Loader improvements and blackout (#1254)

* temp

* also tfrag

* fix order
This commit is contained in:
water111
2022-03-26 15:53:44 -04:00
committed by GitHub
parent be0075a4e4
commit e38832365c
21 changed files with 761 additions and 611 deletions
+1
View File
@@ -39,6 +39,7 @@ struct GfxRendererModule {
std::function<void(u32, u32, u32)> texture_relocate;
std::function<void()> poll_events;
std::function<void(const std::vector<std::string>&)> set_levels;
std::function<void(float)> set_pmode_alp;
GfxPipeline pipeline;
const char* name;
};
+373 -49
View File
@@ -13,6 +13,26 @@ std::string uppercase_string(const std::string& s) {
}
} // namespace
Loader::Loader() {
m_loader_thread = std::thread(&Loader::loader_thread, this);
}
Loader::~Loader() {
{
std::lock_guard<std::mutex> lk(m_loader_mutex);
m_want_shutdown = true;
m_loader_cv.notify_all();
}
m_loader_thread.join();
}
/*!
* Try to get a loaded level by name. It may fail and return nullptr.
* Getting a level will reset the counter for the level and prevent it from being kicked out
* for a little while.
*
* This is safe to call from the graphics thread
*/
const Loader::LevelData* Loader::get_tfrag3_level(const std::string& level_name) {
std::unique_lock<std::mutex> lk(m_loader_mutex);
const auto& existing = m_loaded_tfrag3_levels.find(level_name);
@@ -24,8 +44,14 @@ const Loader::LevelData* Loader::get_tfrag3_level(const std::string& level_name)
}
}
/*!
* The game calls this to give the loader a hint on which levels we want.
* If the loader is not busy, it will begin loading the level.
* This should be called on every frame.
*/
void Loader::set_want_levels(const std::vector<std::string>& levels) {
std::unique_lock<std::mutex> lk(m_loader_mutex);
m_desired_levels = levels;
if (!m_level_to_load.empty()) {
// can't do anything, we're loading a level right now
return;
@@ -36,9 +62,11 @@ void Loader::set_want_levels(const std::vector<std::string>& levels) {
return;
}
// loader isn't busy, try to load one of the requested levels.
for (auto& lev : levels) {
auto it = m_loaded_tfrag3_levels.find(lev);
if (it == m_loaded_tfrag3_levels.end()) {
// we haven't loaded it yet. Request this level to load and wake up the thread.
m_level_to_load = lev;
lk.unlock();
m_loader_cv.notify_all();
@@ -47,31 +75,45 @@ void Loader::set_want_levels(const std::vector<std::string>& levels) {
}
}
/*!
* Loader function that runs in a completely separate thread.
* This is used for file I/O and unpacking.
*/
void Loader::loader_thread() {
while (!m_want_shutdown) {
std::unique_lock<std::mutex> lk(m_loader_mutex);
// this will keep us asleep until we've got a level to load.
m_loader_cv.wait(lk, [&] { return !m_level_to_load.empty() || m_want_shutdown; });
if (m_want_shutdown) {
return;
}
std::string lev = m_level_to_load;
// don't hold the lock while reading the file.
lk.unlock();
// simulate slower hard drive (so that the loader thread can lose to the game loads)
// std::this_thread::sleep_for(std::chrono::milliseconds(1500));
// load the fr3 file
Timer disk_timer;
auto data = file_util::read_binary_file(
file_util::get_file_path({fmt::format("assets/{}.fr3", uppercase_string(lev))}));
double disk_load_time = disk_timer.getSeconds();
// the FR3 files are compressed
Timer decomp_timer;
auto decomp_data = compression::decompress_zstd(data.data(), data.size());
double decomp_time = decomp_timer.getSeconds();
// Read back into the tfrag3::Level structure
Timer import_timer;
auto result = std::make_unique<tfrag3::Level>();
Serializer ser(decomp_data.data(), decomp_data.size());
result->serialize(ser);
double import_time = import_timer.getSeconds();
// and finally "unpack", which creates the vertex data we'll upload to the GPU
Timer unpack_timer;
for (auto& tie_tree : result->tie_trees) {
for (auto& tree : tie_tree) {
@@ -93,12 +135,20 @@ void Loader::loader_thread() {
"------------> Load from file: {:.3f}s, import {:.3f}s, decomp {:.3f}s unpack {:.3f}s\n",
disk_load_time, import_time, decomp_time, unpack_timer.getSeconds());
// grab the lock again
lk.lock();
// move this level to "initializing" state.
m_initializing_tfrag3_levels[lev].data = {}; // reset load state
m_initializing_tfrag3_levels[lev].data.level = std::move(result);
m_level_to_load = "";
m_file_load_done_cv.notify_all();
}
}
/*!
* Load a "common" FR3 file that has non-level textures.
* This should be called during initialization, before any threaded loading goes on.
*/
void Loader::load_common(TexturePool& tex_pool, const std::string& name) {
auto data =
file_util::read_binary_file(file_util::get_file_path({fmt::format("assets/{}.fr3", name)}));
@@ -111,6 +161,9 @@ void Loader::load_common(TexturePool& tex_pool, const std::string& name) {
}
}
/*!
* Upload a texture to the GPU, and give it to the pool.
