#include "kdgo.h" #include "common/global_profiler/GlobalProfiler.h" #include "common/log/log.h" #include "common/util/Timer.h" #include "game/kernel/common/fileio.h" #include "game/kernel/common/kdgo.h" #include "game/kernel/common/kmalloc.h" #include "game/kernel/jak3/klink.h" namespace jak3 { jak3::RPC_Dgo_Cmd* sLastMsg; //! Last DGO command sent to IOP jak3::RPC_Dgo_Cmd sMsg[2]; //! DGO message buffers uint16_t cgo_id = 10; void kdgo_init_globals() { sLastMsg = nullptr; memset(sMsg, 0, sizeof(sMsg)); cgo_id = 10; } /*! * Send message to IOP to start loading a new DGO file * Uses a double-buffered message buffer * @param name: the name of the DGO file * @param buffer1 : one of the two file loading buffers * @param buffer2 : the other of the two file loading buffers * @param currentHeap : the current heap (for loading directly into the heap). * * DONE, * MODIFIED : Added print statement to indicate when DGO load starts. */ void BeginLoadingDGO(const char* name, Ptr buffer1, Ptr buffer2, Ptr currentHeap) { u8 msgID = sMsgNum; RPC_Dgo_Cmd* mess = sMsg + sMsgNum; sMsgNum = sMsgNum ^ 1; // toggle message buffer. RpcSync(DGO_RPC_CHANNEL); // make sure old RPC is finished // put a dummy value here just to make sure the IOP overwrites it. sMsg[msgID].result = DGO_RPC_RESULT_INIT; // !! this is 666 // inform IOP of buffers sMsg[msgID].buffer1 = buffer1.offset; sMsg[msgID].buffer2 = buffer2.offset; // also give a heap pointer so it can load the last object file directly into the heap to save the // precious time. sMsg[msgID].buffer_heap_top = currentHeap.offset; // new for Jak 3: a unique ID. sMsg[msgID].cgo_id = cgo_id; cgo_id++; // file name strcpy(sMsg[msgID].name, name); lg::debug("[Begin Loading DGO RPC] {}, 0x{:x}, 0x{:x}, 0x{:x}", name, buffer1.offset, buffer2.offset, currentHeap.offset); // this RPC will return once we have loaded the first object file. // but we call async, so we don't block here. RpcCall(DGO_RPC_CHANNEL, DGO_RPC_LOAD_FNO, true, mess, sizeof(RPC_Dgo_Cmd), mess, sizeof(RPC_Dgo_Cmd)); sLastMsg = mess; } /*! * Get the next object in the DGO. Will block until something is loaded. * @param lastObjectFlag: will get set to 1 if this is the last object. * * DONE, * MODIFIED : added exception if the sLastMessage isn't set (game just returns null as buffer) */ Ptr GetNextDGO(u32* lastObjectFlag) { *lastObjectFlag = 1; // Wait for RPC function to respond. This will happen once the first object file is loaded. RpcSync(DGO_RPC_CHANNEL); Ptr buffer(0); if (sLastMsg) { // if we got a good result, get pointer to object if ((sLastMsg->result == DGO_RPC_RESULT_MORE) || (sLastMsg->result == DGO_RPC_RESULT_DONE)) { buffer.offset = sLastMsg->buffer1; // buffer 1 always contains location of most recently loaded object. } // not the last one, so don't set the flag. if (sLastMsg->result == DGO_RPC_RESULT_MORE) { *lastObjectFlag = 0; } // no pending message. sLastMsg = nullptr; } else { // I don't see how this case can happen unless there's a bug. The game does check for this and // nothing in this case. (maybe from GOAL this can happen?) printf("last message not set!