jak-project/common/dma/dma_copy.h
water111 68a1f2d012
[graphics] Add a specialized renderer for handling merc/generic output data (#1207)
* second try at writing the direct renderer

* finish direct2

* more optimization
2022-02-27 17:23:12 -05:00

57 lines
1.4 KiB
C++

#pragma once
#include <vector>
#include "common/common_types.h"
#include "common/dma/dma_chain_read.h"
#include "common/util/Serializer.h"
struct DmaData {
u32 start_offset = 0;
std::vector<u8> data;
DmaStats stats;
};
/*!
* The fixed chunk copier considers the game's main memory as an array of fixed sized chunks.
* Only the chunks that have dma data are included in the copy.
* The result is cached internally.
*/
class FixedChunkDmaCopier {
public:
static constexpr u32 chunk_size = 0x20000; // 128 kB, gives use 1024 chunks for a 128 MB RAM.
FixedChunkDmaCopier(u32 main_memory_size);
void set_input_data(const void* memory, u32 offset, bool run);
const DmaData& run(const void* memory, u32 offset, bool verify = false);
void serialize_last_result(Serializer& serializer);
const DmaData& get_last_result() const { return m_result; }
const void* get_last_input_data() const { return m_input_data; }
u32 get_last_input_offset() const { return m_input_offset; }
private:
struct Fixup {
u32 source_chunk;
u32 offset_in_source_chunk;
u32 dest_chunk;
u32 offset_in_dest_chunk;
};
std::vector<Fixup> m_fixups;
u32 m_main_memory_size = 0;
u32 m_chunk_count = 0;
std::vector<u32> m_chunk_mask;
DmaData m_result;
u32 m_input_offset = 0;
const void* m_input_data = nullptr;
};
/*!
* Convert a DMA chain to an array of bytes that can be directly fed to VIF.
*/
std::vector<u8> flatten_dma(const DmaFollower& in);