's 0 size on the PC and isn't sent.
// next is the "frame data"
auto frame_data = dma.read_and_advance();
assert(frame_data.size_bytes == (int)sizeof(SpriteFrameData)); // very cool
assert(frame_data.vifcode0().kind == VifCode::Kind::STCYCL);
VifCodeStcycl frame_data_stcycl(frame_data.vifcode0());
assert(frame_data_stcycl.cl == 4);
assert(frame_data_stcycl.wl == 4);
assert(frame_data.vifcode1().kind == VifCode::Kind::UNPACK_V4_32);
VifCodeUnpack frame_data_unpack(frame_data.vifcode1());
assert(frame_data_unpack.addr_qw == SpriteDataMem::FrameData);
assert(frame_data_unpack.use_tops_flag == false);
memcpy(&m_frame_data, frame_data.data, sizeof(SpriteFrameData));
// next, a MSCALF.
auto mscalf = dma.read_and_advance();
assert(mscalf.size_bytes == 0);
assert(mscalf.vifcode0().kind == VifCode::Kind::MSCALF);
assert(mscalf.vifcode0().immediate == SpriteProgMem::Init);
assert(mscalf.vifcode1().kind == VifCode::Kind::FLUSHE);
// next base and offset
auto base_offset = dma.read_and_advance();
assert(base_offset.size_bytes == 0);
assert(base_offset.vifcode0().kind == VifCode::Kind::BASE);
assert(base_offset.vifcode0().immediate == SpriteDataMem::Buffer0);
assert(base_offset.vifcode1().kind == VifCode::Kind::OFFSET);
assert(base_offset.vifcode1().immediate == SpriteDataMem::Buffer1);
}
void Sprite3::render_3d(DmaFollower& dma) {
// one time matrix data
auto matrix_data = dma.read_and_advance();
assert(matrix_data.size_bytes == sizeof(Sprite3DMatrixData));
bool unpack_ok = verify_unpack_with_stcycl(matrix_data, VifCode::Kind::UNPACK_V4_32, 4, 4, 5,
SpriteDataMem::Matrix, false, false);
assert(unpack_ok);
static_assert(sizeof(m_3d_matrix_data) == 5 * 16);
memcpy(&m_3d_matrix_data, matrix_data.data, sizeof(m_3d_matrix_data));
// TODO
}
void Sprite3::render_2d_group0(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// opengl sprite frame setup
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hvdf_offset"),
1, m_3d_matrix_data.hvdf_offset.data());
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "pfog0"),
m_frame_data.pfog0);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "min_scale"),
m_frame_data.min_scale);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "max_scale"),
m_frame_data.max_scale);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "bonus"),
m_frame_data.bonus);
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hmge_scale"), 1,
m_frame_data.hmge_scale.data());
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "deg_to_rad"),
m_frame_data.deg_to_rad);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "inv_area"),
m_frame_data.inv_area);
glUniformMatrix4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "camera"),
1, GL_FALSE, m_3d_matrix_data.camera.data());
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "xy_array"), 8,
m_frame_data.xy_array[0].data());
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "xyz_array"), 4,
m_frame_data.xyz_array[0].data());
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "st_array"), 4,
m_frame_data.st_array[0].data());
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "basis_x"), 1,
m_frame_data.basis_x.data());
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "basis_y"), 1,
m_frame_data.basis_y.data());
u16 last_prog = -1;
while (looks_like_2d_chunk_start(dma)) {
m_debug_stats.blocks_2d_grp0++;
// 4 packets per chunk
// first is the header
u32 sprite_count = process_sprite_chunk_header(dma);
m_debug_stats.count_2d_grp0 += sprite_count;
// second is the vector data
u32 expected_vec_size = sizeof(SpriteVecData2d) * sprite_count;
auto vec_data = dma.read_and_advance();
assert(expected_vec_size <= sizeof(m_vec_data_2d));
unpack_to_no_stcycl(&m_vec_data_2d, vec_data, VifCode::Kind::UNPACK_V4_32, expected_vec_size,
SpriteDataMem::Vector, false, true);
// third is the adgif data
u32 expected_adgif_size = sizeof(AdGifData) * sprite_count;
auto adgif_data = dma.read_and_advance();
assert(expected_adgif_size <= sizeof(m_adgif));
unpack_to_no_stcycl(&m_adgif, adgif_data, VifCode::Kind::UNPACK_V4_32, expected_adgif_size,
SpriteDataMem::Adgif, false, true);
// fourth is the actual run!!!!!
auto run = dma.read_and_advance();
assert(run.vifcode0().kind == VifCode::Kind::NOP);
assert(run.vifcode1().kind == VifCode::Kind::MSCAL);
if (m_enabled) {
if (run.vifcode1().immediate != last_prog) {
// one-time setups and flushing
flush_sprites(render_state, prof, false);
}
if (run.vifcode1().immediate == SpriteProgMem::Sprites2dGrp0) {
if (m_2d_enable) {
do_block_common(SpriteMode::Mode2D, sprite_count, render_state, prof);
}
} else {
if (m_3d_enable) {
do_block_common(SpriteMode::Mode3D, sprite_count, render_state, prof);
}
}
last_prog = run.vifcode1().immediate;
}
}
}
void Sprite3::render_fake_shadow(DmaFollower& dma) {
// TODO
// nop + flushe
auto nop_flushe = dma.read_and_advance();
assert(nop_flushe.vifcode0().kind == VifCode::Kind::NOP);
assert(nop_flushe.vifcode1().kind == VifCode::Kind::FLUSHE);
}
/*!
* Handle DMA data for group1 2d's (HUD)
*/
void Sprite3::render_2d_group1(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// one time matrix data upload
auto mat_upload = dma.read_and_advance();
bool mat_ok = verify_unpack_with_stcycl(mat_upload, VifCode::Kind::UNPACK_V4_32, 4, 4, 80,
SpriteDataMem::Matrix, false, false);
assert(mat_ok);
assert(mat_upload.size_bytes == sizeof(m_hud_matrix_data));
memcpy(&m_hud_matrix_data, mat_upload.data, sizeof(m_hud_matrix_data));
// opengl sprite frame setup
glUniform4fv(
glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hud_hvdf_offset"), 1,
m_hud_matrix_data.hvdf_offset.data());
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hud_hvdf_user"),
75, m_hud_matrix_data.user_hvdf[0].data());
glUniformMatrix4fv(
glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hud_matrix"), 1,
GL_FALSE, m_hud_matrix_data.matrix.data());
// loop through chunks.
while (looks_like_2d_chunk_start(dma)) {
m_debug_stats.blocks_2d_grp1++;
// 4 packets per chunk
// first is the header
u32 sprite_count = process_sprite_chunk_header(dma);
m_debug_stats.count_2d_grp1 += sprite_count;
// second is the vector data
u32 expected_vec_size = sizeof(SpriteVecData2d) * sprite_count;
auto vec_data = dma.read_and_advance();
assert(expected_vec_size <= sizeof(m_vec_data_2d));
unpack_to_no_stcycl(&m_vec_data_2d, vec_data, VifCode::Kind::UNPACK_V4_32, expected_vec_size,
SpriteDataMem::Vector, false, true);
// third is the adgif data
u32 expected_adgif_size = sizeof(AdGifData) * sprite_count;
auto adgif_data = dma.read_and_advance();
assert(expected_adgif_size <= sizeof(m_adgif));
unpack_to_no_stcycl(&m_adgif, adgif_data, VifCode::Kind::UNPACK_V4_32, expected_adgif_size,
SpriteDataMem::Adgif, false, true);
// fourth is the actual run!!!!!
auto run = dma.read_and_advance();
assert(run.vifcode0().kind == VifCode::Kind::NOP);
assert(run.vifcode1().kind == VifCode::Kind::MSCAL);
assert(run.vifcode1().immediate == SpriteProgMem::Sprites2dHud);
if (m_enabled && m_2d_enable) {
do_block_common(SpriteMode::ModeHUD, sprite_count, render_state, prof);
}
}
}
void Sprite3::render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) {
m_debug_stats = {};
// First thing should be a NEXT with two nops. this is a jump from buckets to sprite data
auto data0 = dma.read_and_advance();
assert(data0.vif1() == 0);
assert(data0.vif0() == 0);
assert(data0.size_bytes == 0);
if (dma.current_tag().kind == DmaTag::Kind::CALL) {
// sprite renderer didn't run, let's just get out of here.
for (int i = 0; i < 4; i++) {
dma.read_and_advance();
}
assert(dma.current_tag_offset() == render_state->next_bucket);
return;
}
render_state->shaders[ShaderId::SPRITE3].activate();
// First is the distorter
{
auto child = prof.make_scoped_child("distorter");
render_distorter(dma, render_state, child);
}
// next, sprite frame setup.
handle_sprite_frame_setup(dma);
// 3d sprites
render_3d(dma);
// 2d draw
// m_sprite_renderer.reset_state();
{
auto child = prof.make_scoped_child("2d-group0");
render_2d_group0(dma, render_state, child);
flush_sprites(render_state, prof, false);
}
// shadow draw
render_fake_shadow(dma);
// 2d draw (HUD)
{
auto child = prof.make_scoped_child("2d-group1");
render_2d_group1(dma, render_state, child);
flush_sprites(render_state, prof, true);
}
// TODO finish this up.
// fmt::print("next bucket is 0x{}\n", render_state->next_bucket);
while (dma.current_tag_offset() != render_state->next_bucket) {
// auto tag = dma.current_tag();
// fmt::print("@ 0x{:x} tag: {}", dma.current_tag_offset(), tag.print());
auto data = dma.read_and_advance();
VifCode code(data.vif0());
// fmt::print(" vif: {}\n", code.print());
if (code.kind == VifCode::Kind::NOP) {
// fmt::print(" vif: {}\n", VifCode(data.vif1()).print());
}
}
}
void Sprite3::draw_debug_window() {
ImGui::Separator();
ImGui::Text("2D Group 0 (World) blocks: %d sprites: %d", m_debug_stats.blocks_2d_grp0,
m_debug_stats.count_2d_grp0);
ImGui::Text("2D Group 1 (HUD) blocks: %d sprites: %d", m_debug_stats.blocks_2d_grp1,
m_debug_stats.count_2d_grp1);
ImGui::Checkbox("Culling", &m_enable_culling);
ImGui::Checkbox("2d", &m_2d_enable);
ImGui::SameLine();
ImGui::Checkbox("3d", &m_3d_enable);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Render (for real)
void Sprite3::flush_sprites(SharedRenderState* render_state,
ScopedProfilerNode& prof,
bool double_draw) {
glBindVertexArray(m_ogl.vao);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(UINT32_MAX);
// upload vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, m_sprite_idx * sizeof(SpriteVertex3D) * 4, m_vertices_3d.data(),
GL_STREAM_DRAW);
// two passes through the buckets. first to build the index buffer
u32 idx_offset = 0;
for (auto& kv : m_sprite_buckets) {
memcpy(&m_index_buffer_data[idx_offset], kv.second.ids.data(),
kv.second.ids.size() * sizeof(u32));
kv.second.offset_in_idx_buffer = idx_offset;
idx_offset += kv.second.ids.size();
}
// now upload it
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ogl.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_offset * sizeof(u32), m_index_buffer_data.data(),
GL_STREAM_DRAW);
// now do draws!
for (auto& kv : m_sprite_buckets) {
u32 tbp = kv.first >> 32;
DrawMode mode;
mode.as_int() = kv.first & 0xffffffff;
TextureRecord* tex = nullptr;
tex = render_state->texture_pool->lookup(tbp);
if (!tex) {
fmt::print("Failed to find texture at {}, using random\n", tbp);
tex = render_state->texture_pool->get_random_texture();
}
assert(tex);
// first: do we need to load the texture?
if (!tex->on_gpu) {
render_state->texture_pool->upload_to_gpu(tex);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex->gpu_texture);
auto settings = setup_opengl_from_draw_mode(mode, GL_TEXTURE0, false);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_min"),
double_draw ? settings.aref_first : 0.016);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_max"),
10.f);
glUniform1i(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "tex_T0"), 0);
prof.add_draw_call();
prof.add_tri(2 * (kv.second.ids.size() / 5));
glDrawElements(GL_TRIANGLE_STRIP, kv.second.ids.size(), GL_UNSIGNED_INT,
(void*)(kv.second.offset_in_idx_buffer * sizeof(u32)));
if (double_draw) {
switch (settings.kind) {
case DoubleDrawKind::NONE:
break;
case DoubleDrawKind::AFAIL_NO_DEPTH_WRITE:
prof.add_draw_call();
prof.add_tri(2 * (kv.second.ids.size() / 5));
glUniform1f(
glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_min"),
-10.f);
glUniform1f(
glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "alpha_max"),
settings.aref_second);
glDepthMask(GL_FALSE);
glDrawElements(GL_TRIANGLE_STRIP, kv.second.ids.size(), GL_UNSIGNED_INT,
(void*)(kv.second.offset_in_idx_buffer * sizeof(u32)));
break;
default:
assert(false);
}
}
}
m_sprite_buckets.clear();
m_last_bucket_key = UINT64_MAX;
m_last_bucket = nullptr;
m_sprite_idx = 0;
glBindVertexArray(0);
}
void Sprite3::handle_tex0(u64 val,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
GsTex0 reg(val);
// update tbp
m_current_tbp = reg.tbp0();
m_current_mode.set_tcc(reg.tcc());
// tbw: assume they got it right
// psm: assume they got it right
// tw: assume they got it right
// th: assume they got it right
assert(reg.tfx() == GsTex0::TextureFunction::MODULATE);
assert(reg.psm() != GsTex0::PSM::PSMT4HH);
// cbp: assume they got it right
// cpsm: assume they got it right
// csm: assume they got it right
}
void Sprite3::handle_tex1(u64 val,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
GsTex1 reg(val);
m_current_mode.set_filt_enable(reg.mmag());
}
void Sprite3::handle_zbuf(u64 val,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
// note: we can basically ignore this. There's a single z buffer that's always configured the same
// way - 24-bit, at offset 448.
GsZbuf x(val);
assert(x.psm() == TextureFormat::PSMZ24);
assert(x.zbp() == 448);
m_current_mode.set_depth_write_enable(!x.zmsk());
}
void Sprite3::handle_clamp(u64 val,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
if (!(val == 0b101 || val == 0 || val == 1 || val == 0b100)) {
fmt::print("clamp: 0x{:x}\n", val);
assert(false);
}
m_current_mode.set_clamp_s_enable(val & 0b001);
m_current_mode.set_clamp_t_enable(val & 0b100);
}
void update_mode_from_alpha1(u64 val, DrawMode& mode) {
GsAlpha reg(val);
if (reg.a_mode() == GsAlpha::BlendMode::SOURCE && reg.b_mode() == GsAlpha::BlendMode::DEST &&
reg.c_mode() == GsAlpha::BlendMode::SOURCE && reg.d_mode() == GsAlpha::BlendMode::DEST) {
// (Cs - Cd) * As + Cd
// Cs * As + (1 - As) * Cd
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.c_mode() == GsAlpha::BlendMode::SOURCE &&
reg.d_mode() == GsAlpha::BlendMode::DEST) {
// (Cs - 0) * As + Cd
// Cs * As + (1) * CD
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_SRC_DST);
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.d_mode() == GsAlpha::BlendMode::DEST) {
assert(reg.fix() == 128);
// Cv = (Cs - 0) * FIX + Cd
// if fix = 128, it works out to 1.0
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_FIX_DST);
// src plus dest
} else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE &&
reg.b_mode() == GsAlpha::BlendMode::DEST &&
reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED &&
reg.d_mode() == GsAlpha::BlendMode::DEST) {
// Cv = (Cs - Cd) * FIX + Cd
assert(reg.fix() == 64);
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_FIX_DST);
}
else {
fmt::print("unsupported blend: a {} b {} c {} d {}\n", (int)reg.a_mode(), (int)reg.b_mode(),
(int)reg.c_mode(), (int)reg.d_mode());
mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
assert(false);
}
}
void Sprite3::handle_alpha(u64 val,
SharedRenderState* /*render_state*/,
ScopedProfilerNode& /*prof*/) {
update_mode_from_alpha1(val, m_current_mode);
}
void Sprite3::do_block_common(SpriteMode mode,
u32 count,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
m_current_mode = m_default_mode;
for (u32 sprite_idx = 0; sprite_idx < count; sprite_idx++) {
if (m_sprite_idx == SPRITE_RENDERER_MAX_SPRITES) {
flush_sprites(render_state, prof, mode == ModeHUD);
}
if (mode == Mode2D && render_state->has_camera_planes && m_enable_culling) {
// we can skip sprites that are out of view
// it's probably possible to do this for 3D as well.
auto bsphere = m_vec_data_2d[sprite_idx].xyz_sx;
bsphere.w() = std::max(bsphere.w(), m_vec_data_2d[sprite_idx].sy());
if (bsphere.w() == 0 || !sphere_in_view_ref(bsphere, render_state->camera_planes)) {
continue;
}
}
auto& adgif = m_adgif[sprite_idx];
handle_tex0(adgif.tex0_data, render_state, prof);
handle_tex1(adgif.tex1_data, render_state, prof);
if (GsRegisterAddress(adgif.clamp_addr) == GsRegisterAddress::ZBUF_1) {
handle_zbuf(adgif.clamp_data, render_state, prof);
} else {
handle_clamp(adgif.clamp_data, render_state, prof);
}
handle_alpha(adgif.alpha_data, render_state, prof);
u64 key = (((u64)m_current_tbp) << 32) | m_current_mode.as_int();
Bucket* bucket;
if (key == m_last_bucket_key) {
bucket = m_last_bucket;
} else {
bucket = &m_sprite_buckets[key];
}
u32 start_vtx_id = m_sprite_idx * 4;
bucket->ids.push_back(start_vtx_id);
bucket->ids.push_back(start_vtx_id + 1);
bucket->ids.push_back(start_vtx_id + 2);
bucket->ids.push_back(start_vtx_id + 3);
bucket->ids.push_back(UINT32_MAX);
auto& vert1 = m_vertices_3d.at(start_vtx_id + 0);
vert1.xyz_sx = m_vec_data_2d[sprite_idx].xyz_sx;
vert1.quat_sy = m_vec_data_2d[sprite_idx].flag_rot_sy;
vert1.rgba = m_vec_data_2d[sprite_idx].rgba / 255;
vert1.flags_matrix[0] = m_vec_data_2d[sprite_idx].flag();
vert1.flags_matrix[1] = m_vec_data_2d[sprite_idx].matrix();
vert1.info[0] = 0; // hack
vert1.info[1] = m_current_mode.get_tcc_enable();
vert1.info[2] = 0;
vert1.info[3] = mode;
m_vertices_3d.at(start_vtx_id + 1) = vert1;
m_vertices_3d.at(start_vtx_id + 2) = vert1;
m_vertices_3d.at(start_vtx_id + 3) = vert1;
m_vertices_3d.at(start_vtx_id + 1).info[2] = 1;
m_vertices_3d.at(start_vtx_id + 2).info[2] = 3;
m_vertices_3d.at(start_vtx_id + 3).info[2] = 2;
++m_sprite_idx;
}
}

