the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1/* SCE CONFIDENTIAL
2PlayStation(R)3 Programmer Tool Runtime Library 430.001
3* Copyright (C) 2007 Sony Computer Entertainment Inc.
4* All Rights Reserved.
5*/
6
7/* common headers */
8#include <stdint.h>
9#include <stdlib.h>
10#include <alloca.h>
11#include <spu_intrinsics.h>
12#include <cell/spurs.h>
13#include <cell/dma.h>
14#include <cell/spurs/job_queue.h>
15
16#include "LevelRenderer_FindNearestChunk.h"
17#include "..\Common\DmaData.h"
18#include <vectormath/c/vectormath_aos_v.h>
19
20
21
22// #define SPU_HEAPSIZE (128*1024)
23// #define SPU_STACKSIZE (16*1024)
24//
25// CELL_SPU_LS_PARAM(128*1024, 16*1024); // can't use #defines here as it seems to create an asm instruction
26
27
28static const bool sc_verbose = false;
29
30CellSpursJobContext2* g_pSpursJobContext;
31
32
33// The flag definitions
34static const int CHUNK_FLAG_COMPILED = 0x01;
35static const int CHUNK_FLAG_DIRTY = 0x02;
36static const int CHUNK_FLAG_EMPTY0 = 0x04;
37static const int CHUNK_FLAG_EMPTY1 = 0x08;
38static const int CHUNK_FLAG_EMPTYBOTH = 0x0c;
39static const int CHUNK_FLAG_NOTSKYLIT = 0x10;
40static const int CHUNK_FLAG_REF_MASK = 0x07;
41static const int CHUNK_FLAG_REF_SHIFT = 5;
42
43
44bool inline clip(float *bb, float *frustum)
45{
46 for (int i = 0; i < 6; ++i, frustum += 4)
47 {
48 if (frustum[0] * (bb[0]) + frustum[1] * (bb[1]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
49 if (frustum[0] * (bb[3]) + frustum[1] * (bb[1]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
50 if (frustum[0] * (bb[0]) + frustum[1] * (bb[4]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
51 if (frustum[0] * (bb[3]) + frustum[1] * (bb[4]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
52 if (frustum[0] * (bb[0]) + frustum[1] * (bb[1]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
53 if (frustum[0] * (bb[3]) + frustum[1] * (bb[1]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
54 if (frustum[0] * (bb[0]) + frustum[1] * (bb[4]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
55 if (frustum[0] * (bb[3]) + frustum[1] * (bb[4]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
56 return false;
57 }
58 return true;
59}
60
61class PPUStoreArray
62{
63 static const int sc_cacheSize = 128;
64 int m_localCache[128];
65 int* m_pDataPPU;
66 int m_cachePos;
67 int m_ppuPos;
68
69public:
70 PPUStoreArray(uintptr_t pDataPPU) { m_pDataPPU = (int*)pDataPPU; m_cachePos = 0; m_ppuPos = 0;}
71
72 void store(int val)
73 {
74 m_localCache[m_cachePos] = val;
75 m_cachePos++;
76 if(m_cachePos >= sc_cacheSize)
77 flush();
78 }
79
80 void flush()
81 {
82 if(m_cachePos > 0)
83 {
84 // dma the local cache back to PPU and start again
85// 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]);
86 DmaData_SPU::put(m_localCache, (uintptr_t)&m_pDataPPU[m_ppuPos], DmaData_SPU::roundUpDMASize(m_cachePos*sizeof(int)));
87 m_ppuPos += m_cachePos;
88 m_cachePos = 0;
89 }
90 }
91 int getSize() { return m_ppuPos; }
92};
93
94
95bool LevelRenderer_FindNearestChunk_DataIn::MultiplayerChunkCache::getChunkEmpty(int lowerOffset, int upperOffset, int x, int y, int z)
96{
97 x>>=4;
98 z>>=4;
99 int ix = x + XZOFFSET;
100 int iz = z + XZOFFSET;
101 // Check we're in range of the stored level
102 if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return false; // ( waterChunk ? waterChunk : emptyChunk );
103 if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return false; //( waterChunk ? waterChunk : emptyChunk );
104 int idx = ix * XZSIZE + iz;
105
106// spu_print("grabbing pointer idx %d from 0x%08x", idx, (uintptr_t)&cache[idx]);
107 uint32_t chunkPointer = DmaData_SPU::getValue32((uintptr_t)&cache[idx]);
108// spu_print(" value - 0x%08x\n", chunkPointer);
109
110 if( chunkPointer == NULL )
111 {
112 return false;
113 }
114 else
115 {
116 CompressedTileStorage blocks;
117 uintptr_t pBlocks;
118 // using a class structure offset here as we don't want to be compiling LevelChunk on SPU
119 int chunkY = y;
120 if( y >= 128 )
121 {
122 pBlocks = DmaData_SPU::getValue32((uintptr_t)(chunkPointer+upperOffset));
123 chunkY -= 128;
124 }
125 else
126 {
127 pBlocks = DmaData_SPU::getValue32((uintptr_t)(chunkPointer+lowerOffset));
128 }
129 DmaData_SPU::getAndWaitUnaligned(&blocks, pBlocks, sizeof(CompressedTileStorage));
130 return blocks.isRenderChunkEmpty(chunkY);
131 }
132}
133
134
135bool LevelRenderer_FindNearestChunk_DataIn::CompressedTileStorage::isRenderChunkEmpty(int y) // y == 0, 16, 32... 112 (representing a 16 byte range)
136{
137 int blockIdx;
138 unsigned short *blockIndices = (unsigned short *)indicesAndData;
139
140 for( int x = 0; x < 16; x += 4 )
141 {
142 for( int z = 0; z < 16; z += 4 )
143 {
144 getBlock(&blockIdx, x, y, z);
145 uint16_t comp;
146 comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx]);
147 if( comp != 0x0007 ) return false;
148 comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx+1]);
149 if( comp != 0x0007 ) return false;
150 comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx+2]);
151 if( comp != 0x0007 ) return false;
152 comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx+3]);
153 if( comp != 0x0007 ) return false;
154 }
155 }
156 return true;
157}
158
159
160void LevelRenderer_FindNearestChunk_DataIn::findNearestChunk()
161{
162 unsigned char* globalChunkFlags = (unsigned char*)alloca(numGlobalChunks); // 164K !!!
