jak-project/game/kernel/kdgo.cpp
water111 35bdc9b1d3
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
2022-01-21 21:11:57 -05:00

382 lines
12 KiB
C++

/*!
* @file kdgo.cpp
* Loading DGO Files. Also has some general SIF RPC stuff used for RPCs other than DGO loading.
* DONE!
*/
#include <cstring>
#include "kdgo.h"
#include "kprint.h"
#include "kmalloc.h"
#include "fileio.h"
#include "klink.h"
#include "game/sce/sif_ee.h"
#include "game/common/dgo_rpc_types.h"
#include "game/common/player_rpc_types.h"
#include "game/common/ramdisk_rpc_types.h"
#include "game/common/loader_rpc_types.h"
#include "game/common/play_rpc_types.h"
#include "game/common/str_rpc_types.h"
#include "common/log/log.h"
using namespace ee;
sceSifClientData cd[6]; //! client data for each IOP Remove Procedure Call.
u16 x[8]; //! stupid temporary for storing a message
u32 sShowStallMsg; //! setting to show a "stalled on iop" message
u32 sMsgNum; //! Toggle for double buffered message sending.
RPC_Dgo_Cmd* sLastMsg; //! Last DGO command sent to IOP
RPC_Dgo_Cmd sMsg[2]; //! DGO message buffers
void kdgo_init_globals() {
memset(cd, 0, sizeof(cd));
memset(x, 0, sizeof(x));
sShowStallMsg = 1;
sLastMsg = nullptr;
memset(sMsg, 0, sizeof(sMsg));
}
/*!
* Call the given RPC with the given function number and buffers.
*/
s32 RpcCall(s32 rpcChannel,
u32 fno,
bool async,
void* sendBuff,
s32 sendSize,
void* recvBuff,
s32 recvSize) {
return sceSifCallRpc(&cd[rpcChannel], fno, async, sendBuff, sendSize, recvBuff, recvSize, nullptr,
nullptr);
}
namespace {
struct GoalStackArgs {
u64 args[8];
template <typename T>
T get_as(int i) {
static_assert(sizeof(T) <= 8, "arg size");
T result;
memcpy(&result, args + i, sizeof(T));
return result;
}
};
} // namespace
/*!
* GOAL Wrapper for RpcCall.
*/
u64 RpcCall_wrapper(void* _args) {
GoalStackArgs* args = (GoalStackArgs*)_args;
auto rpcChannel = args->get_as<s32>(0);
auto fno = args->get_as<u32>(1);
auto async = args->get_as<u32>(2);
auto send_buff = args->get_as<u64>(3);
auto send_size = args->get_as<s32>(4);
auto recv_buff = args->get_as<u64>(5);
auto recv_size = args->get_as<s32>(6);
return sceSifCallRpc(&cd[rpcChannel], fno, async, Ptr<u8>(send_buff).c(), send_size,
Ptr<u8>(recv_buff).c(), recv_size, nullptr, nullptr);
}
/*!
* Check if the given RPC is busy, by channel.
*/
u32 RpcBusy(s32 channel) {
return sceSifCheckStatRpc(&cd[channel].rpcd);
}
/*!
* Wait for an RPC to not be busy. Prints a stall message if sShowStallMsg is true and we have
* to wait on the IOP. Stalling here is bad because it means the rest of the game can't run.
*/
void RpcSync(s32 channel) {
if (RpcBusy(channel)) {
if (sShowStallMsg) {
Msg(6, "STALL: [kernel] waiting for IOP on RPC port #%d\n", channel);
}
while (RpcBusy(channel)) {
// an attempt to avoid spamming SIF?
u32 i = 0;
while (i < 1000) {
i++;
}
}
}
}
/*!
* Setup an RPC.
*/
u32 RpcBind(s32 channel, s32 id) {
while (true) {
if (sceSifBindRpc(&cd[channel], id, 1) < 0) {
MsgErr("Error: RpcBind failed on port #%d [%4.4X]\n", channel, id);
return 1;
}
Msg(6, "kernel: RPC port #%d started [%4.4X]\n", channel, id);
// FlushCache(0);
// this was not optimized out in Jak 1, but is _almost_ optimized out in Jak 2 and later.
u32 i = 0;
while (i < 10000) {
i++;
}
if (cd[channel].serve) {
break;
}
Msg(6, "kernel: RPC port #%d not responding.\n", channel);
// it might seem like looping here is a bad idea (unclear if sceSifBindRpc can be called
// multiple times!) but this actually happens sometimes, at least on development hardware!