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@ -0,0 +1,103 @@
#pragma once
#include "game/graphics/opengl_renderer/BucketRenderer.h"
#include "game/graphics/opengl_renderer/DirectRenderer.h"
#include "common/dma/gs.h"
#include "common/math/Vector.h"
#include "game/graphics/opengl_renderer/sprite_common.h"
#include "game/graphics/opengl_renderer/tfrag/tfrag_common.h"
#include <map>
class Sprite3 : public BucketRenderer {
public:
Sprite3(const std::string& name, BucketId my_id);
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
void draw_debug_window() override;
static constexpr int SPRITES_PER_CHUNK = 48;
private:
void render_distorter(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof);
void handle_sprite_frame_setup(DmaFollower& dma);
void render_3d(DmaFollower& dma);
void render_2d_group0(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof);
void render_fake_shadow(DmaFollower& dma);
void render_2d_group1(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof);
enum SpriteMode { Mode2D = 1, ModeHUD = 2, Mode3D = 3 };
void do_block_common(SpriteMode mode,
u32 count,
SharedRenderState* render_state,
ScopedProfilerNode& prof);
void handle_tex0(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
void handle_tex1(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
// void handle_mip(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
void handle_zbuf(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
void handle_clamp(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
void handle_alpha(u64 val, SharedRenderState* render_state, ScopedProfilerNode& prof);
void flush_sprites(SharedRenderState* render_state, ScopedProfilerNode& prof, bool double_draw);
u8 m_sprite_distorter_setup[7 * 16]; // direct data
u8 m_sprite_direct_setup[3 * 16];
SpriteFrameData m_frame_data; // qwa: 980
Sprite3DMatrixData m_3d_matrix_data;
SpriteHudMatrixData m_hud_matrix_data;
SpriteVecData2d m_vec_data_2d[SPRITES_PER_CHUNK];
AdGifData m_adgif[SPRITES_PER_CHUNK];
struct DebugStats {
int blocks_2d_grp0 = 0;
int count_2d_grp0 = 0;
int blocks_2d_grp1 = 0;
int count_2d_grp1 = 0;
} m_debug_stats;
bool m_enable_culling = true;
bool m_2d_enable = true;
bool m_3d_enable = true;
struct SpriteVertex3D {
math::Vector4f xyz_sx; // position + x scale
math::Vector4f quat_sy; // quaternion + y scale
math::Vector4f rgba; // color
math::Vector<u16, 2> flags_matrix; // flags + matrix... split
math::Vector<u16, 4> info;
math::Vector<u8, 4> pad;
};
static_assert(sizeof(SpriteVertex3D) == 64);
std::vector<SpriteVertex3D> m_vertices_3d;
struct {
GLuint vertex_buffer;
GLuint vao;
GLuint index_buffer;
} m_ogl;
DrawMode m_current_mode, m_default_mode;
u32 m_current_tbp = 0;
struct Bucket {
std::vector<u32> ids;
u32 offset_in_idx_buffer = 0;
};
std::map<u64, Bucket> m_sprite_buckets;
u64 m_last_bucket_key = UINT64_MAX;
Bucket* m_last_bucket = nullptr;
u64 m_sprite_idx = 0;
std::vector<u32> m_index_buffer_data;
};

