Files
MinecraftConsoles/Minecraft.Client/PS3/SPU_Tasks/LevelRenderer_FindNearestChunk/LevelRenderer_FindNearestChunk.cpp
2026-03-01 12:16:08 +08:00

275 lines
9.4 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_FindNearestChunk.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; }
};
bool LevelRenderer_FindNearestChunk_DataIn::MultiplayerChunkCache::getChunkEmpty(int lowerOffset, int upperOffset, int x, int y, int z)
{
x>>=4;
z>>=4;
int ix = x + XZOFFSET;
int iz = z + XZOFFSET;
// Check we're in range of the stored level
if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return false; // ( waterChunk ? waterChunk : emptyChunk );
if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return false; //( waterChunk ? waterChunk : emptyChunk );
int idx = ix * XZSIZE + iz;
// spu_print("grabbing pointer idx %d from 0x%08x", idx, (uintptr_t)&cache[idx]);
uint32_t chunkPointer = DmaData_SPU::getValue32((uintptr_t)&cache[idx]);
// spu_print(" value - 0x%08x\n", chunkPointer);
if( chunkPointer == NULL )
{
return false;
}
else
{
CompressedTileStorage blocks;
uintptr_t pBlocks;
// using a class structure offset here as we don't want to be compiling LevelChunk on SPU
int chunkY = y;
if( y >= 128 )
{
pBlocks = DmaData_SPU::getValue32((uintptr_t)(chunkPointer+upperOffset));
chunkY -= 128;
}
else
{
pBlocks = DmaData_SPU::getValue32((uintptr_t)(chunkPointer+lowerOffset));
}
DmaData_SPU::getAndWaitUnaligned(&blocks, pBlocks, sizeof(CompressedTileStorage));
return blocks.isRenderChunkEmpty(chunkY);
}
}
bool LevelRenderer_FindNearestChunk_DataIn::CompressedTileStorage::isRenderChunkEmpty(int y) // y == 0, 16, 32... 112 (representing a 16 byte range)
{
int blockIdx;
unsigned short *blockIndices = (unsigned short *)indicesAndData;
for( int x = 0; x < 16; x += 4 )
{
for( int z = 0; z < 16; z += 4 )
{
getBlock(&blockIdx, x, y, z);
uint16_t comp;
comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx]);
if( comp != 0x0007 ) return false;
comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx+1]);
if( comp != 0x0007 ) return false;
comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx+2]);
if( comp != 0x0007 ) return false;
comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx+3]);
if( comp != 0x0007 ) return false;
}
}
return true;
}
void LevelRenderer_FindNearestChunk_DataIn::findNearestChunk()
{
unsigned char* globalChunkFlags = (unsigned char*)alloca(numGlobalChunks); // 164K !!!
DmaData_SPU::getAndWait(globalChunkFlags, (uintptr_t)pGlobalChunkFlags, sizeof(unsigned char)*numGlobalChunks);
nearChunk = NULL; // Nearest chunk that is dirty
veryNearCount = 0;
int minDistSq = 0x7fffffff; // Distances to this chunk
// Find nearest chunk that is dirty
for( int p = 0; p < 4; p++ )
{
// It's possible that the localplayers member can be set to NULL on the main thread when a player chooses to exit the game
// So take a reference to the player object now. As it is a shared_ptr it should live as long as we need it
PlayerData* player = &playerData[p];
if( player->bValid == NULL ) continue;
if( chunks[p] == NULL ) continue;
if( level[p] == NULL ) continue;
if( chunkLengths[p] != xChunks * zChunks * CHUNK_Y_COUNT ) continue;
int px = (int)player->x;
int py = (int)player->y;
int pz = (int)player->z;
ClipChunk clipChunk[512];
for( int z = 0; z < zChunks; z++ )
{
uintptr_t ClipChunkX_PPU = (uintptr_t)&chunks[p][(z * yChunks + 0) * xChunks + 0];
DmaData_SPU::getAndWait(&clipChunk[0], ClipChunkX_PPU, sizeof(ClipChunk) * xChunks*CHUNK_Y_COUNT);
for( int y = 0; y < CHUNK_Y_COUNT; y++ )
{
for( int x = 0; x < xChunks; x++ )
{
ClipChunk *pClipChunk = &clipChunk[(y) * xChunks + x];
// Get distance to this chunk - deliberately not calling the chunk's method of doing this to avoid overheads (passing entitie, type conversion etc.) that this involves
int xd = pClipChunk->xm - px;
int yd = pClipChunk->ym - py;
int zd = pClipChunk->zm - pz;
int distSq = xd * xd + yd * yd + zd * zd;
int distSqWeighted = xd * xd + yd * yd * 4 + zd * zd; // Weighting against y to prioritise things in same x/z plane as player first
if( globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_DIRTY )
{
if( (!onlyRebuild) ||
globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_COMPILED ||
( distSq < 20 * 20 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
{
// Is this chunk nearer than our nearest?
if( distSqWeighted < minDistSq )
{
// At this point we've got a chunk that we would like to consider for rendering, at least based on its proximity to the player(s).
// Its *quite* quick to generate empty render data for render chunks, but if we let the rebuilding do that then the after rebuilding we will have
// to start searching for the next nearest chunk from scratch again. Instead, its better to detect empty chunks at this stage, flag them up as not dirty
// (and empty), and carry on. The levelchunk's isRenderChunkEmpty method can be quite optimal as it can make use of the chunk's data compression to detect
// emptiness without actually testing as many data items as uncompressed data would.
Chunk chunk;
DmaData_SPU::getAndWait(&chunk, (uintptr_t)pClipChunk->chunk, sizeof(Chunk));
if(!multiplayerChunkCache[p].getChunkEmpty(lowerOffset, upperOffset, chunk.x, y*16, chunk.z))
{
uintptr_t ClipChunkPPU = (uintptr_t)&chunks[p][(z * yChunks + y) * xChunks + x];
nearChunk = (ClipChunk*)ClipChunkPPU;
minDistSq = distSqWeighted;
}
else
{
globalChunkFlags[ pClipChunk->globalIdx ] &= ~CHUNK_FLAG_DIRTY;
globalChunkFlags[ pClipChunk->globalIdx ] |= CHUNK_FLAG_EMPTYBOTH;
}
}
if( distSq < 20 * 20 )
{
veryNearCount++;
}
}
}
}
}
}
}
DmaData_SPU::putAndWait(globalChunkFlags, (uintptr_t)pGlobalChunkFlags, sizeof(unsigned char)*numGlobalChunks);
}
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_FindNearestChunk_DataIn dataIn;
DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(LevelRenderer_FindNearestChunk_DataIn));
dataIn.findNearestChunk();
DmaData_SPU::putAndWait(&dataIn, eaDataIn, sizeof(LevelRenderer_FindNearestChunk_DataIn));
if(sc_verbose)
spu_print("LevelRenderer_cull [SPU#%u] exit\n", idSpu);
}