*/
u64 Loader::add_texture(TexturePool& pool, const tfrag3::Texture& tex, bool is_common) {
GLuint gl_tex;
glGenTextures(1, &gl_tex);
@@ -140,8 +193,295 @@ u64 Loader::add_texture(TexturePool& pool, const tfrag3::Texture& tex, bool is_c
return gl_tex;
}
Loader::Loader() {
m_loader_thread = std::thread(&Loader::loader_thread, this);
bool Loader::init_tfrag(Timer& timer, LevelData& data) {
if (data.tfrag_load_done) {
return true;
}
if (data.level->tfrag_trees.front().empty()) {
data.tfrag_load_done = true;
return true;
}
if (!data.tfrag_opengl_created) {
for (int geo = 0; geo < tfrag3::TFRAG_GEOS; geo++) {
auto& in_trees = data.level->tfrag_trees[geo];
for (auto& in_tree : in_trees) {
GLuint& tree_out = data.tfrag_vertex_data[geo].emplace_back();
glGenBuffers(1, &tree_out);
glBindBuffer(GL_ARRAY_BUFFER, tree_out);
glBufferData(GL_ARRAY_BUFFER,
in_tree.unpacked.vertices.size() * sizeof(tfrag3::PreloadedVertex), nullptr,
GL_STATIC_DRAW);
}
}
data.tfrag_opengl_created = true;
return false;
}
constexpr u32 CHUNK_SIZE = 32768;
u32 uploaded_bytes = 0;
while (true) {
const auto& tree = data.level->tfrag_trees[data.tfrag_next_geo][data.tfrag_next_tree];
u32 end_vert_in_tree = tree.unpacked.vertices.size();
// the number of vertices we'd need to finish the tree right now
size_t num_verts_left_in_tree = end_vert_in_tree - data.tfrag_next_vert;
size_t start_vert_for_chunk;
size_t end_vert_for_chunk;
bool complete_tree;
if (num_verts_left_in_tree > CHUNK_SIZE) {
complete_tree = false;
// should only do partial
start_vert_for_chunk = data.tfrag_next_vert;
end_vert_for_chunk = start_vert_for_chunk + CHUNK_SIZE;
data.tfrag_next_vert += CHUNK_SIZE;
} else {
// should do all!
start_vert_for_chunk = data.tfrag_next_vert;
end_vert_for_chunk = end_vert_in_tree;
complete_tree = true;
}
// glBindVertexArray(m_trees[m_load_state.vert_geo][m_load_state.vert_tree].vao);
glBindBuffer(GL_ARRAY_BUFFER,
data.tfrag_vertex_data[data.tfrag_next_geo][data.tfrag_next_tree]);
u32 upload_size = (end_vert_for_chunk - start_vert_for_chunk) * sizeof(tfrag3::PreloadedVertex);
glBufferSubData(GL_ARRAY_BUFFER, start_vert_for_chunk * sizeof(tfrag3::PreloadedVertex),
upload_size, tree.unpacked.vertices.data() + start_vert_for_chunk);
uploaded_bytes += upload_size;
if (complete_tree) {
// and move on to next tree
data.tfrag_next_vert = 0;
data.tfrag_next_tree++;
if (data.tfrag_next_tree >= data.level->tfrag_trees[data.tfrag_next_geo].size()) {
data.tfrag_next_tree = 0;
data.tfrag_next_geo++;
if (data.tfrag_next_geo >= tfrag3::TFRAG_GEOS) {
data.tfrag_load_done = true;
data.tfrag_next_tree = 0;
data.tfrag_next_geo = 0;
data.tfrag_next_vert = 0;
return true;
}
}
}
if (timer.getMs() > Loader::TIE_LOAD_BUDGET || (uploaded_bytes / 1024) > 2048) {
return false;
}
}
}
bool Loader::init_tie(Timer& timer, LevelData& data) {
if (data.tie_load_done) {
return true;
}
if (data.level->tie_trees.front().empty()) {
data.tie_load_done = true;
return true;
}
if (!data.tie_opengl_created) {
for (int geo = 0; geo < tfrag3::TIE_GEOS; geo++) {
auto& in_trees = data.level->tie_trees[geo];
for (auto& in_tree : in_trees) {
LevelData::TieOpenGL& tree_out = data.tie_data[geo].emplace_back();
glGenBuffers(1, &tree_out.vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, tree_out.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER,
in_tree.unpacked.vertices.size() * sizeof(tfrag3::PreloadedVertex), nullptr,
GL_STATIC_DRAW);
}
}
data.tie_opengl_created = true;
return false;
}
if (!data.tie_verts_done) {
constexpr u32 CHUNK_SIZE = 32768;
u32 uploaded_bytes = 0;
while (true) {
const auto& tree = data.level->tie_trees[data.tie_next_geo][data.tie_next_tree];
u32 end_vert_in_tree = tree.unpacked.vertices.size();
// the number of vertices we'd need to finish the tree right now
size_t num_verts_left_in_tree = end_vert_in_tree - data.tie_next_vert;
size_t start_vert_for_chunk;
size_t end_vert_for_chunk;
bool complete_tree;
if (num_verts_left_in_tree > CHUNK_SIZE) {
complete_tree = false;
// should only do partial
start_vert_for_chunk = data.tie_next_vert;
end_vert_for_chunk = start_vert_for_chunk + CHUNK_SIZE;
data.tie_next_vert += CHUNK_SIZE;
} else {
// should do all!