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@ -4,145 +4,7 @@
#include "game/graphics/opengl_renderer/DirectRenderer.h"
#include "common/dma/gs.h"
#include "common/math/Vector.h"
using math::Matrix4f;
using math::Vector4f;
/*!
* GOAL sprite-frame-data, all the data that's uploaded once per frame for the sprite system.
*/
struct SpriteFrameData {
Vector4f xy_array[8];
Vector4f st_array[4];
Vector4f xyz_array[4];
Vector4f hmge_scale;
float pfog0;
float deg_to_rad;
float min_scale;
float inv_area;
GifTag adgif_giftag;
GifTag sprite_2d_giftag;
GifTag sprite_2d_giftag2;
Vector4f sincos[5];
Vector4f basis_x;
Vector4f basis_y;
GifTag sprite_3d_giftag;
AdGifData screen_shader;
GifTag clipped_giftag;
Vector4f inv_hmge_scale;
Vector4f stq_offset;
Vector4f stq_scale;
Vector4f rgba_plain;
GifTag warp_giftag;
float fog_min;
float fog_max;
float max_scale;
float bonus;
};
/*!
* "Matrix Data" for 3D sprites. This is shared for all 3D sprites
*/
struct Sprite3DMatrixData {
Matrix4f camera;
Vector4f hvdf_offset;
};
/*!
* "Matrix Data" for 2D screen space sprites. These are shared for all 2D HUD sprites
*/
struct SpriteHudMatrixData {
Matrix4f matrix;
// the "matrix" field is an index into these 76 quadwords
Vector4f hvdf_offset;
Vector4f user_hvdf[75];
};
/*!
* The "vector data" (sprite-vec-data-2d). Each sprite has its own vector data.
*/
struct SpriteVecData2d {
Vector4f xyz_sx; // position + x scale
Vector4f flag_rot_sy; // flags, rotation, and scale y
Vector4f rgba; // color
float sx() const { return xyz_sx.w(); }
// for HUD, this is the hvdf offset index
s32 flag() {
s32 result;
memcpy(&result, &flag_rot_sy.x(), sizeof(s32));
return result;
}
// unused for HUD
s32 matrix() {
s32 result;
memcpy(&result, &flag_rot_sy.y(), sizeof(s32));
return result;
}
// rotation in degrees
float rot() const { return flag_rot_sy.z(); }
// scale y.
float sy() const { return flag_rot_sy.w(); }
};
static_assert(sizeof(SpriteVecData2d) == 48);
/*!
* The layout of VU1 data memory, in quadword addresses
* The lower 800 qw's hold two buffers for double buffering drawing/loading.
*/
enum SpriteDataMem {
// these three can have an offset of 0 or 400 depending on which buffer
Header = 0, // number of sprites (updated per chunk)
Vector = 1, // vector data (updated per chunk)
Adgif = 145, // adgifs (updated per chunk)
// offset of first buffer
Buffer0 = 0,
// offset of second buffer
Buffer1 = 400,
GiftagBuilding = 800, // used to store gs packets for xgkicking
// matrix data (different depending on group)
Matrix = 900,
// frame data (same for the whole frame)
FrameData = 980
};
/*!
* The GS packet built by the sprite renderer.
*/
struct SpriteHud2DPacket {
GifTag adgif_giftag; // starts the adgif shader. 0
AdGifData user_adgif; // the adgif shader 16
GifTag sprite_giftag; // 96
math::Vector<s32, 4> color;
Vector4f st0;
math::Vector<s32, 4> xy0;
Vector4f st1;
math::Vector<s32, 4> xy1;
Vector4f st2;
math::Vector<s32, 4> xy2;
Vector4f st3;
math::Vector<s32, 4> xy3;
};
/*!
* The layout of VU1 code memory
*/
enum SpriteProgMem {
Init = 0, // the sprite initialization program. runs once per frame.
Sprites2dGrp0 = 3, // world space 2d sprites
Sprites2dHud = 109, // hud sprites
Sprites3d = 211 // 3d sprites
};
static_assert(offsetof(SpriteFrameData, hmge_scale) == 256);
static_assert(sizeof(SpriteFrameData) == 0x290, "SpriteFrameData size");
#include "game/graphics/opengl_renderer/sprite_common.h"
class SpriteRenderer : public BucketRenderer {
public:

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@ -0,0 +1,50 @@
#version 430 core
out vec4 color;
in flat vec4 fragment_color;
in vec3 tex_coord;
in flat uvec2 tex_info;
uniform sampler2D tex_T0;
uniform float alpha_min;
uniform float alpha_max;
void main() {
vec4 T0 = texture(tex_T0, tex_coord.xy);
if (tex_info.y == 0) {
T0.w = 1.0;
}
color = fragment_color * T0 * 2.0;
if (color.a < alpha_min) {
discard;
}
if (color.a > alpha_max) {
discard;
}
}
//out vec4 color;
//
//in flat vec4 fragment_color;
//in vec3 tex_coord;
//in flat uvec2 tex_info;
//
//uniform sampler2D tex_T0;
//
//
//void main() {
// vec4 T0 = texture(tex_T0, tex_coord.xy);
// if (tex_info.y == 0) {
// T0.w = 1.0;
// }
// vec4 tex_color = fragment_color * T0 * 2.0;
// if (tex_color.a < 0.016) {
// discard;
// }
// color = tex_color;
//}

View file

@ -0,0 +1,178 @@
#version 430 core
layout (location = 0) in vec4 xyz_sx;
layout (location = 1) in vec4 quat_sy;
layout (location = 2) in vec4 rgba;
layout (location = 3) in uvec2 flags_matrix;
layout (location = 4) in uvec4 tex_info_in;
uniform vec4 hvdf_offset;
uniform mat4 camera;
uniform mat4 hud_matrix;
uniform vec4 hud_hvdf_offset;
uniform vec4 hud_hvdf_user[75];
uniform float pfog0;
uniform float min_scale;
uniform float max_scale;
uniform float bonus;
uniform float deg_to_rad;
uniform float inv_area;
uniform vec4 basis_x;
uniform vec4 basis_y;
uniform vec4 hmge_scale;
uniform vec4 xy_array[8];
uniform vec4 xyz_array[4];
uniform vec4 st_array[4];
out flat vec4 fragment_color;
out vec3 tex_coord;
out flat uvec2 tex_info;
vec4 matrix_transform(mat4 mtx, vec3 pt) {
return mtx[3]
+ mtx[0] * pt.x
+ mtx[1] * pt.y
+ mtx[2] * pt.z;
}
mat3 sprite_quat_to_rot(vec3 quat) {
mat3 result;
float qr = sqrt(abs(1.0 - (quat.x * quat.x + quat.y * quat.y + quat.z * quat.z)));
result[0][0] = 1.0 - 2.0 * (quat.y * quat.y + quat.z * quat.z);
result[1][0] = 2.0 * (quat.x * quat.y - quat.z * qr);
result[2][0] = 2.0 * (quat.x * quat.z + quat.y * qr);
result[0][1] = 2.0 * (quat.x * quat.y + quat.z * qr);
result[1][1] = 1.0 - 2.0 * (quat.x * quat.x + quat.z * quat.z);
result[2][1] = 2.0 * (quat.y * quat.z - quat.x * qr);
result[0][2] = 2.0 * (quat.x * quat.z - quat.y * qr);
result[1][2] = 2.0 * (quat.y * quat.z + quat.x * qr);
result[2][2] = 1.0 - 2.0 * (quat.x * quat.x + quat.y * quat.y);
return result;
}
vec4 sprite_transform2(vec3 root, vec4 off, mat3 sprite_rot, float sx, float sy) {
vec3 pos = root;
vec3 offset = sprite_rot[0] * off.x * sx + sprite_rot[1] * off.y + sprite_rot[2] * off.z * sy;
pos += offset;
vec4 transformed_pos = -matrix_transform(camera, pos);
float Q = pfog0 / transformed_pos.w;
transformed_pos.xyz *= Q;
transformed_pos.xyz += hvdf_offset.xyz;
return transformed_pos;
}
void main() {
// STEP 1: UNPACK DATA AND CREATE READABLE VARIABLES
vec3 position = xyz_sx.xyz;
float sx = xyz_sx.w;
float sy = quat_sy.w;
fragment_color = rgba;
uint vert_id = tex_info_in.z;
uint rendermode = tex_info_in.w; // 2D, HUD, 3D
vec3 quat = quat_sy.xyz;
uint matrix = flags_matrix.y;
vec4 transformed;
// STEP 2: perspective transform for distance
vec4 transformed_pos_vf02 = matrix_transform(rendermode == 2 ? hud_matrix : camera, position);
float Q = pfog0 / transformed_pos_vf02.w;
// STEP 3: fade out sprite!
vec4 scales_vf01 = xyz_sx; // now used for something else.
scales_vf01.z = sy; // start building the scale vector
scales_vf01.zw *= Q; // sy sx
scales_vf01.x = scales_vf01.z; // = sy
scales_vf01.x *= scales_vf01.w; // x = sx * sy
scales_vf01.x *= inv_area; // x = sx * sy * inv_area (area ratio)
fragment_color.w *= min(scales_vf01.x, 1.0); // is this right? doesn't this stall??
// STEP 4: actual vertex transformation
if (rendermode == 3) { // 3D sprites
mat3 rot = sprite_quat_to_rot(quat);
transformed = sprite_transform2(position, xyz_array[vert_id], rot, sx, sy);
} else if (rendermode == 1) { // 2D sprites
transformed_pos_vf02.xyz *= Q;
vec4 offset_pos_vf10 = transformed_pos_vf02 + hvdf_offset;
/* transformed_pos_vf02.w = offset_pos_vf10.w - fog_max;
int fge = matrix == 0;
if (transformed_pos_vf02.w != 0) {
fge = false;
} */
scales_vf01.z = min(max(scales_vf01.z, min_scale), max_scale);
scales_vf01.w = min(max(scales_vf01.w, min_scale), max_scale);
quat.z *= deg_to_rad;
float sp_sin = sin(quat.z);
float sp_cos = cos(quat.z);
vec4 xy0_vf19 = xy_array[vert_id + flags_matrix.x];
vec4 vf12_rotated = (basis_x * sp_cos) - (basis_y * sp_sin);
vec4 vf13_rotated_trans = (basis_x * sp_sin) + (basis_y * sp_cos);
vf12_rotated *= scales_vf01.w;
vf13_rotated_trans *= scales_vf01.z;
transformed = offset_pos_vf10 + vf12_rotated * xy0_vf19.x + vf13_rotated_trans * xy0_vf19.y;
} else if (rendermode == 2) { // hud sprites
transformed_pos_vf02.xyz *= Q;
vec4 offset_pos_vf10 = transformed_pos_vf02 + (matrix == 0 ? hud_hvdf_offset : hud_hvdf_user[matrix - 1]);
scales_vf01.z = min(max(scales_vf01.z, min_scale), max_scale);
scales_vf01.w = min(max(scales_vf01.w, min_scale), max_scale);
quat.z *= deg_to_rad;
float sp_sin = sin(quat.z);
float sp_cos = cos(quat.z);
vec4 xy0_vf19 = xy_array[vert_id + flags_matrix.x];
vec4 vf12_rotated = (basis_x * sp_cos) - (basis_y * sp_sin);
vec4 vf13_rotated_trans = (basis_x * sp_sin) + (basis_y * sp_cos);
vf12_rotated *= scales_vf01.w;
vf13_rotated_trans *= scales_vf01.z;
transformed = offset_pos_vf10 + vf12_rotated * xy0_vf19.x + vf13_rotated_trans * xy0_vf19.y;
}
tex_coord = st_array[vert_id].xyz;
// STEP 5: final adjustments
// correct xy offset
transformed.xy -= (2048.);
// correct z scale
transformed.z /= (8388608);
transformed.z -= 1;
// correct xy scale
transformed.x /= (256);
transformed.y /= -(128);
// hack
transformed.xyz *= transformed.w;
gl_Position = transformed;
// scissoring area adjust
gl_Position.y *= 512.0/448.0;
fragment_color.w *= 2;
tex_info = tex_info_in.xy;
}