163 DmaData_SPU::getAndWait(globalChunkFlags, (uintptr_t)pGlobalChunkFlags, sizeof(unsigned char)*numGlobalChunks);
164
165
166 nearChunk = NULL; // Nearest chunk that is dirty
167 veryNearCount = 0;
168 int minDistSq = 0x7fffffff; // Distances to this chunk
169
170
171 // Find nearest chunk that is dirty
172 for( int p = 0; p < 4; p++ )
173 {
174 // It's possible that the localplayers member can be set to NULL on the main thread when a player chooses to exit the game
175 // So take a reference to the player object now. As it is a shared_ptr it should live as long as we need it
176 PlayerData* player = &playerData[p];
177 if( player->bValid == NULL ) continue;
178 if( chunks[p] == NULL ) continue;
179 if( level[p] == NULL ) continue;
180 if( chunkLengths[p] != xChunks * zChunks * CHUNK_Y_COUNT ) continue;
181 int px = (int)player->x;
182 int py = (int)player->y;
183 int pz = (int)player->z;
184
185 ClipChunk clipChunk[512];
186
187 for( int z = 0; z < zChunks; z++ )
188 {
189 uintptr_t ClipChunkX_PPU = (uintptr_t)&chunks[p][(z * yChunks + 0) * xChunks + 0];
190 DmaData_SPU::getAndWait(&clipChunk[0], ClipChunkX_PPU, sizeof(ClipChunk) * xChunks*CHUNK_Y_COUNT);
191 for( int y = 0; y < CHUNK_Y_COUNT; y++ )
192 {
193 for( int x = 0; x < xChunks; x++ )
194 {
195 ClipChunk *pClipChunk = &clipChunk[(y) * xChunks + x];
196
197 // 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
198 int xd = pClipChunk->xm - px;
199 int yd = pClipChunk->ym - py;
200 int zd = pClipChunk->zm - pz;
201 int distSq = xd * xd + yd * yd + zd * zd;
202 int distSqWeighted = xd * xd + yd * yd * 4 + zd * zd; // Weighting against y to prioritise things in same x/z plane as player first
203
204 if( globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_DIRTY )
205 {
206 if( (!onlyRebuild) ||
207 globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_COMPILED ||
208 ( 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
209 {
210 // Is this chunk nearer than our nearest?
211 if( distSqWeighted < minDistSq )
212 {
213 // 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).
214 // 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
215 // 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
216 // (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
217 // emptiness without actually testing as many data items as uncompressed data would.
218 Chunk chunk;
219 DmaData_SPU::getAndWait(&chunk, (uintptr_t)pClipChunk->chunk, sizeof(Chunk));
220 if(!multiplayerChunkCache[p].getChunkEmpty(lowerOffset, upperOffset, chunk.x, y*16, chunk.z))
221 {
222 uintptr_t ClipChunkPPU = (uintptr_t)&chunks[p][(z * yChunks + y) * xChunks + x];
223 nearChunk = (ClipChunk*)ClipChunkPPU;
224 minDistSq = distSqWeighted;
225 }
226 else
227 {
228 globalChunkFlags[ pClipChunk->globalIdx ] &= ~CHUNK_FLAG_DIRTY;
229 globalChunkFlags[ pClipChunk->globalIdx ] |= CHUNK_FLAG_EMPTYBOTH;
230 }
231 }
232
233 if( distSq < 20 * 20 )
234 {
235 veryNearCount++;
236 }
237 }
238 }
239 }
240 }
241 }
242 }
243
244 DmaData_SPU::putAndWait(globalChunkFlags, (uintptr_t)pGlobalChunkFlags, sizeof(unsigned char)*numGlobalChunks);
245
246}
247
248
249
250
251void cellSpursJobQueueMain(CellSpursJobContext2 *pContext, CellSpursJob256 *pJob)
252{
253 // CellSpursTaskId idTask = cellSpursGetTaskId();
254 unsigned int idSpu = cellSpursGetCurrentSpuId();
255
256 if(sc_verbose)
257 spu_print("LevelRenderer_cull [SPU#%u] start\n", idSpu);
258
259 g_pSpursJobContext = pContext;
260 uint32_t eaDataIn = pJob->workArea.userData[0];
261// uint32_t eaDataOut =pJob->workArea.userData[1];
262
263 LevelRenderer_FindNearestChunk_DataIn dataIn;
264 DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(LevelRenderer_FindNearestChunk_DataIn));
265
266 dataIn.findNearestChunk();
267
268 DmaData_SPU::putAndWait(&dataIn, eaDataIn, sizeof(LevelRenderer_FindNearestChunk_DataIn));
269
270
271 if(sc_verbose)
272 spu_print("LevelRenderer_cull [SPU#%u] exit\n", idSpu);
273}
274