start_vert_for_chunk = data.tie_next_vert;
end_vert_for_chunk = end_vert_in_tree;
complete_tree = true;
}
// glBindVertexArray(m_trees[m_load_state.vert_geo][m_load_state.vert_tree].vao);
glBindBuffer(GL_ARRAY_BUFFER,
data.tie_data[data.tie_next_geo][data.tie_next_tree].vertex_buffer);
u32 upload_size =
(end_vert_for_chunk - start_vert_for_chunk) * sizeof(tfrag3::PreloadedVertex);
glBufferSubData(GL_ARRAY_BUFFER, start_vert_for_chunk * sizeof(tfrag3::PreloadedVertex),
upload_size, tree.unpacked.vertices.data() + start_vert_for_chunk);
uploaded_bytes += upload_size;
if (complete_tree) {
// and move on to next tree
data.tie_next_vert = 0;
data.tie_next_tree++;
if (data.tie_next_tree >= data.level->tie_trees[data.tie_next_geo].size()) {
data.tie_next_tree = 0;
data.tie_next_geo++;
if (data.tie_next_geo >= tfrag3::TIE_GEOS) {
data.tie_verts_done = true;
data.tie_next_tree = 0;
data.tie_next_geo = 0;
data.tie_next_vert = 0;
return false;
}
}
}
if (timer.getMs() > Loader::TIE_LOAD_BUDGET || (uploaded_bytes / 1024) > 2048) {
return false;
}
}
}
if (!data.tie_wind_indices_done) {
bool abort = false;
for (; data.tie_next_geo < tfrag3::TIE_GEOS; data.tie_next_geo++) {
auto& geo_trees = data.level->tie_trees[data.tie_next_geo];
for (; data.tie_next_tree < geo_trees.size(); data.tie_next_tree++) {
if (abort) {
return false;
}
auto& in_tree = geo_trees[data.tie_next_tree];
auto& out_tree = data.tie_data[data.tie_next_geo][data.tie_next_tree];
size_t wind_idx_buffer_len = 0;
for (auto& draw : in_tree.instanced_wind_draws) {
wind_idx_buffer_len += draw.vertex_index_stream.size();
}
if (wind_idx_buffer_len > 0) {
out_tree.has_wind = true;
glGenBuffers(1, &out_tree.wind_indices);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, out_tree.wind_indices);
std::vector<u32> temp;
temp.resize(wind_idx_buffer_len);
u32 off = 0;
for (auto& draw : in_tree.instanced_wind_draws) {
memcpy(temp.data() + off, draw.vertex_index_stream.data(),
draw.vertex_index_stream.size() * sizeof(u32));
off += draw.vertex_index_stream.size();
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, wind_idx_buffer_len * sizeof(u32), temp.data(),
GL_STATIC_DRAW);
abort = true;
}
}
}
data.tie_wind_indices_done = true;
data.tie_load_done = true;
return true;
}
return false;
}
bool Loader::upload_textures(Timer& timer, LevelData& data, TexturePool& texture_pool) {
// try to move level from initializing to initialized:
constexpr int MAX_TEX_BYTES_PER_FRAME = 1024 * 128;
int bytes_this_run = 0;
int tex_this_run = 0;
if (data.textures.size() < data.level->textures.size()) {
std::unique_lock<std::mutex> tpool_lock(texture_pool.mutex());
while (data.textures.size() < data.level->textures.size()) {
auto& tex = data.level->textures[data.textures.size()];
data.textures.push_back(add_texture(texture_pool, tex, false));
bytes_this_run += tex.w * tex.h * 4;
tex_this_run++;
if (tex_this_run > 20) {
break;
}
if (bytes_this_run > MAX_TEX_BYTES_PER_FRAME || timer.getMs() > SHARED_TEXTURE_LOAD_BUDGET) {
break;
}
}
}
return data.textures.size() == data.level->textures.size();
}
void Loader::update_blocking(std::string& status_out, TexturePool& tex_pool) {
fmt::print("NOTE: coming out of blackout on next frame, doing all loads now...\n");
bool missing_levels = true;
while (missing_levels) {
bool needs_run = true;
while (needs_run) {
needs_run = false;
{
std::unique_lock<std::mutex> lk(m_loader_mutex);
if (!m_level_to_load.empty()) {
m_file_load_done_cv.wait(lk, [&]() { return m_level_to_load.empty(); });
}
}
}
needs_run = true;
while (needs_run) {
needs_run = false;
{
std::unique_lock<std::mutex> lk(m_loader_mutex);
if (!m_initializing_tfrag3_levels.empty()) {
needs_run = true;
}
}
if (needs_run) {
update(status_out, tex_pool);
}
}
{
std::unique_lock<std::mutex> lk(m_loader_mutex);
missing_levels = false;
for (auto& des : m_desired_levels) {
if (m_loaded_tfrag3_levels.find(des) == m_loaded_tfrag3_levels.end()) {
fmt::print("blackout loader doing additional level {}...\n", des);
missing_levels = true;
}
}
}
if (missing_levels) {
set_want_levels(m_desired_levels);
}
}
fmt::print("Blackout loads done. Current status:");
std::unique_lock<std::mutex> lk(m_loader_mutex);
for (auto& ld : m_loaded_tfrag3_levels) {
fmt::print(" {} is loaded.\n", ld.first);
}
}
void Loader::update(std::string& status_out, TexturePool& texture_pool) {
@@ -154,39 +494,28 @@ void Loader::update(std::string& status_out, TexturePool& texture_pool) {
bool did_gpu_stuff = false;
// work on moving initializing to initialized.
{
// try to move level from initializing to initialized:
// accessing initializing, should lock
std::unique_lock<std::mutex> lk(m_loader_mutex);
// grab the first initializing level:
const auto& it = m_initializing_tfrag3_levels.begin();
if (it != m_initializing_tfrag3_levels.end()) {
did_gpu_stuff = true;
constexpr int MAX_TEX_BYTES_PER_FRAME = 1024 * 128;
auto& data = it->second.data;
std::string name = it->first;
auto& lev = it->second;
// we're the only place that erases, so it's okay to unlock and hold a reference
lk.unlock();
if (upload_textures(loader_timer, lev.data, texture_pool)) {
if (init_tie(loader_timer, lev.data)) {
if (init_tfrag(loader_timer, lev.data)) {
// we're done! lock before removing from loaded.