View file

@ -0,0 +1,145 @@
#pragma once
#include "game/graphics/opengl_renderer/BucketRenderer.h"
#include "game/graphics/opengl_renderer/DirectRenderer.h"
#include "common/dma/gs.h"
#include "common/math/Vector.h"
using math::Matrix4f;
using math::Vector4f;
/*!
* GOAL sprite-frame-data, all the data that's uploaded once per frame for the sprite system.
*/
struct SpriteFrameData {
Vector4f xy_array[8];
Vector4f st_array[4];
Vector4f xyz_array[4];
Vector4f hmge_scale;
float pfog0;
float deg_to_rad;
float min_scale;
float inv_area;
GifTag adgif_giftag;
GifTag sprite_2d_giftag;
GifTag sprite_2d_giftag2;
Vector4f sincos[5];
Vector4f basis_x;
Vector4f basis_y;
GifTag sprite_3d_giftag;
AdGifData screen_shader;
GifTag clipped_giftag;
Vector4f inv_hmge_scale;
Vector4f stq_offset;
Vector4f stq_scale;
Vector4f rgba_plain;
GifTag warp_giftag;
float fog_min;
float fog_max;
float max_scale;
float bonus;
};
/*!
* "Matrix Data" for 3D sprites. This is shared for all 3D sprites
*/
struct Sprite3DMatrixData {
Matrix4f camera;
Vector4f hvdf_offset;
};
/*!
* "Matrix Data" for 2D screen space sprites. These are shared for all 2D HUD sprites
*/
struct SpriteHudMatrixData {
Matrix4f matrix;
// the "matrix" field is an index into these 76 quadwords
Vector4f hvdf_offset;
Vector4f user_hvdf[75];
};
/*!
* The "vector data" (sprite-vec-data-2d). Each sprite has its own vector data.
*/
struct SpriteVecData2d {
Vector4f xyz_sx; // position + x scale
Vector4f flag_rot_sy; // flags, rotation, and scale y
Vector4f rgba; // color
float sx() const { return xyz_sx.w(); }
// for HUD, this is the hvdf offset index
s32 flag() {
s32 result;
memcpy(&result, &flag_rot_sy.x(), sizeof(s32));
return result;
}
// unused for HUD
s32 matrix() {
s32 result;
memcpy(&result, &flag_rot_sy.y(), sizeof(s32));
return result;
}
// rotation in degrees
float rot() const { return flag_rot_sy.z(); }
// scale y.
float sy() const { return flag_rot_sy.w(); }
};
static_assert(sizeof(SpriteVecData2d) == 48);
/*!
* The layout of VU1 data memory, in quadword addresses
* The lower 800 qw's hold two buffers for double buffering drawing/loading.
*/
enum SpriteDataMem {
// these three can have an offset of 0 or 400 depending on which buffer
Header = 0, // number of sprites (updated per chunk)
Vector = 1, // vector data (updated per chunk)
Adgif = 145, // adgifs (updated per chunk)
// offset of first buffer
Buffer0 = 0,
// offset of second buffer
Buffer1 = 400,
GiftagBuilding = 800, // used to store gs packets for xgkicking
// matrix data (different depending on group)
Matrix = 900,
// frame data (same for the whole frame)
FrameData = 980
};
/*!
* The GS packet built by the sprite renderer.
*/
struct SpriteHud2DPacket {
GifTag adgif_giftag; // starts the adgif shader. 0
AdGifData user_adgif; // the adgif shader 16
GifTag sprite_giftag; // 96
math::Vector<s32, 4> color;
Vector4f st0;
math::Vector<s32, 4> xy0;
Vector4f st1;
math::Vector<s32, 4> xy1;
Vector4f st2;
math::Vector<s32, 4> xy2;
Vector4f st3;
math::Vector<s32, 4> xy3;
};
/*!
* The layout of VU1 code memory
*/
enum SpriteProgMem {
Init = 0, // the sprite initialization program. runs once per frame.
Sprites2dGrp0 = 3, // world space 2d sprites
Sprites2dHud = 109, // hud sprites
Sprites3d = 211 // 3d sprites
};
static_assert(offsetof(SpriteFrameData, hmge_scale) == 256);
static_assert(sizeof(SpriteFrameData) == 0x290, "SpriteFrameData size");

View file

@ -278,7 +278,7 @@ void Tfrag3::render_tree(const TfragRenderSettings& settings,
}
glBindTexture(GL_TEXTURE_2D, m_textures.at(draw.tree_tex_id));
auto double_draw = setup_tfrag_shader(settings, render_state, draw.mode);
auto double_draw = setup_tfrag_shader(render_state, draw.mode);
tree.tris_this_frame += draw.num_triangles;
tree.draws_this_frame++;
int draw_size = indices.second - indices.first;
@ -298,7 +298,7 @@ void Tfrag3::render_tree(const TfragRenderSettings& settings,
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_min"),
-10.f);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_max"),
double_draw.aref);
double_draw.aref_second);
glDepthMask(GL_FALSE);
glDrawElements(GL_TRIANGLE_STRIP, draw_size, GL_UNSIGNED_INT, (void*)offset);
break;

View file

@ -531,7 +531,7 @@ void Tie3::render_tree_wind(int idx,
glBindTexture(GL_TEXTURE_2D, m_textures.at(draw.tree_tex_id));
last_texture = draw.tree_tex_id;
}
auto double_draw = setup_tfrag_shader(settings, render_state, draw.mode);
auto double_draw = setup_tfrag_shader(render_state, draw.mode);
int off = 0;
for (auto& grp : draw.instance_groups) {
@ -569,7 +569,7 @@ void Tie3::render_tree_wind(int idx,
-10.f);
glUniform1f(
glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_max"),
double_draw.aref);
double_draw.aref_second);
glDepthMask(GL_FALSE);
glDrawElements(GL_TRIANGLE_STRIP, draw.vertex_index_stream.size(), GL_UNSIGNED_INT,
(void*)0);
@ -663,7 +663,7 @@ void Tie3::render_tree(int idx,
last_texture = draw.tree_tex_id;
}
auto double_draw = setup_tfrag_shader(settings, render_state, draw.mode);
auto double_draw = setup_tfrag_shader(render_state, draw.mode);
int draw_size = indices.second - indices.first;
void* offset = (void*)(indices.first * sizeof(u32));
@ -694,7 +694,7 @@ void Tie3::render_tree(int idx,
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_min"),
-10.f);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_max"),
double_draw.aref);
double_draw.aref_second);
glDepthMask(GL_FALSE);
glDrawElements(GL_TRIANGLE_STRIP, draw_size, GL_UNSIGNED_INT, (void*)offset);
break;

View file

@ -6,10 +6,8 @@
#include <immintrin.h>
DoubleDraw setup_tfrag_shader(const TfragRenderSettings& /*settings*/,
SharedRenderState* render_state,
DrawMode mode) {
glActiveTexture(GL_TEXTURE0);
DoubleDraw setup_opengl_from_draw_mode(DrawMode mode, u32 tex_unit, bool mipmap) {
glActiveTexture(tex_unit);
if (mode.get_zt_enable()) {
glEnable(GL_DEPTH_TEST);
@ -72,7 +70,8 @@ DoubleDraw setup_tfrag_shader(const TfragRenderSettings& /*settings*/,
}
if (mode.get_filt_enable()) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -97,7 +96,7 @@ DoubleDraw setup_tfrag_shader(const TfragRenderSettings& /*settings*/,
case GsTest::AlphaFail::FB_ONLY:
// darn, we need to draw twice
double_draw.kind = DoubleDrawKind::AFAIL_NO_DEPTH_WRITE;
double_draw.aref = alpha_min;
double_draw.aref_second = alpha_min;
break;
default:
assert(false);
@ -120,13 +119,17 @@ DoubleDraw setup_tfrag_shader(const TfragRenderSettings& /*settings*/,
} else {
glDepthMask(GL_FALSE);
}
double_draw.aref_first = alpha_min;
return double_draw;
}
DoubleDraw setup_tfrag_shader(SharedRenderState* render_state, DrawMode mode) {
auto draw_settings = setup_opengl_from_draw_mode(mode, GL_TEXTURE0, true);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_min"),
alpha_min);
draw_settings.aref_first);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::TFRAG3].id(), "alpha_max"),
10.f);
return double_draw;
return draw_settings;
}
void first_tfrag_draw_setup(const TfragRenderSettings& settings, SharedRenderState* render_state) {

