jak-project/game/graphics/opengl_renderer/TextureUploadHandler.cpp
water111 959dffa427
[jak2] fix a few silly texture bugs (#2917)
Fix an issue where the commit sha would not use the right blending mode
if `draw-raw-image` is running at the same time.
Fix an issue where japanese subtitles would accidentally overwrite other
textures, leading to random textures missing. (in particular, glows
would disappear after watching a cutscene with the subtitles on)
2023-08-18 11:04:31 -04:00

122 lines
4.5 KiB
C++

#include "TextureUploadHandler.h"
#include "common/global_profiler/GlobalProfiler.h"
#include "common/log/log.h"
#include "game/graphics/opengl_renderer/EyeRenderer.h"
#include "game/graphics/pipelines/opengl.h"
#include "third-party/fmt/core.h"
#include "third-party/imgui/imgui.h"
TextureUploadHandler::TextureUploadHandler(const std::string& name,
int my_id,
std::shared_ptr<TextureAnimator> texture_animator,
bool add_direct)
: BucketRenderer(name, my_id), m_texture_animator(texture_animator) {
if (add_direct) {
m_direct = std::make_unique<DirectRenderer>(name, my_id, 1024 * 6);
m_direct->set_mipmap(false); // try rm
}
}
void TextureUploadHandler::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// this is the data we get from the PC Port modification.
m_upload_count = 0;
std::vector<TextureUpload> uploads;
if (m_direct) {
m_direct->reset_state();
}
// loop through all data, grabbing buckets
while (dma.current_tag_offset() != render_state->next_bucket) {
auto dma_tag = dma.current_tag();
auto vif0 = dma.current_tag_vifcode0();
if (vif0.kind == VifCode::Kind::PC_PORT) {
if (vif0.immediate == 12) {
dma.read_and_advance();
auto p = scoped_prof("texture-animator");
// note: if both uploads and animator write to the pool, do uploads before the animator.
flush_uploads(uploads, render_state);
uploads.clear();
if (m_direct) {
m_direct->flush_pending(render_state, prof);
}
m_texture_animator->handle_texture_anim_data(dma, (const u8*)render_state->ee_main_memory,
render_state->texture_pool.get(),
render_state->frame_idx);
if (m_direct) {
m_direct->lookup_textures_again(render_state);
m_direct->reinitialize_gl_state();
}
}
}
// does it look like data to do eye rendering?
if (dma_tag.qwc == (128 / 16)) {
// note: these uploads may have texture that we need for eye rendering.
flush_uploads(uploads, render_state);
render_state->eye_renderer->handle_eye_dma2(dma, render_state, prof);
uploads.clear();
}
auto data = dma.read_and_advance();
if (data.size_bytes == 0 && data.vif0() == 0 && data.vif1() == 0) {
continue;
}
if (data.size_bytes == 16 && data.vifcode0().kind == VifCode::Kind::PC_PORT &&
data.vif1() == 3) {
TextureUpload upload_data;
memcpy(&upload_data, data.data, sizeof(upload_data));
uploads.push_back(upload_data);
continue;
}
if (dma_tag.kind == DmaTag::Kind::CALL) {
dma.read_and_advance(); // call
dma.read_and_advance(); // cnt
dma.read_and_advance(); // ret
// on next
ASSERT(dma.current_tag_offset() == render_state->next_bucket);
} else if (m_direct) {
if (data.vifcode0().kind == VifCode::Kind::DIRECT ||
data.vifcode1().kind == VifCode::Kind::DIRECT) {
m_direct->render_vif(data.vif0(), data.vif1(), data.data, data.size_bytes, render_state,
prof);
}
}
}
flush_uploads(uploads, render_state);
if (m_direct) {
m_direct->flush_pending(render_state, prof);
}
}
void TextureUploadHandler::flush_uploads(std::vector<TextureUpload>& uploads,
SharedRenderState* render_state) {
auto p = scoped_prof("flush-uploads");
if (m_fake_uploads) {
uploads.clear();
} else {
m_upload_count += uploads.size();
// NOTE: we don't actually copy the textures in the dma chain copying because they aren't
// reference by DMA tag. So there's the potential for race conditions if the game gets messed
// up and corrupts the texture memory.
const u8* ee_mem = (const u8*)render_state->ee_main_memory;
for (auto& upload : uploads) {
render_state->texture_pool->handle_upload_now(ee_mem + upload.page, upload.mode, ee_mem,
render_state->offset_of_s7, m_my_id == 999);
}
}
}
void TextureUploadHandler::draw_debug_window() {
ImGui::Checkbox("Fake Uploads", &m_fake_uploads);
ImGui::Text("Uploads: %d", m_upload_count);
if (m_direct) {
m_direct->draw_debug_window();
}
}