\n"); } return buffer; } /*! * Instruct the IOP to continue loading the next object. * Only should be called once it is safe to overwrite the previous. * @param heapPtr : pointer to heap so the IOP could try to load directly into a heap if it wants. * This should be updated after each object file load to make sure the IOP knows the exact location * of the end of the GOAL heap data. * * Unlike jak 1, we update buffer1 and buffer2 here for borrow heap loads. */ void ContinueLoadingDGO(Ptr b1, Ptr b2, Ptr heapPtr) { u32 msgID = sMsgNum; jak3::RPC_Dgo_Cmd* sendBuff = sMsg + sMsgNum; sMsgNum = sMsgNum ^ 1; sendBuff->result = DGO_RPC_RESULT_INIT; sMsg[msgID].buffer1 = b1.offset; sMsg[msgID].buffer2 = b2.offset; sMsg[msgID].buffer_heap_top = heapPtr.offset; // the IOP will wait for this RpcCall to continue the DGO state machine. RpcCall(DGO_RPC_CHANNEL, DGO_RPC_LOAD_NEXT_FNO, true, sendBuff, sizeof(jak3::RPC_Dgo_Cmd), sendBuff, sizeof(jak3::RPC_Dgo_Cmd)); // this async RPC call will complete when the next object is fully loaded. sLastMsg = sendBuff; } /*! * Load and link a DGO file. * This does not use the mutli-threaded linker and will block until the entire file is done. */ void load_and_link_dgo(u64 name_gstr, u64 heap_info, u64 flag, u64 buffer_size) { auto name = Ptr(name_gstr + 4).c(); auto heap = Ptr(heap_info); 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 heap, u32 linkFlag, s32 bufferSize, bool jump_from_c_to_goal) { Timer timer; lg::debug("[Load and Link DGO From C] {}", name); u32 oldShowStall = sShowStallMsg; // remember where the heap top point is so we can clear temporary allocations auto oldHeapTop = heap->top; // allocate temporary buffers from top of the given heap // align 64 for IOP DMA // note: both buffers named dgo-buffer-2 auto buffer2 = kmalloc(heap, bufferSize, KMALLOC_TOP | KMALLOC_ALIGN_64, "dgo-buffer-2"); auto buffer1 = kmalloc(heap, bufferSize, KMALLOC_TOP | KMALLOC_ALIGN_64, "dgo-buffer-2"); // build filename. If no extension is given, default to CGO. char fileName[16]; kstrcpyup(fileName, name); if (fileName[strlen(fileName) - 4] != '.') { strcat(fileName, ".CGO"); } // no stall messages, as this is a blocking load and when spending 100% CPU time on linking, // the linker can beat the DVD drive. sShowStallMsg = 0; // start load on IOP. BeginLoadingDGO( fileName, buffer1, buffer2, Ptr((heap->current + 0x3f).offset & 0xffffffc0)); // 64-byte aligned for IOP DMA u32 lastObjectLoaded = 0; while (!lastObjectLoaded) { // check to see if next object is loaded (I believe it always is?) auto dgoObj = GetNextDGO(&lastObjectLoaded); if (!dgoObj.offset) { continue; } // if we're on the last object, it is loaded at cheap->current. So we can safely reset the two // dgo-buffer allocations. We do this _before_ we link! This way, the last file loaded has more // heap available, which is important when we need to use the entire memory. if (lastObjectLoaded) { heap->top = oldHeapTop; } // determine the size and name of the object we got auto obj = dgoObj + 0x40; // seek past dgo object header u32 objSize = *(dgoObj.cast()); // size from object's link block char objName[64]; strcpy(objName, (dgoObj + 4).cast().c()); // name from dgo object header lg::debug("[link and exec] {:18s} {} {:6d} heap-use {:8d} {:8d}: 0x{:x}", objName, lastObjectLoaded, objSize, kheapused(kglobalheap), kdebugheap.offset ? kheapused(kdebugheap) : 0, kglobalheap->current.offset); { auto p = scoped_prof(fmt::format("link-{}", objName).c_str()); link_and_exec(obj, objName, objSize, heap, linkFlag, jump_from_c_to_goal); // link now! } // inform IOP we are done if (!lastObjectLoaded) { ContinueLoadingDGO(buffer1, buffer2, Ptr((heap->current + 0x3f).offset & 0xffffffc0)); } } lg::info("load_and_link_dgo_from_c took {:.3f} s\n", timer.getSeconds()); sShowStallMsg = oldShowStall; } } // namespace jak3