jak-project/game/graphics/opengl_renderer/BucketRenderer.cpp
water111 b79f28fe07
[jak2] combined shadow work PR (#2632)
This PR is a combination of
https://github.com/open-goal/jak-project/pull/2507 and some additional
changes to port Shadow VU1 to OpenGL. As far as I can tell, it's
working.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-05-07 12:12:21 -04:00

137 lines
4.5 KiB
C++

#include "BucketRenderer.h"
#include "third-party/fmt/core.h"
#include "third-party/imgui/imgui.h"
std::string BucketRenderer::name_and_id() const {
return fmt::format("[{:2d}] {}", (int)m_my_id, m_name);
}
EmptyBucketRenderer::EmptyBucketRenderer(const std::string& name, int my_id)
: BucketRenderer(name, my_id) {}
void EmptyBucketRenderer::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& /*prof*/) {
if (render_state->version == GameVersion::Jak1) {
// an empty bucket should have 4 things:
// a NEXT in the bucket buffer
// a CALL that calls the default register buffer chain
// a CNT then RET to get out of the default register buffer chain
// a NEXT to get to the next bucket.
// NEXT
auto first_tag = dma.current_tag();
dma.read_and_advance();
ASSERT(first_tag.kind == DmaTag::Kind::NEXT && first_tag.qwc == 0);
// CALL
auto call_tag = dma.current_tag();
dma.read_and_advance();
ASSERT_MSG(call_tag.kind == DmaTag::Kind::CALL && call_tag.qwc == 0,
fmt::format("Bucket renderer {} ({}) was supposed to be empty, but wasn't\n",
m_my_id, m_name));
// in the default reg buffer:
ASSERT(dma.current_tag_offset() == render_state->default_regs_buffer);
dma.read_and_advance();
ASSERT(dma.current_tag().kind == DmaTag::Kind::RET);
dma.read_and_advance();
// NEXT to next buffer
auto to_next_buffer = dma.current_tag();
ASSERT(to_next_buffer.kind == DmaTag::Kind::NEXT);
ASSERT(to_next_buffer.qwc == 0);
dma.read_and_advance();
// and we should now be in the next bucket!
ASSERT(dma.current_tag_offset() == render_state->next_bucket);
} else {
auto first_tag = dma.current_tag();
dma.read_and_advance();
if (first_tag.kind != DmaTag::Kind::CNT || first_tag.qwc != 0) {
fmt::print("Bucket renderer {} ({}) was supposed to be empty, but wasn't\n", m_my_id, m_name);
ASSERT(false);
}
}
}
SkipRenderer::SkipRenderer(const std::string& name, int my_id) : BucketRenderer(name, my_id) {}
void SkipRenderer::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& /*prof*/) {
while (dma.current_tag_offset() != render_state->next_bucket) {
dma.read_and_advance();
}
}
PrintRenderer::PrintRenderer(const std::string& name, int my_id) : BucketRenderer(name, my_id) {}
void PrintRenderer::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& /*prof*/) {
// jump to bucket
dma.read_and_advance();
auto transfers = 0;
// print the entire chain
fmt::print("START {} DMA!!!!!!!\n", m_name);
while (dma.current_tag_offset() != render_state->next_bucket) {
auto dmatag = dma.current_tag();
auto data = dma.read_and_advance();
printf(
"dma transfer %d:\n%ssize: %d\nvif0: %s, data: %d\nvif1: %s, data: %d, imm: "
"%d\n\n",
transfers, dmatag.print().c_str(), data.size_bytes, data.vifcode0().print().c_str(),
data.vif0(), data.vifcode1().print().c_str(), data.vifcode1().num,
data.vifcode1().immediate);
transfers++;
}
printf("transfers: %d\n\n", transfers);
}
void SharedRenderState::reset() {
has_pc_data = false;
for (auto& x : occlusion_vis) {
x.valid = false;
}
load_status_debug.clear();
}
RenderMux::RenderMux(const std::string& name,
int my_id,
std::vector<std::unique_ptr<BucketRenderer>> renderers)
: BucketRenderer(name, my_id), m_renderers(std::move(renderers)) {
for (auto& r : m_renderers) {
m_name_strs.push_back(r->name_and_id());
}
for (auto& n : m_name_strs) {
m_name_str_ptrs.push_back(n.data());
}
}
void RenderMux::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
m_renderers[m_render_idx]->enabled() = m_enabled;
m_renderers[m_render_idx]->render(dma, render_state, prof);
}
void RenderMux::draw_debug_window() {
ImGui::ListBox("Pick", &m_render_idx, m_name_str_ptrs.data(), m_renderers.size());
ImGui::Separator();
m_renderers[m_render_idx]->draw_debug_window();
}
void RenderMux::init_textures(TexturePool& tp, GameVersion version) {
for (auto& rend : m_renderers) {
rend->init_textures(tp, version);
}
}
void RenderMux::init_shaders(ShaderLibrary& sl) {
for (auto& rend : m_renderers) {
rend->init_shaders(sl);
}
}