View file

@ -19,12 +19,13 @@ enum class DoubleDrawKind { NONE, AFAIL_NO_DEPTH_WRITE };
struct DoubleDraw {
DoubleDrawKind kind = DoubleDrawKind::NONE;
float aref = 0.;
float aref_first = 0.;
float aref_second = 0.;
};
DoubleDraw setup_tfrag_shader(const TfragRenderSettings& /*settings*/,
SharedRenderState* render_state,
DrawMode mode);
DoubleDraw setup_tfrag_shader(SharedRenderState* render_state, DrawMode mode);
DoubleDraw setup_opengl_from_draw_mode(DrawMode mode, u32 tex_unit, bool mipmap);
void first_tfrag_draw_setup(const TfragRenderSettings& settings, SharedRenderState* render_state);
void interp_time_of_day_slow(const float weights[8],
const std::vector<tfrag3::TimeOfDayColor>& in,

View file

@ -307,14 +307,18 @@ void LoadDGOTest() {
void load_and_link_dgo(u64 name_gstr, u64 heap_info, u64 flag, u64 buffer_size) {
auto name = Ptr<char>(name_gstr + 4).c();
auto heap = Ptr<kheapinfo>(heap_info);
load_and_link_dgo_from_c(name, heap, flag, buffer_size);
load_and_link_dgo_from_c(name, heap, flag, buffer_size, false);
}
/*!
* Load and link a DGO file.
* This does not use the mutli-threaded linker and will block until the entire file is done.e
*/
void load_and_link_dgo_from_c(const char* name, Ptr<kheapinfo> heap, u32 linkFlag, s32 bufferSize) {
void load_and_link_dgo_from_c(const char* name,
Ptr<kheapinfo> heap,
u32 linkFlag,
s32 bufferSize,
bool jump_from_c_to_goal) {
lg::debug("[Load and Link DGO From C] {}", name);
u32 oldShowStall = sShowStallMsg;
@ -365,8 +369,8 @@ void load_and_link_dgo_from_c(const char* name, Ptr<kheapinfo> heap, u32 linkFla
char objName[64];
strcpy(objName, (dgoObj + 4).cast<char>().c()); // name from dgo object header
lg::debug("[link and exec] {:18s} {} {:6d} heap-use {:8d} {:8d}", objName, lastObjectLoaded,
objSize, kheapused(kglobalheap), kheapused(kdebugheap));
link_and_exec(obj, objName, objSize, heap, linkFlag); // link now!
objSize, kheapused(kglobalheap), kdebugheap.offset ? kheapused(kdebugheap) : 0);
link_and_exec(obj, objName, objSize, heap, linkFlag, jump_from_c_to_goal); // link now!
// inform IOP we are done
if (!lastObjectLoaded) {

View file

@ -12,7 +12,11 @@
void kdgo_init_globals();
u32 InitRPC();
void load_and_link_dgo_from_c(const char* name, Ptr<kheapinfo> heap, u32 linkFlag, s32 bufferSize);
void load_and_link_dgo_from_c(const char* name,
Ptr<kheapinfo> heap,
u32 linkFlag,
s32 bufferSize,
bool jump_from_c_to_goal);
void load_and_link_dgo(u64 name_gstr, u64 heap_info, u64 flag, u64 buffer_size);
void StopIOP();

View file

@ -770,7 +770,7 @@ uint32_t link_control::work_v2() {
/*!
* Complete linking. This will execute the top-level code for v3 object files, if requested.
*/
void link_control::finish() {
void link_control::finish(bool jump_from_c_to_goal) {
CacheFlush(m_code_start.c(), m_code_size);
auto old_debug_segment = DebugSegment;
if (m_keep_debug) {
@ -793,7 +793,12 @@ void link_control::finish() {
// execute top level!
if (m_entry.offset && (m_flags & LINK_FLAG_EXECUTE)) {
call_goal(m_entry.cast<Function>(), 0, 0, 0, s7.offset, g_ee_main_mem);
if (jump_from_c_to_goal) {
u64 goal_stack = u64(g_ee_main_mem) + EE_MAIN_MEM_SIZE - 8;
call_goal_on_stack(m_entry.cast<Function>(), goal_stack, s7.offset, g_ee_main_mem);
} else {
call_goal(m_entry.cast<Function>(), 0, 0, 0, s7.offset, g_ee_main_mem);
}
}
// inform compiler that we loaded.
@ -825,14 +830,15 @@ Ptr<uint8_t> link_and_exec(Ptr<uint8_t> data,
const char* name,
int32_t size,
Ptr<kheapinfo> heap,
uint32_t flags) {
uint32_t flags,
bool jump_from_c_to_goal) {
link_control lc;
lc.begin(data, name, size, heap, flags);
uint32_t done;
do {
done = lc.work();
} while (!done);
lc.finish();
lc.finish(jump_from_c_to_goal);
return lc.m_entry;
}
@ -842,7 +848,7 @@ Ptr<uint8_t> link_and_exec(Ptr<uint8_t> data,
u64 link_and_exec_wrapper(u64* args) {
// data, name, size, heap, flags
return link_and_exec(Ptr<u8>(args[0]), Ptr<char>(args[1]).c(), args[2], Ptr<kheapinfo>(args[3]),
args[4])
args[4], false)
.offset;
}
@ -858,7 +864,8 @@ uint64_t link_begin(u64* args) {
auto work_result = saved_link_control.work();
// if we managed to finish in one shot, take care of calling finish
if (work_result) {
saved_link_control.finish();
// called from goal
saved_link_control.finish(false);
}
return work_result != 0;
@ -870,7 +877,8 @@ uint64_t link_begin(u64* args) {
uint64_t link_resume() {
auto work_result = saved_link_control.work();
if (work_result) {
saved_link_control.finish();
// called from goal
saved_link_control.finish(false);
}
return work_result != 0;
}

View file

@ -52,7 +52,7 @@ struct link_control {
uint32_t work();
uint32_t work_v3();
uint32_t work_v2();
void finish();
void finish(bool jump_from_c_to_goal);
void reset() {
m_object_data.offset = 0;
@ -97,7 +97,8 @@ Ptr<uint8_t> link_and_exec(Ptr<uint8_t> data,
const char* name,
int32_t size,
Ptr<kheapinfo> heap,
uint32_t flags);
uint32_t flags,
bool jump_from_c_to_goal);
uint64_t link_begin(u64* args);

View file

@ -151,8 +151,9 @@ void ProcessListenerMessage(Ptr<char> msg) {
// this setup allows listener function execution to clean up after itself.
// we have added the LINK_FLAG_OUTPUT_LOAD
// jump from c to goal because this is called from the C++ stack.
ListenerFunction->value = link_and_exec(buffer, "*listener*", 0, kdebugheap,
LINK_FLAG_FORCE_DEBUG | LINK_FLAG_OUTPUT_LOAD)
LINK_FLAG_FORCE_DEBUG | LINK_FLAG_OUTPUT_LOAD, true)
.offset;
return; // don't ack yet, this will happen after the function runs.
} break;

View file

@ -857,7 +857,7 @@ void InitMachineScheme() {
*EnableMethodSet = (*EnableMethodSet) + 1;
load_and_link_dgo_from_c("game", kglobalheap,
LINK_FLAG_OUTPUT_LOAD | LINK_FLAG_EXECUTE | LINK_FLAG_PRINT_LOGIN,
0x400000);
0x400000, true);
*EnableMethodSet = (*EnableMethodSet) - 1;
kernel_packages->value =