lk.lock();
it->second.data.load_id = m_id++;
int bytes_this_run = 0;
int tex_this_run = 0;
std::unique_lock<std::mutex> tpool_lock(texture_pool.mutex());
while (data.textures.size() < data.level->textures.size()) {
auto& tex = data.level->textures[data.textures.size()];
it->second.data.textures.push_back(add_texture(texture_pool, tex, false));
bytes_this_run += tex.w * tex.h * 4;
tex_this_run++;
if (tex_this_run > 20) {
status_out += fmt::format("LOAD tex {} kB\n", bytes_this_run / 1024);
break;
m_loaded_tfrag3_levels[name] = std::move(lev);
m_initializing_tfrag3_levels.erase(it);
}
}
if (bytes_this_run > MAX_TEX_BYTES_PER_FRAME ||
loader_timer.getMs() > SHARED_TEXTURE_LOAD_BUDGET) {
status_out += fmt::format("LOAD tex {} kB\n", bytes_this_run / 1024);
break;
}
}
if (data.textures.size() == data.level->textures.size()) {
fmt::print("Loader texture complete: {}\n", it->first);
it->second.data.load_id = m_id++;
m_loaded_tfrag3_levels[it->first] = std::move(it->second);
m_initializing_tfrag3_levels.erase(it);
}
}
}
@@ -219,6 +548,21 @@ void Loader::update(std::string& status_out, TexturePool& texture_pool) {
glDeleteTextures(1, &tex);
}
for (auto& tie_geo : lev.second.data.tie_data) {
for (auto& tie_tree : tie_geo) {
glDeleteBuffers(1, &tie_tree.vertex_buffer);
if (tie_tree.has_wind) {
glDeleteBuffers(1, &tie_tree.wind_indices);
}
}
}
for (auto& tfrag_geo : lev.second.data.tfrag_vertex_data) {
for (auto& tfrag_buff : tfrag_geo) {
glDeleteBuffers(1, &tfrag_buff);
}
}
m_loaded_tfrag3_levels.erase(lev.first);
break;
}
@@ -230,23 +574,3 @@ void Loader::update(std::string& status_out, TexturePool& texture_pool) {
fmt::print("Loader::update slow setup: {:.1f}ms\n", loader_timer.getMs());
}
}
Loader::~Loader() {
{
std::lock_guard<std::mutex> lk(m_loader_mutex);
m_want_shutdown = true;
m_loader_cv.notify_all();
}
m_loader_thread.join();
}
void Loader::hack_scramble_textures() {
for (auto& it : m_loaded_tfrag3_levels) {
int n = it.second.data.textures.size();
for (int i = 0; i < n; i++) {
int a = rand() % n;
int b = rand() % n;
std::swap(it.second.data.textures[a], it.second.data.textures[b]);
}
}
}
+36 -3
View File
@@ -7,6 +7,7 @@
#include "game/graphics/pipelines/opengl.h"
#include "game/graphics/texture/TexturePool.h"
#include "common/custom_data/Tfrag3Data.h"
#include "common/util/Timer.h"
class Loader {
public:
@@ -15,17 +16,39 @@ class Loader {
Loader();
~Loader();
void update(std::string& status_out, TexturePool& tex_pool);
void update_blocking(std::string& status_out, TexturePool& tex_pool);
struct LevelData {
std::unique_ptr<tfrag3::Level> level;
std::vector<GLuint> textures;
u64 load_id = 0;
struct TieOpenGL {
GLuint vertex_buffer;
bool has_wind = false;
GLuint wind_indices;
};
std::array<std::vector<TieOpenGL>, tfrag3::TIE_GEOS> tie_data;
std::array<std::vector<GLuint>, tfrag3::TIE_GEOS> tfrag_vertex_data;
// internal load state
bool tie_opengl_created = false;
bool tie_verts_done = false;
bool tie_wind_indices_done = false;
bool tie_load_done = false;
u32 tie_next_geo = 0;
u32 tie_next_tree = 0;
u32 tie_next_vert = 0;
bool tfrag_opengl_created = false;
bool tfrag_load_done = false;
u32 tfrag_next_geo = 0;
u32 tfrag_next_tree = 0;
u32 tfrag_next_vert = 0;
};
const LevelData* get_tfrag3_level(const std::string& level_name);
void hack_scramble_textures();
void load_common(TexturePool& tex_pool, const std::string& name);
void set_want_levels(const std::vector<std::string>& levels);
private:
@@ -37,7 +60,11 @@ class Loader {
void loader_thread();
u64 add_texture(TexturePool& pool, const tfrag3::Texture& tex, bool is_common);
std::unordered_map<std::string, Level> m_loaded_tfrag3_levels;
bool upload_textures(Timer& timer, LevelData& data, TexturePool& texture_pool);
bool init_tie(Timer& timer, LevelData& data);
bool init_tfrag(Timer& timer, LevelData& data);
// used by game and loader thread
std::unordered_map<std::string, Level> m_initializing_tfrag3_levels;
tfrag3::Level m_common_level;
@@ -47,6 +74,12 @@ class Loader {
std::thread m_loader_thread;
std::mutex m_loader_mutex;
std::condition_variable m_loader_cv;
std::condition_variable m_file_load_done_cv;
bool m_want_shutdown = false;
uint64_t m_id = 0;
// used only by game thread
std::unordered_map<std::string, Level> m_loaded_tfrag3_levels;
std::vector<std::string> m_desired_levels;
};
@@ -287,13 +287,30 @@ void OpenGLRenderer::render(DmaFollower dma, const RenderOptions& settings) {
settings.lbox_height_px);
}
// draw_test_triangle();
{
auto prof = m_profiler.root()->make_scoped_child("loader");
if (m_last_pmode_alp == 0 && settings.pmode_alp_register != 0) {
// blackout, load everything and don't worry about frame rate
m_render_state.loader->update_blocking(m_render_state.load_status_debug,
*m_render_state.texture_pool);
} else {
m_render_state.loader->update(m_render_state.load_status_debug, *m_render_state.texture_pool);
}
}
// render the buckets!
{
auto prof = m_profiler.root()->make_scoped_child("buckets");
dispatch_buckets(dma, prof);
}
// apply effects done with PCRTC registers
{
auto prof = m_profiler.root()->make_scoped_child("pcrtc");
do_pcrtc_effects(settings.pmode_alp_register, &m_render_state, prof);
}
if (settings.draw_render_debug_window) {
auto prof = m_profiler.root()->make_scoped_child("render-window");
draw_renderer_selection_window();
@@ -301,10 +318,7 @@ void OpenGLRenderer::render(DmaFollower dma, const RenderOptions& settings) {
vif_interrupt_callback();
}
{
auto prof = m_profiler.root()->make_scoped_child("loader");
m_render_state.loader->update(m_render_state.load_status_debug, *m_render_state.texture_pool);
}
m_last_pmode_alp = settings.pmode_alp_register;
m_profiler.finish();
if (settings.draw_profiler_window) {
@@ -434,64 +448,6 @@ void OpenGLRenderer::dispatch_buckets(DmaFollower dma, ScopedProfilerNode& prof)
// TODO ending data.
}
void OpenGLRenderer::draw_test_triangle() {
// just remembering how to use opengl here.
//////////
// Setup
//////////
// create "buffer object names"
GLuint vertex_buffer, color_buffer, vao;
glGenBuffers(1, &vertex_buffer);
glGenBuffers(1, &color_buffer);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// set vertex data
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
const float verts[9] = {0.0, 0.8, 0, -0.5, -0.5 * .866, 0, 0.5, -0.5 * .866, 0};
glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), verts, GL_STATIC_DRAW);
// set color data
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
const float colors[12] = {1., 0, 0., 1., 0., 1., 0., 1., 0., 0., 1., 1.};
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), colors, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//////////
// Draw!
