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