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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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7.4 kB · 215 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216/* SCE CONFIDENTIALPlayStation(R)3 Programmer Tool Runtime Library 430.001* Copyright (C) 2007 Sony Computer Entertainment Inc.* All Rights Reserved.*/
/* common headers */#include <stdint.h>#include <stdlib.h>#include <alloca.h>#include <spu_intrinsics.h>#include <cell/spurs.h>#include <cell/dma.h>#include <cell/spurs/job_queue.h>
#include "LevelRenderer_cull.h"#include "..\Common\DmaData.h"#include <vectormath/c/vectormath_aos_v.h>
// #define SPU_HEAPSIZE (128*1024)// #define SPU_STACKSIZE (16*1024)// // CELL_SPU_LS_PARAM(128*1024, 16*1024); // can't use #defines here as it seems to create an asm instruction
static const bool sc_verbose = false;
CellSpursJobContext2* g_pSpursJobContext;
// The flag definitionsstatic const int CHUNK_FLAG_COMPILED = 0x01;static const int CHUNK_FLAG_DIRTY = 0x02;static const int CHUNK_FLAG_EMPTY0 = 0x04;static const int CHUNK_FLAG_EMPTY1 = 0x08;static const int CHUNK_FLAG_EMPTYBOTH = 0x0c;static const int CHUNK_FLAG_NOTSKYLIT = 0x10;static const int CHUNK_FLAG_REF_MASK = 0x07;static const int CHUNK_FLAG_REF_SHIFT = 5;
bool inline clip(float *bb, float *frustum){ for (int i = 0; i < 6; ++i, frustum += 4) { if (frustum[0] * (bb[0]) + frustum[1] * (bb[1]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue; if (frustum[0] * (bb[3]) + frustum[1] * (bb[1]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue; if (frustum[0] * (bb[0]) + frustum[1] * (bb[4]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue; if (frustum[0] * (bb[3]) + frustum[1] * (bb[4]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue; if (frustum[0] * (bb[0]) + frustum[1] * (bb[1]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue; if (frustum[0] * (bb[3]) + frustum[1] * (bb[1]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue; if (frustum[0] * (bb[0]) + frustum[1] * (bb[4]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue; if (frustum[0] * (bb[3]) + frustum[1] * (bb[4]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue; return false; } return true;}
class PPUStoreArray{ static const int sc_cacheSize = 128; int m_localCache[128]; int* m_pDataPPU; int m_cachePos; int m_ppuPos;
public: PPUStoreArray(uintptr_t pDataPPU) { m_pDataPPU = (int*)pDataPPU; m_cachePos = 0; m_ppuPos = 0;}
void store(int val) { m_localCache[m_cachePos] = val; m_cachePos++; if(m_cachePos >= sc_cacheSize) flush(); }
void flush() { if(m_cachePos > 0) { // dma the local cache back to PPU and start again// spu_print("DMAing %d bytes from 0x%08x(SPU) to 0x%08x(PPU)\n",(int)( m_cachePos*sizeof(int)), (int)m_localCache, (int)&m_pDataPPU[m_ppuPos]); DmaData_SPU::put(m_localCache, (uintptr_t)&m_pDataPPU[m_ppuPos], DmaData_SPU::roundUpDMASize(m_cachePos*sizeof(int))); m_ppuPos += m_cachePos; m_cachePos = 0; } } int getSize() { return m_ppuPos; }};
void cull(LevelRenderer_cull_DataIn* dataIn, LevelRenderer_cull_DataIn* eaDataIn){ ClipChunk_SPU chunkDoubleBuffer[2]; int chunkIdx = 0; unsigned char* globalChunkFlags = (unsigned char*)alloca(dataIn->numGlobalChunks); // 164K !!! DmaData_SPU::getAndWait(globalChunkFlags, (uintptr_t)dataIn->pGlobalChunkFlags, sizeof(unsigned char)*dataIn->numGlobalChunks);
PPUStoreArray layer0List((uintptr_t)dataIn->listArray_layer0); PPUStoreArray layer1List((uintptr_t)dataIn->listArray_layer1);