//////////
m_render_state.shaders[ShaderId::TEST_SHADER].activate();
// location 0: the vertices
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 floats per vert
GL_FLOAT, // floats
GL_FALSE, // normalized, ignored,
0, // tightly packed
0 // offset in array (why is is this a pointer...)
);
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
////////////
// Clean Up
////////////
// delete buffer
glDeleteBuffers(1, &color_buffer);
glDeleteBuffers(1, &vertex_buffer);
glDeleteVertexArrays(1, &vao);
}
/*!
* Take a screenshot!
*/
@@ -517,3 +473,18 @@ void OpenGLRenderer::finish_screenshot(const std::string& output_name,
}
file_util::write_rgba_png(output_name, buffer.data(), width, height);
}
void OpenGLRenderer::do_pcrtc_effects(float alp,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
if (alp < 1) {
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
glBlendEquation(GL_FUNC_ADD);
m_blackout_renderer.draw(Vector4f(0, 0, 0, 1.f - alp), render_state, prof);
glEnable(GL_DEPTH_TEST);
}
}
@@ -7,6 +7,7 @@
#include "game/graphics/opengl_renderer/Shader.h"
#include "game/graphics/opengl_renderer/BucketRenderer.h"
#include "game/graphics/opengl_renderer/Profiler.h"
#include "game/graphics/opengl_renderer/opengl_utils.h"
struct RenderOptions {
int window_height_px = 0;
@@ -19,6 +20,8 @@ struct RenderOptions {
bool save_screenshot = false;
std::string screenshot_path;
float pmode_alp_register = 0.f;
};
class OpenGLRenderer {
@@ -28,11 +31,10 @@ class OpenGLRenderer {
private:
void setup_frame(int window_width_px, int window_height_px, int offset_x, int offset_y);
void draw_test_triangle();
void dispatch_buckets(DmaFollower dma, ScopedProfilerNode& prof);
void do_pcrtc_effects(float alp, SharedRenderState* render_state, ScopedProfilerNode& prof);
void init_bucket_renderers();
void draw_renderer_selection_window();
void finish_screenshot(const std::string& output_name, int px, int py, int x, int y);
template <typename T, class... Args>
@@ -55,4 +57,7 @@ class OpenGLRenderer {
std::array<BucketCategory, (int)BucketId::MAX_BUCKETS> m_bucket_categories;
std::array<float, (int)BucketCategory::MAX_CATEGORIES> m_category_times;
FullScreenDraw m_blackout_renderer;
float m_last_pmode_alp = 1.;
};
+1 -1
View File
@@ -65,7 +65,7 @@ void Shader::activate() {
}
ShaderLibrary::ShaderLibrary() {
at(ShaderId::TEST_SHADER) = {"test_shader"};
at(ShaderId::SOLID_COLOR) = {"solid_color"};
at(ShaderId::DIRECT_BASIC) = {"direct_basic"};
at(ShaderId::DIRECT_BASIC_TEXTURED) = {"direct_basic_textured"};
at(ShaderId::DEBUG_RED) = {"debug_red"};
+1 -1
View File
@@ -22,7 +22,7 @@ class Shader {
// note: update the constructor in Shader.cpp
enum class ShaderId {
TEST_SHADER = 0,
SOLID_COLOR = 0,
DIRECT_BASIC = 1,
DIRECT_BASIC_TEXTURED = 2,
DEBUG_RED = 3,
@@ -193,17 +193,9 @@ void TFragment::render(DmaFollower& dma,
}
}
}
if (m_hack_scrambler) {
render_state->loader->hack_scramble_textures();
m_hack_scrambler = false;
}
}
void TFragment::draw_debug_window() {
if (ImGui::Button("Scrambler")) {
m_hack_scrambler = true;
}
ImGui::Checkbox("Manual Time of Day", &m_override_time_of_day);
if (m_override_time_of_day) {
for (int i = 0; i < 8; i++) {
@@ -47,7 +47,6 @@ class TFragment : public BucketRenderer {
void handle_initialization(DmaFollower& dma);
std::string m_debug_string;
bool m_hack_scrambler = false;
bool m_child_mode = false;
bool m_hack_test_many_levels = false;
bool m_override_time_of_day = false;
@@ -38,204 +38,124 @@ Tfrag3::~Tfrag3() {
glDeleteVertexArrays(1, &m_debug_vao);
}
bool Tfrag3::update_load(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
const tfrag3::Level* lev_data,
std::string& status_out) {
switch (m_load_state.state) {
case State::DISCARD_TREE:
discard_tree_cache();
m_load_state.state = State::FREE_OLD_TREES;
break;
case State::FREE_OLD_TREES:
for (int geom = 0; geom < GEOM_MAX; ++geom) {
m_cached_trees[geom].clear();
}
m_load_state.state = State::INIT_NEW_TREES;
break;
case State::INIT_NEW_TREES:
{
size_t time_of_day_count = 0;
size_t vis_temp_len = 0;
size_t max_draw = 0;
for (int geom = 0; geom < GEOM_MAX; ++geom) {
for (size_t tree_idx = 0; tree_idx < lev_data->tfrag_trees[geom].size(); tree_idx++) {
size_t idx_buffer_len = 0;
const auto& tree = lev_data->tfrag_trees[geom][tree_idx];
auto& tree_cache = m_cached_trees[geom].emplace_back();
tree_cache.kind = tree.kind;
if (std::find(tree_kinds.begin(), tree_kinds.end(), tree.kind) != tree_kinds.end()) {
max_draw = std::max(tree.draws.size(), max_draw);
for (auto& draw : tree.draws) {
idx_buffer_len += draw.unpacked.vertex_index_stream.size();
}
time_of_day_count = std::max(tree.colors.size(), time_of_day_count);
u32 verts = tree.packed_vertices.vertices.size();
glGenVertexArrays(1, &tree_cache.vao);
glBindVertexArray(tree_cache.vao);
glGenBuffers(1, &tree_cache.vertex_buffer);
tree_cache.vert_count = verts;
tree_cache.draws = &tree.draws; // todo - should we just copy this?