View file

@ -2013,7 +2013,7 @@ s32 InitHeapAndSymbol() {
method_set_symbol->value++;
load_and_link_dgo_from_c("kernel", kglobalheap,
LINK_FLAG_OUTPUT_LOAD | LINK_FLAG_EXECUTE | LINK_FLAG_PRINT_LOGIN,
0x400000);
0x400000, true);
method_set_symbol->value--;
// check the kernel version!
@ -2134,7 +2134,7 @@ s64 load_and_link(const char* filename, char* decode_name, kheapinfo* heap, u32
s32 sz;
auto rv = FileLoad(decode_name, make_ptr(heap), Ptr<u8>(0), KMALLOC_ALIGN_64, &sz);
if (((s32)rv.offset) > -1) {
return (s32)link_and_exec(rv, decode_name, sz, make_ptr(heap), flags).offset;
return (s32)link_and_exec(rv, decode_name, sz, make_ptr(heap), flags, false).offset;
}
return (s32)rv.offset;
}

View file

@ -289,6 +289,12 @@ u32 exec_runtime(int argc, char** argv) {
}
}
// initialize graphics first - the EE code will upload textures during boot and we
// want the graphics system to catch them.
if (enable_display) {
Gfx::Init();
}
// step 1: sce library prep
iop::LIBRARY_INIT();
ee::LIBRARY_INIT_sceCd();
@ -317,7 +323,6 @@ u32 exec_runtime(int argc, char** argv) {
// TODO relegate this to its own function
// TODO also sync this up with how the game actually renders things (this is just a placeholder)
if (enable_display) {
Gfx::Init();
Gfx::Loop([]() { return !MasterExit; });
Gfx::Exit();
}

View file

@ -791,70 +791,52 @@
;; special case for blue eco magnet effect
(when (= kind (pickup-type eco-blue))
(when (= eco-lev 0.0) ;; old level was 0, we just got our first piece of eco
(when (= eco-lev 0.0)
(let ((s5-1 (-> obj process)))
(let* ((s3-5 (get-process *default-dead-pool* touch-tracker #x4000))
(s4-3 (when s3-5
;; interestingly, this uses the activate method of touch-tracker, not process.
(let ((t9-28 (method-of-type touch-tracker activate)))
(t9-28 (the-as touch-tracker s3-5) s5-1 'touch-tracker (the-as pointer #x70004000))
)
(run-now-in-process s3-5 touch-tracker-init (-> s5-1 root trans) (-> *FACT-bank* suck-bounce-dist) 300)
(-> s3-5 ppointer)
)
(s4-3
(when s3-5
(let ((t9-28 (method-of-type touch-tracker activate)))
(t9-28 (the-as touch-tracker s3-5) s5-1 'touch-tracker (the-as pointer #x70004000))
)
(run-now-in-process s3-5 touch-tracker-init (-> s5-1 root trans) (-> *FACT-bank* suck-bounce-dist) 300)
(-> s3-5 ppointer)
)
)
)
;; send the touch tracker the target
(send-event (ppointer->process s4-3) 'target s5-1)
;; tell it we have blue eco.
(send-event (ppointer->process s4-3) 'event 'eco-blue)
;; give it a function to call to see if it's time to exit
(send-event (ppointer->process s4-3)
'exit
(lambda ()
(send-event *target* 'query 'powerup 3)
)
;; set up some collision thing.
(send-event (ppointer->process s4-3)
'eval
(lambda :behavior process-drawable
()
(set! (-> (the-as collide-shape (-> self root)) root-prim collide-with)
(collide-kind cak-1 cak-2 cak-3 blue-eco-suck)
)
(none)
)
)
)
(send-event (ppointer->process s4-3) 'exit (lambda () (send-event *target* 'query 'powerup 3)))
(send-event
(ppointer->process s4-3)
'eval
(lambda :behavior process-drawable
()
(set! (-> (the-as collide-shape (-> self root)) root-prim collide-with)
(collide-kind cak-1 cak-2 cak-3 blue-eco-suck)
)
(none)
)
)
)
;; create a process that just keeps sending 'effect 'eco-blue
(let ((s4-4 (get-process *4k-dead-pool* process #x4000)))
(when s4-4
(let ((t9-35 (method-of-type process activate)))
(t9-35 s4-4 s5-1 'process (the-as pointer #x70004000))
)
(run-next-time-in-process s4-4
(lambda ((arg0 process-drawable))
(with-pp
(let ((start-time (-> *display* base-frame-counter)))
(until (>= (the-as int (- (-> *display* base-frame-counter) start-time)) 180)
(let ((a1-0 (new 'stack-no-clear 'event-message-block)))
(set! (-> a1-0 from) pp)
(set! (-> a1-0 num-params) 1)
(set! (-> a1-0 message) 'effect)
(set! (-> a1-0 param 0) (the-as uint 'eco-blue))
(send-event-function arg0 a1-0)
)
(suspend)
)
)
(none)
)
)
s5-1
)
(run-next-time-in-process
s4-4
(lambda ((arg0 process-drawable))
(let ((s5-0 (-> *display* base-frame-counter)))
(until (>= (- (-> *display* base-frame-counter) s5-0) 180)
(send-event arg0 'effect 'eco-blue)
(suspend)
)
)
(none)
)
s5-1
)
(-> s4-4 ppointer)
)
)
@ -865,12 +847,7 @@
(-> obj eco-level)
)
(else
((method-of-type fact-info pickup-collectable!)
obj
kind
amount
source-handle
)
((method-of-type fact-info pickup-collectable!) obj kind amount source-handle)
)
)
)

View file

@ -99,6 +99,11 @@
;; vector types (integer)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(defmacro init-vf0-vector ()
"Initializes the VF0 vector which is a constant vector in the VU set to <0,0,0,1>"
`(.lvf vf0 (new 'static 'vector :x 0.0 :y 0.0 :z 0.0 :w 1.0))
)
;; the GOAL vector types are structures, storing values in memory.
;; Vector of 4 unsigned bytes.
@ -647,11 +652,10 @@
;; load vectors
(.lvf vf2 a)
(.lvf vf3 b)
;; set vf0 to zero
(.xor.vf vf0 vf0 vf0)
(init-vf0-vector)
;; add
(.add.vf vf1 vf2 vf3)
;; set w = 0
;; set w = 1
(.blend.vf vf1 vf1 vf0 :mask #b1000)
;; store
(.svf dst vf1)
@ -669,11 +673,10 @@
;; load vectors
(.lvf vf2 a)
(.lvf vf3 b)
;; set vf0 to zero
(.xor.vf vf0 vf0 vf0)
(init-vf0-vector)
;; subtract
(.sub.vf vf1 vf2 vf3)
;; set w = 0
;; set w = 1
(.blend.vf vf1 vf1 vf0 :mask #b1000)
;; store
(.svf dst vf1)

View file

@ -187,10 +187,6 @@
(define *transform-regs* (new 'static 'transform-regs))
(defmacro init-vf0-vector ()
"Initializes the VF0 vector which is a constant vector in the VU set to <0,0,0,1>"
`(.lvf vf0 (new 'static 'vector :x 0.0 :y 0.0 :z 0.0 :w 1.0))
)
(defmacro with-vf0 (&rest body)
"Macro for using the ps2-style vf0 register."

View file

@ -510,6 +510,7 @@
:size-assert #x48
:method-count-assert 9
:flag-assert #x900000048
:always-stack-singleton
)
(defmacro process-stack-used (proc)

View file

@ -232,7 +232,8 @@ class Compiler {
const goos::Object& type,
const goos::Object* rest,
Env* env,
bool call_constructor);
bool call_constructor,
bool use_singleton);
StaticResult fill_static_array(const goos::Object& form,
const goos::Object& rest,

