jak-project/game/graphics/opengl_renderer/SkyBlendCPU.cpp
2022-01-07 16:13:19 -05:00

171 lines
5.7 KiB
C++

#include "SkyBlendCPU.h"
#include "game/graphics/opengl_renderer/AdgifHandler.h"
#include <immintrin.h>
SkyBlendCPU::SkyBlendCPU() {
glGenTextures(2, m_textures);
for (int i = 0; i < 2; i++) {
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_sizes[i], m_sizes[i], 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV, 0);
m_texture_data[i].resize(4 * m_sizes[i] * m_sizes[i]);
}
}
SkyBlendCPU::~SkyBlendCPU() {
glDeleteTextures(2, m_textures);
}
void blend_sky_initial_fast(u8 intensity, u8* out, const u8* in, u32 size) {
__m256i intensity_vec = _mm256_set1_epi16(intensity);
for (u32 i = 0; i < size / 16; i++) {
__m128i tex_data8 = _mm_loadu_si128((const __m128i*)(in + (i * 16)));
__m256i tex_data16 = _mm256_cvtepu8_epi16(tex_data8);
tex_data16 = _mm256_mullo_epi16(tex_data16, intensity_vec);
tex_data16 = _mm256_srli_epi16(tex_data16, 7);
auto hi = _mm256_extracti128_si256(tex_data16, 1);
auto result = _mm_packus_epi16(_mm256_castsi256_si128(tex_data16), hi);
_mm_storeu_si128((__m128i*)(out + (i * 16)), result);
}
}
void blend_sky_fast(u8 intensity, u8* out, const u8* in, u32 size) {
__m256i intensity_vec = _mm256_set1_epi16(intensity);
__m256i max_intensity = _mm256_set1_epi16(255);
for (u32 i = 0; i < size / 16; i++) {
__m128i tex_data8 = _mm_loadu_si128((const __m128i*)(in + (i * 16)));
__m128i out_val = _mm_loadu_si128((const __m128i*)(out + (i * 16)));
__m256i tex_data16 = _mm256_cvtepu8_epi16(tex_data8);
tex_data16 = _mm256_mullo_epi16(tex_data16, intensity_vec);
tex_data16 = _mm256_srli_epi16(tex_data16, 7);
tex_data16 = _mm256_min_epi16(max_intensity, tex_data16);
auto hi = _mm256_extracti128_si256(tex_data16, 1);
auto result = _mm_packus_epi16(_mm256_castsi256_si128(tex_data16), hi);
out_val = _mm_adds_epu8(out_val, result);
_mm_storeu_si128((__m128i*)(out + (i * 16)), out_val);
}
}
SkyBlendStats SkyBlendCPU::do_sky_blends(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& /*prof*/) {
SkyBlendStats stats;
Timer sky_timer;
while (dma.current_tag().qwc == 6) {
// assuming that the vif and gif-tag is correct
auto setup_data = dma.read_and_advance();
if (render_state->dump_playback) {
// continue;
}
// first is an adgif
AdgifHelper adgif(setup_data.data + 16);
assert(adgif.is_normal_adgif());
assert(adgif.alpha().data == 0x8000000068); // Cs + Cd
// next is the actual draw
auto draw_data = dma.read_and_advance();
assert(draw_data.size_bytes == 6 * 16);
GifTag draw_or_blend_tag(draw_data.data);
// the first draw overwrites the previous frame's draw by disabling alpha blend (ABE = 0)
bool is_first_draw = !GsPrim(draw_or_blend_tag.prim()).abe();
// here's we're relying on the format of the drawing to get the alpha/offset.
u32 coord;
u32 intensity;
memcpy(&coord, draw_data.data + (5 * 16), 4);
memcpy(&intensity, draw_data.data + 16, 4);
// we didn't parse the render-to-texture setup earlier, so we need a way to tell sky from
// clouds. we can look at the drawing coordinates to tell - the sky is smaller than the clouds.
int buffer_idx = 0;
if (coord == 0x200) {
// sky
buffer_idx = 0;
} else if (coord == 0x400) {
buffer_idx = 1;
} else {
assert(false); // bad data
}
// look up the source texture
auto tex = render_state->texture_pool->lookup(adgif.tex0().tbp0());
assert(tex);
assert(!tex->only_on_gpu); // we need the actual data!!
// slow version
/*
if (is_first_draw) {
memset(m_texture_data[buffer_idx].data(), 0, m_texture_data[buffer_idx].size());
}
// intensities should be 0-128 (maybe higher is okay, but I don't see how this could be
// generated with the GOAL code.)
assert(intensity <= 128);
assert(m_texture_data[buffer_idx].size() == tex->data.size());
for (size_t i = 0; i < m_texture_data[buffer_idx].size(); i++) {
u32 val = tex->data[i] * intensity;
val >>= 7;
m_texture_data[buffer_idx][i] += val;
}
*/
if (is_first_draw) {
blend_sky_initial_fast(intensity, m_texture_data[buffer_idx].data(), tex->data.data(),
tex->data.size());
} else {
blend_sky_fast(intensity, m_texture_data[buffer_idx].data(), tex->data.data(),
tex->data.size());
}
if (buffer_idx == 0) {
if (is_first_draw) {
stats.sky_draws++;
} else {
stats.sky_blends++;
}
} else {
if (is_first_draw) {
stats.cloud_draws++;
} else {
stats.cloud_blends++;
}
}
}
// put in pool.
if (render_state->dump_playback) {
return stats;
}
for (int i = 0; i < 2; i++) {
// todo - these are hardcoded and rely on the vram layout.
u32 tbp = i == 0 ? 8064 : 8096;
// lookup existing, or create a new entry
TextureRecord* tex = render_state->texture_pool->lookup(tbp);
if (!tex) {
auto tsp = std::make_shared<TextureRecord>();
render_state->texture_pool->set_texture(tbp, tsp);
tex = tsp.get();
}
// update it
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_sizes[i], m_sizes[i], 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV, m_texture_data[i].data());
tex->gpu_texture = m_textures[i];
tex->on_gpu = true;
tex->only_on_gpu = true;
tex->do_gc = false;
tex->w = m_sizes[i];
tex->h = m_sizes[i];
tex->name = fmt::format("PC-SKY-{}", i);
}
// fmt::print("sky blend took {:.2f} ms\n", sky_timer.getMs());
return stats;
}