tree_cache.colors = &tree.colors;
tree_cache.vis = &tree.bvh;
tree_cache.tod_cache = swizzle_time_of_day(tree.colors);
vis_temp_len = std::max(vis_temp_len, tree.bvh.vis_nodes.size());
glBindBuffer(GL_ARRAY_BUFFER, tree_cache.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, verts * sizeof(tfrag3::PreloadedVertex), nullptr,
GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, x) // offset (0)
);
glVertexAttribPointer(1, // location 1 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, s) // offset (0)
);
glVertexAttribIPointer(
2, // location 2 in the shader
1, // 1 values per vert
GL_UNSIGNED_SHORT, // u16
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, color_index) // offset (0)
);
glGenBuffers(1, &tree_cache.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tree_cache.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_len * sizeof(u32), nullptr,
GL_STREAM_DRAW);
tree_cache.index_list.resize(idx_buffer_len);
glGenTextures(1, &tree_cache.time_of_day_texture);
glBindTexture(GL_TEXTURE_1D, tree_cache.time_of_day_texture);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, TIME_OF_DAY_COLOR_COUNT, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindVertexArray(0);
}
}
}
m_cache.vis_temp.resize(vis_temp_len);
m_cache.draw_idx_temp.resize(max_draw);
ASSERT(time_of_day_count <= TIME_OF_DAY_COLOR_COUNT);
m_load_state.state = UPLOAD_VERTS;
m_load_state.vert_geo = 0;
m_load_state.vert_tree = 0;
m_load_state.vert = 0;
m_load_state.vert_debug_bytes = 0;
} break;
case State::UPLOAD_VERTS: {
constexpr u32 MAX_VERTS = 20000; // about 1.6 MB
u32 remaining_verts = MAX_VERTS;
// loop over geos/trees, picking up where we left off last time
while (m_load_state.vert_geo < tfrag3::TFRAG_GEOS) {
while (m_load_state.vert_tree < lev_data->tfrag_trees[m_load_state.vert_geo].size()) {
const auto& tree = lev_data->tfrag_trees[m_load_state.vert_geo][m_load_state.vert_tree];
if (std::find(tree_kinds.begin(), tree_kinds.end(), tree.kind) != tree_kinds.end()) {
// the number of vertices we'd need to finish the tree right now
size_t num_verts_left_in_tree = tree.unpacked.vertices.size() - m_load_state.vert;
// the last vertex in the tree
u32 last_vert = tree.unpacked.vertices.size();
bool need_more = false;
if (num_verts_left_in_tree > remaining_verts) {
need_more = true;
last_vert = m_load_state.vert + remaining_verts;
} else {
remaining_verts -= num_verts_left_in_tree;
}
glBindVertexArray(m_cached_trees[m_load_state.vert_geo][m_load_state.vert_tree].vao);
glBindBuffer(
GL_ARRAY_BUFFER,
m_cached_trees[m_load_state.vert_geo][m_load_state.vert_tree].vertex_buffer);
glBufferSubData(GL_ARRAY_BUFFER, m_load_state.vert * sizeof(tfrag3::PreloadedVertex),
(last_vert - m_load_state.vert) * sizeof(tfrag3::PreloadedVertex),
tree.unpacked.vertices.data() + m_load_state.vert);
m_load_state.vert_debug_bytes +=
(last_vert - m_load_state.vert) * sizeof(tfrag3::PreloadedVertex);
m_load_state.vert = last_vert;
if (need_more) {
status_out +=
fmt::format("TFRAG vertex add: {} kB\n", m_load_state.vert_debug_bytes / 1024);
return false;
}
}
m_load_state.vert_tree++;
m_load_state.vert = 0;
}
m_load_state.vert_geo++;
m_load_state.vert_tree = 0;
}
return true;
} break;
default:
ASSERT(false);
void Tfrag3::update_load(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
const Loader::LevelData* loader_data) {
const auto* lev_data = loader_data->level.get();
discard_tree_cache();
for (int geom = 0; geom < GEOM_MAX; ++geom) {
m_cached_trees[geom].clear();
}
return false;
size_t time_of_day_count = 0;
size_t vis_temp_len = 0;
size_t max_draw = 0;
for (int geom = 0; geom < GEOM_MAX; ++geom) {
for (size_t tree_idx = 0; tree_idx < lev_data->tfrag_trees[geom].size(); tree_idx++) {
size_t idx_buffer_len = 0;
const auto& tree = lev_data->tfrag_trees[geom][tree_idx];
auto& tree_cache = m_cached_trees[geom].emplace_back();
tree_cache.kind = tree.kind;
if (std::find(tree_kinds.begin(), tree_kinds.end(), tree.kind) != tree_kinds.end()) {
max_draw = std::max(tree.draws.size(), max_draw);
for (auto& draw : tree.draws) {
idx_buffer_len += draw.unpacked.vertex_index_stream.size();
}
time_of_day_count = std::max(tree.colors.size(), time_of_day_count);
u32 verts = tree.packed_vertices.vertices.size();
glGenVertexArrays(1, &tree_cache.vao);
glBindVertexArray(tree_cache.vao);
// glGenBuffers(1, &tree_cache.vertex_buffer);
tree_cache.vertex_buffer = loader_data->tfrag_vertex_data[geom][tree_idx];
tree_cache.vert_count = verts;
tree_cache.draws = &tree.draws; // todo - should we just copy this?
tree_cache.colors = &tree.colors;
tree_cache.vis = &tree.bvh;
tree_cache.tod_cache = swizzle_time_of_day(tree.colors);
vis_temp_len = std::max(vis_temp_len, tree.bvh.vis_nodes.size());
glBindBuffer(GL_ARRAY_BUFFER, tree_cache.vertex_buffer);
// glBufferData(GL_ARRAY_BUFFER, verts * sizeof(tfrag3::PreloadedVertex),
// nullptr,
// GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, x) // offset (0)
);
glVertexAttribPointer(1, // location 1 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, s) // offset (0)
);
glVertexAttribIPointer(2, // location 2 in the shader
1, // 1 values per vert
GL_UNSIGNED_SHORT, // u16
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, color_index) // offset (0)
);
glGenBuffers(1, &tree_cache.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tree_cache.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_len * sizeof(u32), nullptr,
GL_STREAM_DRAW);
tree_cache.index_list.resize(idx_buffer_len);
glGenTextures(1, &tree_cache.time_of_day_texture);
glBindTexture(GL_TEXTURE_1D, tree_cache.time_of_day_texture);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, TIME_OF_DAY_COLOR_COUNT, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindVertexArray(0);
}
}
}
m_cache.vis_temp.resize(vis_temp_len);
m_cache.draw_idx_temp.resize(max_draw);
ASSERT(time_of_day_count <= TIME_OF_DAY_COLOR_COUNT);
}
bool Tfrag3::setup_for_level(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
const std::string& level,
SharedRenderState* render_state) {
// first, get the level in memory
// make sure we have the level data.