// (also, it's not clear that the "serve" field having data in it really means anything - maybe
// the sceSifBindRpc doesn't wait for the connection to be fully set up? This seems likely
// because they had to put that little delay in there before checking.)
}
return 0;
}
/*!
* Setup all RPCs
*/
u32 InitRPC() {
if (!RpcBind(PLAYER_RPC_CHANNEL, PLAYER_RPC_ID) && !RpcBind(LOADER_RPC_CHANNEL, LOADER_RPC_ID) &&
!RpcBind(RAMDISK_RPC_CHANNEL, RAMDISK_RPC_ID) && !RpcBind(DGO_RPC_CHANNEL, DGO_RPC_ID) &&
!RpcBind(STR_RPC_CHANNEL, STR_RPC_ID) && !RpcBind(PLAY_RPC_CHANNEL, PLAY_RPC_ID)) {
return 0;
}
printf("Entering endless loop ... please wait\n");
for (;;) {
}
}
/*!
* Send a message to the IOP to stop it.
*/
void StopIOP() {
x[2] = 0x14; // todo - this type and message
// RpcSync(PLAYER_RPC_CHANNEL);
// RpcCall(PLAYER_RPC_CHANNEL, 0, false, x, 0x50, nullptr, 0);
printf("IOP shut down\n");
// sceDmaSync(0x10009000, 0, 0);
printf("DMA shut down\n");
}
/*!
* 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<u8> buffer1, Ptr<u8> buffer2, Ptr<u8> 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;
// 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<u8> 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<u8> 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.
* DONE,
* EXACT
*/
void ContinueLoadingDGO(Ptr<u8> heapPtr) {
u32 msgID = sMsgNum;
RPC_Dgo_Cmd* sendBuff = sMsg + sMsgNum;
sMsgNum = sMsgNum ^ 1;
sendBuff->result = DGO_RPC_RESULT_INIT;
sMsg[msgID].buffer1 = 0;
sMsg[msgID].buffer2 = 0;
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(RPC_Dgo_Cmd), sendBuff,
sizeof(RPC_Dgo_Cmd));
// this async RPC call will complete when the next object is fully loaded.
sLastMsg = sendBuff;
}
/*!
* Load the TEST.DGO file.
* Presumably used for debugging DGO loads.
* We don't have the TEST.DGO file, so this isn't very useful.
*
* DONE,
* EXACT,
* UNUSED
*/
void LoadDGOTest() {
u32 lastObject = 0;
// backup show stall message and set it to false
// EE will be loading DGO in a loop, so it will always be stalling
// no need to print it.
u32 lastShowStall = sShowStallMsg;
sShowStallMsg = 0;
// pick somewhat arbitrary memory to load the DGO into
BeginLoadingDGO("TEST.DGO", Ptr<u8>(0x4800000), Ptr<u8>(0x4c00000), Ptr<u8>(0x4000000));
while (true) {
// keep trying to load.
Ptr<u8> dest_buffer(0);
do {
dest_buffer = GetNextDGO(&lastObject);
} while (!dest_buffer.offset);
// print the name of the object we loaded, its destination, and its size.
Msg(6, "Loaded %s at %8.8X length %d\n", (dest_buffer + 4).cast<char>().c(), dest_buffer.offset,
*(dest_buffer.cast<u32>()));
if (lastObject) {
break;
}
// okay to load the next one
ContinueLoadingDGO(Ptr<u8>(0x4000000));
}
sShowStallMsg = lastShowStall;
}
/*!
* 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<char>(name_gstr + 4).c();
auto heap = Ptr<kheapinfo>(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<kheapinfo> heap,
u32 linkFlag,
s32 bufferSize,
bool jump_from_c_to_goal) {
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<u8>((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<u32>()); // size from object's link block
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), 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) {
ContinueLoadingDGO(Ptr<u8>((heap->current + 0x3f).offset & 0xffffffc0));
}
}
sShowStallMsg = oldShowStall;
}