PPUStoreArray layer0ZDepth((uintptr_t)dataIn->zDepth_layer0); PPUStoreArray layer1ZDepth((uintptr_t)dataIn->zDepth_layer1); float xOff = dataIn->clipMat[3][0]; float yOff = dataIn->clipMat[3][1]; float zOff = dataIn->clipMat[3][2]; dataIn->clipMat[3][0] = 0; dataIn->clipMat[3][1] = 0; dataIn->clipMat[3][2] = 0;
// DMA up the first chunk if(dataIn->numClipChunks > 0) DmaData_SPU::get(&chunkDoubleBuffer[chunkIdx], (uintptr_t)&dataIn->pClipChunks[0], sizeof(ClipChunk_SPU));
for(int i=0;i<dataIn->numClipChunks; i++) { DmaData_SPU::wait();// wait for the last chunk to have been uploaded ClipChunk_SPU& chunk = chunkDoubleBuffer[chunkIdx]; chunkIdx ^= 1; // queue up the next chunk DmaData_SPU::get(&chunkDoubleBuffer[chunkIdx], (uintptr_t)&dataIn->pClipChunks[i+1], sizeof(ClipChunk_SPU));
Vectormath::Aos::Vector4 pos(chunk.aabb[0] + xOff, chunk.aabb[1] + yOff, chunk.aabb[2] + zOff, 1.0f); Vectormath::Aos::Vector4 transPos = dataIn->clipMat * pos; float zDepth = -transPos.getZ();// spu_print("z val = %f : maxDepth = %f\n", zDepth, dataIn->maxDepthRender); if(zDepth > dataIn->maxDepthRender || chunk.aabb[1] < dataIn->maxHeightRender ) chunk.visible = false; else { unsigned char flags = chunk.globalIdx == -1 ? 0 : globalChunkFlags[ chunk.globalIdx ]; chunk.visible = false; if ( (flags & CHUNK_FLAG_COMPILED ) && ( ( flags & CHUNK_FLAG_EMPTYBOTH ) != CHUNK_FLAG_EMPTYBOTH ) ) { chunk.visible = clip(chunk.aabb, dataIn->fdraw); } } // write the visible flag directly into the chunk structure on PPU DmaData_SPU::put(&chunk, (uintptr_t)&dataIn->pClipChunks[i], 16);// only DMA the first 16 bytes, as they contain the visible flag we need to pass back
// add the data for renderChunks if( !chunk.visible ) continue; // This will be set if the chunk isn't visible, or isn't compiled, or has both empty flags set if( chunk.globalIdx == -1 ) continue; // Not sure if we should ever encounter this... TODO check int layer = 0;// zDepth /= transPos.getW(); if( ( globalChunkFlags[chunk.globalIdx] & CHUNK_FLAG_EMPTY0 ) == 0) // Check that this particular layer isn't empty { // List can be calculated directly from the chunk's global index int list = chunk.globalIdx * 2 + layer; list += dataIn->chunkLists; layer0List.store(list); layer0ZDepth.store(*((int*)&zDepth)); }
layer = 1; if( ( globalChunkFlags[chunk.globalIdx] & CHUNK_FLAG_EMPTY1 ) == 0) // Check that this particular layer isn't empty { // List can be calculated directly from the chunk's global idex int list = chunk.globalIdx * 2 + layer; list += dataIn->chunkLists; layer1List.store(list); layer0ZDepth.store(*((int*)&zDepth)); } } layer0List.flush(); layer1List.flush(); layer0ZDepth.flush(); cellDmaPutUint32(layer0List.getSize(), (uintptr_t)&eaDataIn->numToRender_layer0, 0, 0, 0); cellDmaPutUint32(layer1List.getSize(), (uintptr_t)&eaDataIn->numToRender_layer1, 0, 0, 0);
}
void cellSpursJobQueueMain(CellSpursJobContext2 *pContext, CellSpursJob256 *pJob){ // CellSpursTaskId idTask = cellSpursGetTaskId(); unsigned int idSpu = cellSpursGetCurrentSpuId();
if(sc_verbose) spu_print("LevelRenderer_cull [SPU#%u] start\n", idSpu);
g_pSpursJobContext = pContext; uint32_t eaDataIn = pJob->workArea.userData[0]; // uint32_t eaDataOut =pJob->workArea.userData[1];
LevelRenderer_cull_DataIn dataIn; DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(LevelRenderer_cull_DataIn));
if(sc_verbose) spu_print("LevelRenderer_cull [SPU#%u] DMA'd input data, ready to cull %d chunks\n", idSpu, dataIn.numClipChunks);
int numForDMA = dataIn.numClipChunks; if(numForDMA % 16) { numForDMA &= ~0x0f; numForDMA += 0x10; }
cull(&dataIn, (LevelRenderer_cull_DataIn*)eaDataIn);// DmaData_SPU::putAndWait(outputData, eaDataOut, sizeof(char) * numForDMA);
if(sc_verbose) spu_print("LevelRenderer_cull [SPU#%u] exit\n", idSpu);}