View file

@ -263,21 +263,8 @@ RegVal* FunctionEnv::lexical_lookup(goos::Object sym) {
return kv->second;
}
StackVarAddrVal* FunctionEnv::allocate_stack_variable(const TypeSpec& ts, int size_bytes) {
FunctionEnv::StackSpace FunctionEnv::allocate_aligned_stack_space(int size_bytes, int align_bytes) {
require_aligned_stack();
int slots_used = (size_bytes + emitter::GPR_SIZE - 1) / emitter::GPR_SIZE;
auto result = alloc_val<StackVarAddrVal>(ts, m_stack_var_slots_used, slots_used);
m_stack_var_slots_used += slots_used;
return result;
}
StackVarAddrVal* FunctionEnv::allocate_aligned_stack_variable(const TypeSpec& ts,
int size_bytes,
int align_bytes) {
require_aligned_stack();
if (align_bytes > 16) {
fmt::print("\n\n\nBad stack align: {} bytes for {}\n\n\n\n", align_bytes, ts.print());
}
assert(align_bytes <= 16);
int align_slots = (align_bytes + emitter::GPR_SIZE - 1) / emitter::GPR_SIZE;
while (m_stack_var_slots_used % align_slots) {
@ -292,16 +279,41 @@ StackVarAddrVal* FunctionEnv::allocate_aligned_stack_variable(const TypeSpec& ts
}
int slots_used = (size_bytes + emitter::GPR_SIZE - 1) / emitter::GPR_SIZE;
auto result = alloc_val<StackVarAddrVal>(ts, m_stack_var_slots_used, slots_used);
StackSpace result;
result.slot_count = slots_used;
result.start_slot = m_stack_var_slots_used;
m_stack_var_slots_used += slots_used;
return result;
}
StackVarAddrVal* FunctionEnv::allocate_aligned_stack_variable(const TypeSpec& ts,
int size_bytes,
int align_bytes) {
if (align_bytes > 16) {
fmt::print("\n\n\nBad stack align: {} bytes for {}\n\n\n\n", align_bytes, ts.print());
}
auto space = allocate_aligned_stack_space(size_bytes, align_bytes);
return alloc_val<StackVarAddrVal>(ts, space.start_slot, space.slot_count);
}
RegVal* FunctionEnv::push_reg_val(std::unique_ptr<RegVal> in) {
m_iregs.push_back(std::move(in));
return m_iregs.back().get();
}
StackVarAddrVal* FunctionEnv::allocate_stack_singleton(const TypeSpec& ts,
int size_bytes,
int align_bytes) {
const auto& existing = m_stack_singleton_slots.find(ts.print());
if (existing == m_stack_singleton_slots.end()) {
auto space = allocate_aligned_stack_space(size_bytes, align_bytes);
m_stack_singleton_slots[ts.print()] = space;
return alloc_val<StackVarAddrVal>(ts, space.start_slot, space.slot_count);
} else {
return alloc_val<StackVarAddrVal>(ts, existing->second.start_slot, existing->second.slot_count);
}
}
///////////////////
// LexicalEnv
///////////////////

View file

@ -190,10 +190,15 @@ class FunctionEnv : public DeclareEnv {
}
const std::string& name() const { return m_name; }
StackVarAddrVal* allocate_stack_variable(const TypeSpec& ts, int size_bytes);
struct StackSpace {
int start_slot;
int slot_count;
};
StackSpace allocate_aligned_stack_space(int size_bytes, int align_bytes);
StackVarAddrVal* allocate_aligned_stack_variable(const TypeSpec& ts,
int size_bytes,
int align_bytes);
StackVarAddrVal* allocate_stack_singleton(const TypeSpec& ts, int size_bytes, int align_bytes);
int stack_slots_used_for_stack_vars() const { return m_stack_var_slots_used; }
int segment_for_static_data() {
@ -250,6 +255,8 @@ class FunctionEnv : public DeclareEnv {
int m_stack_var_slots_used = 0;
std::unordered_map<std::string, Label> m_labels;
std::vector<std::unique_ptr<Label>> m_unnamed_labels;
std::unordered_map<std::string, StackSpace> m_stack_singleton_slots;
const goos::Reader* m_reader = nullptr;
};

View file

@ -1077,13 +1077,25 @@ Val* Compiler::compile_stack_new(const goos::Object& form,
const goos::Object& type,
const goos::Object* rest,
Env* env,
bool call_constructor) {
bool call_constructor,
bool use_singleton) {
auto type_of_object = parse_typespec(unquote(type));
auto fe = env->function_env();
auto st_type_info = dynamic_cast<StructureType*>(m_ts.lookup_type(type_of_object));
if (st_type_info && st_type_info->is_always_stack_singleton()) {
use_singleton = true;
if (call_constructor) {
throw_compiler_error(
form, "Stack-singleton types must be created on the stack with stack-no-clear");
}
}
if (type_of_object == TypeSpec("inline-array") || type_of_object == TypeSpec("array")) {
if (call_constructor) {
throw_compiler_error(form, "Constructing stack arrays is not yet supported");
}
if (use_singleton) {
throw_compiler_error(form, "Singleton stack arrays are not yet supported");
}
bool is_inline = type_of_object == TypeSpec("inline-array");
auto elt_type = quoted_sym_as_string(pair_car(*rest));
rest = &pair_cdr(*rest);
@ -1144,9 +1156,19 @@ Val* Compiler::compile_stack_new(const goos::Object& form,
}
std::vector<RegVal*> args;
// allocation
auto mem = fe->allocate_aligned_stack_variable(type_of_object, ti->get_size_in_memory(), 16)
->to_gpr(form, env);
RegVal* mem;
if (use_singleton) {
mem = fe->allocate_stack_singleton(type_of_object, ti->get_size_in_memory(), 16)
->to_gpr(form, env);
} else {
mem = fe->allocate_aligned_stack_variable(type_of_object, ti->get_size_in_memory(), 16)
->to_gpr(form, env);
}
if (call_constructor) {
if (use_singleton) {
throw_compiler_error(form, "Constructing stack singletons is not yet supported");
}
// the new method actual takes a "symbol" according the type system. So we have to cheat it.
mem->set_type(TypeSpec("symbol"));
args.push_back(mem);
@ -1189,9 +1211,11 @@ Val* Compiler::compile_new(const goos::Object& form, const goos::Object& _rest,
// put in code.
return compile_static_new(form, type, rest, env);
} else if (allocation == "stack") {
return compile_stack_new(form, type, rest, env, true);
return compile_stack_new(form, type, rest, env, true, false);
} else if (allocation == "stack-no-clear") {
return compile_stack_new(form, type, rest, env, false);
return compile_stack_new(form, type, rest, env, false, false);
} else if (allocation == "stack-singleton-no-clear") {
return compile_stack_new(form, type, rest, env, false, true);
}
throw_compiler_error(form, "Unsupported new form");

View file

@ -837,7 +837,7 @@
"Send an event to a process. This should be used over send-event-function"
`(with-pp
(let ((event-data (new 'stack-no-clear 'event-message-block)))
(let ((event-data (new 'stack-singleton-no-clear 'event-message-block)))
(set! (-> event-data from) pp)
(set! (-> event-data num-params) ,(length params))
(set! (-> event-data message) ,msg)

View file

@ -327,6 +327,7 @@
(message symbol :offset-assert 12)
(param uint64 7 :offset-assert 16)
)
:always-stack-singleton
:method-count-assert 9
:size-assert #x48
:flag-assert #x900000048

View file

@ -15,7 +15,7 @@
(.nop.vf)
(vector-! vector-2 vector-1 vector-0)
(.nop.vf)
; 9 + 18 + 27 = 54.0000
; 9 + 18 + 27 + 1 = 55.0000
(format #t "~f~%" (+ (-> vector-2 x) (-> vector-2 y) (-> vector-2 z) (-> vector-2 w)))
)
)

View file

@ -0,0 +1,16 @@
(deftype ss-test-type (structure)
((data uint64)
(foo uint64))
:always-stack-singleton
)
(defun ss-test ()
(let ((v1 (new 'stack-no-clear 'ss-test-type))
(v2 (new 'stack-no-clear 'ss-test-type)))
(format #t "~A~%" (= v1 v2))
)
)
(ss-test)

View file

@ -0,0 +1,18 @@
(defun stack-addr-test ()
(let ((vec1 (new 'stack-no-clear 'vector))
(vec2 (new 'stack-no-clear 'vector))
(vec3 (new 'stack-singleton-no-clear 'vector))
(vec4 (new 'stack 'vector))
(vec5 (new 'stack-singleton-no-clear 'vector))
)
(format #t "~A ~A ~A ~A ~A~%"
(= vec1 vec2)
(= vec2 vec3)
(= vec3 vec4)
(= vec4 vec5)
(= vec3 vec5)
)
)
)
(stack-addr-test)

View file

@ -607,7 +607,7 @@ TEST_F(WithGameTests, VFLoadAndStore) {
TEST_F(WithGameTests, VFSimpleMath) {
shared_compiler->runner.run_static_test(env, testCategory, "test-basic-vector-math.gc",
{"54.0000\n0\n"});
{"55.0000\n0\n"});
}
TEST_F(WithGameTests, VFLoadStatic) {
@ -900,6 +900,16 @@ TEST_F(WithGameTests, PointerInStatic) {
{"#f\n0\n"});
}
TEST_F(WithGameTests, StackSingleton) {
shared_compiler->runner.run_static_test(env, testCategory, "test-stack-singleton.gc",
{"#f #f #f #f #t\n0\n"});
}
TEST_F(WithGameTests, StackSingletonType) {
shared_compiler->runner.run_static_test(env, testCategory, "test-stack-singleton-type.gc",
{"#t\n0\n"});
}
namespace Mips2C {
namespace test_func {
extern u64 execute(void*);