the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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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_cull.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 94void cull(LevelRenderer_cull_DataIn* dataIn, LevelRenderer_cull_DataIn* eaDataIn) 95{ 96 ClipChunk_SPU chunkDoubleBuffer[2]; 97 int chunkIdx = 0; 98 unsigned char* globalChunkFlags = (unsigned char*)alloca(dataIn->numGlobalChunks); // 164K !!! 99 DmaData_SPU::getAndWait(globalChunkFlags, (uintptr_t)dataIn->pGlobalChunkFlags, sizeof(unsigned char)*dataIn->numGlobalChunks); 100 101 PPUStoreArray layer0List((uintptr_t)dataIn->listArray_layer0); 102 PPUStoreArray layer1List((uintptr_t)dataIn->listArray_layer1); 103 104 PPUStoreArray layer0ZDepth((uintptr_t)dataIn->zDepth_layer0); 105 PPUStoreArray layer1ZDepth((uintptr_t)dataIn->zDepth_layer1); 106 float xOff = dataIn->clipMat[3][0]; 107 float yOff = dataIn->clipMat[3][1]; 108 float zOff = dataIn->clipMat[3][2]; 109 dataIn->clipMat[3][0] = 0; 110 dataIn->clipMat[3][1] = 0; 111 dataIn->clipMat[3][2] = 0; 112 113 114 115 116 // DMA up the first chunk 117 if(dataIn->numClipChunks > 0) 118 DmaData_SPU::get(&chunkDoubleBuffer[chunkIdx], (uintptr_t)&dataIn->pClipChunks[0], sizeof(ClipChunk_SPU)); 119 120 for(int i=0;i<dataIn->numClipChunks; i++) 121 { 122 DmaData_SPU::wait();// wait for the last chunk to have been uploaded 123 ClipChunk_SPU& chunk = chunkDoubleBuffer[chunkIdx]; 124 chunkIdx ^= 1; 125 // queue up the next chunk 126 DmaData_SPU::get(&chunkDoubleBuffer[chunkIdx], (uintptr_t)&dataIn->pClipChunks[i+1], sizeof(ClipChunk_SPU)); 127 128 Vectormath::Aos::Vector4 pos(chunk.aabb[0] + xOff, chunk.aabb[1] + yOff, chunk.aabb[2] + zOff, 1.0f); 129 Vectormath::Aos::Vector4 transPos = dataIn->clipMat * pos; 130 float zDepth = -transPos.getZ(); 131// spu_print("z val = %f : maxDepth = %f\n", zDepth, dataIn->maxDepthRender); 132 if(zDepth > dataIn->maxDepthRender || chunk.aabb[1] < dataIn->maxHeightRender ) 133 chunk.visible = false; 134 else 135 { 136 unsigned char flags = chunk.globalIdx == -1 ? 0 : globalChunkFlags[ chunk.globalIdx ]; 137 chunk.visible = false; 138 if ( (flags & CHUNK_FLAG_COMPILED ) && ( ( flags & CHUNK_FLAG_EMPTYBOTH ) != CHUNK_FLAG_EMPTYBOTH ) ) 139 { 140 chunk.visible = clip(chunk.aabb, dataIn->fdraw); 141 } 142 } 143 // write the visible flag directly into the chunk structure on PPU 144 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 145 146 // add the data for renderChunks 147 if( !chunk.visible ) 148 continue; // This will be set if the chunk isn't visible, or isn't compiled, or has both empty flags set 149 if( chunk.globalIdx == -1 ) 150 continue; // Not sure if we should ever encounter this... TODO check 151 int layer = 0; 152// zDepth /= transPos.getW(); 153 if( ( globalChunkFlags[chunk.globalIdx] & CHUNK_FLAG_EMPTY0 ) == 0) // Check that this particular layer isn't empty 154 { 155 // List can be calculated directly from the chunk's global index 156 int list = chunk.globalIdx * 2 + layer; 157 list += dataIn->chunkLists; 158 layer0List.store(list); 159 layer0ZDepth.store(*((int*)&zDepth)); 160 } 161 162 layer = 1; 163 if( ( globalChunkFlags[chunk.globalIdx] & CHUNK_FLAG_EMPTY1 ) == 0) // Check that this particular layer isn't empty 164 { 165 // List can be calculated directly from the chunk's global idex 166 int list = chunk.globalIdx * 2 + layer; 167 list += dataIn->chunkLists; 168 layer1List.store(list); 169 layer0ZDepth.store(*((int*)&zDepth)); 170 } 171 } 172 layer0List.flush(); 173 layer1List.flush(); 174 layer0ZDepth.flush(); 175 cellDmaPutUint32(layer0List.getSize(), (uintptr_t)&eaDataIn->numToRender_layer0, 0, 0, 0); 176 cellDmaPutUint32(layer1List.getSize(), (uintptr_t)&eaDataIn->numToRender_layer1, 0, 0, 0); 177 178} 179 180 181 182 183void cellSpursJobQueueMain(CellSpursJobContext2 *pContext, CellSpursJob256 *pJob) 184{ 185 // CellSpursTaskId idTask = cellSpursGetTaskId(); 186 unsigned int idSpu = cellSpursGetCurrentSpuId(); 187 188 if(sc_verbose) 189 spu_print("LevelRenderer_cull [SPU#%u] start\n", idSpu); 190 191 g_pSpursJobContext = pContext; 192 uint32_t eaDataIn = pJob->workArea.userData[0]; 193// uint32_t eaDataOut =pJob->workArea.userData[1]; 194 195 LevelRenderer_cull_DataIn dataIn; 196 DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(LevelRenderer_cull_DataIn)); 197 198 if(sc_verbose) 199 spu_print("LevelRenderer_cull [SPU#%u] DMA'd input data, ready to cull %d chunks\n", idSpu, dataIn.numClipChunks); 200 201 int numForDMA = dataIn.numClipChunks; 202 if(numForDMA % 16) 203 { 204 numForDMA &= ~0x0f; 205 numForDMA += 0x10; 206 } 207 208 cull(&dataIn, (LevelRenderer_cull_DataIn*)eaDataIn); 209// DmaData_SPU::putAndWait(outputData, eaDataOut, sizeof(char) * numForDMA); 210 211 212 if(sc_verbose) 213 spu_print("LevelRenderer_cull [SPU#%u] exit\n", idSpu); 214} 215