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2026-03-01 12:16:08 +08:00

216 lines
7.2 KiB
C++

/* SCE CONFIDENTIAL
PlayStation(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 definitions
static 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);
}