Timer tfrag3_setup_timer;
const auto* lev_data = render_state->loader->get_tfrag3_level(level);
auto lev_data = render_state->loader->get_tfrag3_level(level);
if (!lev_data || (m_has_level && lev_data->load_id != m_load_id)) {
m_has_level = false;
m_textures = nullptr;
m_level_name = "";
discard_tree_cache();
return false;
}
int init_load_state = m_load_state.state;
m_textures = &lev_data->textures;
m_load_id = lev_data->load_id;
if (m_level_name != level) {
m_has_level = false;
if (!m_load_state.loading) {
m_load_state.loading = true;
m_load_state.state = State::FIRST;
}
if (update_load(tree_kinds, lev_data->level.get(), render_state->load_status_debug)) {
m_has_level = true;
m_level_name = level;
m_load_state.loading = false;
}
update_load(tree_kinds, lev_data);
m_has_level = true;
m_textures = &lev_data->textures;
m_level_name = level;
} else {
m_has_level = true;
}
if (tfrag3_setup_timer.getMs() > 5) {
fmt::print("TFRAG slow setup: {:.1f}ms s {}\n", tfrag3_setup_timer.getMs(), init_load_state);
fmt::print("TFRAG setup: {:.1f}ms\n", tfrag3_setup_timer.getMs());
}
return m_has_level;
@@ -290,6 +210,7 @@ void Tfrag3::render_tree(int geom,
continue;
}
ASSERT(m_textures);
glBindTexture(GL_TEXTURE_2D, m_textures->at(draw.tree_tex_id));
auto double_draw = setup_tfrag_shader(render_state, draw.mode);
tree.tris_this_frame += draw.num_triangles;
@@ -415,7 +336,7 @@ void Tfrag3::discard_tree_cache() {
if (tree.kind != tfrag3::TFragmentTreeKind::INVALID) {
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glDeleteTextures(1, &tree.time_of_day_texture);
glDeleteBuffers(1, &tree.vertex_buffer);
// glDeleteBuffers(1, &tree.vertex_buffer);
glDeleteBuffers(1, &tree.index_buffer);
glDeleteVertexArrays(1, &tree.vao);
}
@@ -48,9 +48,8 @@ class Tfrag3 {
math::Vector4f rgba;
};
bool update_load(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
const tfrag3::Level* lev_data,
std::string& status_out);
void update_load(const std::vector<tfrag3::TFragmentTreeKind>& tree_kinds,
const Loader::LevelData* loader_data);
int lod() const { return Gfx::g_global_settings.lod_tfrag; }
@@ -109,22 +108,4 @@ class Tfrag3 {
bool m_has_level = false;
bool m_use_fast_time_of_day = true;
enum State : u32 {
FIRST = 0,
DISCARD_TREE = 0,
FREE_OLD_TREES = 1,
INIT_NEW_TREES = 2,
UPLOAD_VERTS = 3,
};
struct {
bool loading = false;
State state;
u32 vert = 0;
u32 vert_geo = 0;
u32 vert_tree = 0;
u32 vert_debug_bytes = 0;
} m_load_state;
static constexpr int MAX_TEX_PER_FRAME = 4;
};
+106 -235
View File
@@ -14,234 +14,117 @@ Tie3::~Tie3() {
discard_tree_cache();
}
bool Tie3::update_load(const tfrag3::Level* lev_data, std::string& status_out) {
switch (m_load_state.state) {
case DISCARD_TREE:
m_wind_vectors.clear();
// We changed level!
discard_tree_cache();
for (int geo = 0; geo < 4; ++geo) {
m_trees[geo].resize(lev_data->tie_trees[geo].size());
}
m_load_state.state = INIT_NEW_TREES;
m_load_state.vert = 0;
m_load_state.vert_tree = 0;
m_load_state.vert_geo = 0;
m_load_state.time_of_day_count = 0;
m_load_state.vis_temp_len = 0;
m_load_state.max_draw = 0;
m_load_state.max_idx_per_draw = 0;
m_load_state.max_wind_idx = 0;
status_out += "TIE cleanup\n";
break;
case INIT_NEW_TREES: {
// set up each tree for each lod
bool should_abort = false;
for (; m_load_state.vert_geo < tfrag3::TIE_GEOS; m_load_state.vert_geo++) {
for (; m_load_state.vert_tree < lev_data->tie_trees[m_load_state.vert_geo].size();
m_load_state.vert_tree++) {
if (should_abort) {
status_out += "TIE tree add\n";
return false;
}
const auto tree_idx = m_load_state.vert_tree;
size_t idx_buffer_len = 0;
size_t wind_idx_buffer_len = 0;
const auto& tree = lev_data->tie_trees[m_load_state.vert_geo][tree_idx];
m_load_state.max_draw = std::max(tree.static_draws.size(), m_load_state.max_draw);
for (auto& draw : tree.static_draws) {
idx_buffer_len += draw.unpacked.vertex_index_stream.size();
m_load_state.max_idx_per_draw =
std::max(m_load_state.max_idx_per_draw, draw.unpacked.vertex_index_stream.size());
}
for (auto& draw : tree.instanced_wind_draws) {
wind_idx_buffer_len += draw.vertex_index_stream.size();
m_load_state.max_idx_per_draw =
std::max(m_load_state.max_idx_per_draw, draw.vertex_index_stream.size());
}
for (auto& inst : tree.wind_instance_info) {
m_load_state.max_wind_idx = std::max(m_load_state.max_wind_idx, inst.wind_idx);
}
m_load_state.time_of_day_count =
std::max(tree.colors.size(), m_load_state.time_of_day_count);
u32 verts = tree.packed_vertices.color_indices.size();
auto& lod_tree = m_trees.at(m_load_state.vert_geo);
glGenVertexArrays(1, &lod_tree[tree_idx].vao);
glBindVertexArray(lod_tree[tree_idx].vao);
glGenBuffers(1, &lod_tree[tree_idx].vertex_buffer);
lod_tree[tree_idx].vert_count = verts;
lod_tree[tree_idx].draws = &tree.static_draws; // todo - should we just copy this?
lod_tree[tree_idx].colors = &tree.colors;
lod_tree[tree_idx].vis = &tree.bvh;
lod_tree[tree_idx].instance_info = &tree.wind_instance_info;
lod_tree[tree_idx].wind_draws = &tree.instanced_wind_draws;
m_load_state.vis_temp_len =
std::max(m_load_state.vis_temp_len, tree.bvh.vis_nodes.size());
lod_tree[tree_idx].tod_cache = swizzle_time_of_day(tree.colors);
glBindBuffer(GL_ARRAY_BUFFER, lod_tree[tree_idx].vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, verts * sizeof(tfrag3::PreloadedVertex), nullptr,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, x) // offset (0)
);
glVertexAttribPointer(1, // location 1 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, s) // offset (0)
);
glVertexAttribIPointer(
2, // location 2 in the shader
1, // 1 values per vert
GL_UNSIGNED_SHORT, // u16
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, color_index) // offset (0)
);
glGenBuffers(1, &lod_tree[tree_idx].index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lod_tree[tree_idx].index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_len * sizeof(u32), nullptr,
GL_STREAM_DRAW);
lod_tree[tree_idx].index_list.resize(idx_buffer_len);
if (wind_idx_buffer_len > 0) {
lod_tree[tree_idx].wind_matrix_cache.resize(tree.wind_instance_info.size());
lod_tree[tree_idx].has_wind = true;
glGenBuffers(1, &lod_tree[tree_idx].wind_vertex_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lod_tree[tree_idx].wind_vertex_index_buffer);
std::vector<u32> temp;
temp.resize(wind_idx_buffer_len);
u32 off = 0;
for (auto& draw : tree.instanced_wind_draws) {
lod_tree[tree_idx].wind_vertex_index_offsets.push_back(off);
memcpy(temp.data() + off, draw.vertex_index_stream.data(),
draw.vertex_index_stream.size() * sizeof(u32));
off += draw.vertex_index_stream.size();
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, wind_idx_buffer_len * sizeof(u32), temp.data(),
GL_STATIC_DRAW);
should_abort = true;
}
glActiveTexture(GL_TEXTURE10);
glGenTextures(1, &lod_tree[tree_idx].time_of_day_texture);
glBindTexture(GL_TEXTURE_1D, lod_tree[tree_idx].time_of_day_texture);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, TIME_OF_DAY_COLOR_COUNT, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindVertexArray(0);
}
m_load_state.vert_tree = 0;
}
// fmt::print("TIE temporary vis output size: {}\n", vis_temp_len);
m_cache.vis_temp.resize(m_load_state.vis_temp_len);
// fmt::print("TIE max draws/tree: {}\n", max_draw);
m_cache.draw_idx_temp.resize(m_load_state.max_draw);
// fmt::print("TIE draw with the most verts: {}\n", max_idx_per_draw);
// fmt::print("wind: {}\n", max_wind_idx);
m_wind_vectors.resize(4 * m_load_state.max_wind_idx + 4); // 4x u32's per wind.
// fmt::print("level max time of day: {}\n", time_of_day_count);
ASSERT(m_load_state.time_of_day_count <= TIME_OF_DAY_COLOR_COUNT);
}
m_load_state.state = UPLOAD_VERTS;
m_load_state.vert_geo = 0;
m_load_state.vert_tree = 0;
m_load_state.vert = 0;
m_load_state.vert_debug_bytes = 0;
break;
case State::UPLOAD_VERTS: {
constexpr u32 CHUNK_SIZE = 30000;
Timer timer;
u32 uploaded_bytes = 0;
// loop over geos/trees, picking up where we left off last time
while (true) {
const auto& tree = lev_data->tie_trees[m_load_state.vert_geo][m_load_state.vert_tree];
u32 end_vert_in_tree = tree.unpacked.vertices.size();
// the number of vertices we'd need to finish the tree right now
size_t num_verts_left_in_tree = end_vert_in_tree - m_load_state.vert;
size_t start_vert_for_chunk;
size_t end_vert_for_chunk;
bool complete_tree;
if (num_verts_left_in_tree > CHUNK_SIZE) {
complete_tree = false;
// should only do partial
start_vert_for_chunk = m_load_state.vert;
end_vert_for_chunk = start_vert_for_chunk + CHUNK_SIZE;
m_load_state.vert += CHUNK_SIZE;
} else {
// should do all!
start_vert_for_chunk = m_load_state.vert;
end_vert_for_chunk = end_vert_in_tree;
complete_tree = true;
}
glBindVertexArray(m_trees[m_load_state.vert_geo][m_load_state.vert_tree].vao);
glBindBuffer(GL_ARRAY_BUFFER,
m_trees[m_load_state.vert_geo][m_load_state.vert_tree].vertex_buffer);
u32 upload_size =
(end_vert_for_chunk - start_vert_for_chunk) * sizeof(tfrag3::PreloadedVertex);
glBufferSubData(GL_ARRAY_BUFFER, start_vert_for_chunk * sizeof(tfrag3::PreloadedVertex),
upload_size, tree.unpacked.vertices.data() + start_vert_for_chunk);
uploaded_bytes += upload_size;
if (complete_tree) {
// and move on to next tree
m_load_state.vert = 0;
m_load_state.vert_tree++;
if (m_load_state.vert_tree >= lev_data->tie_trees[m_load_state.vert_geo].size()) {
m_load_state.vert_tree = 0;
m_load_state.vert_geo++;
if (m_load_state.vert_geo >= tfrag3::TIE_GEOS) {
return true;
}
}
}
if (timer.getMs() > Loader::TIE_LOAD_BUDGET || (uploaded_bytes / 1024) > 2048) {
status_out +=
fmt::format("TIE vertex {:6d} kB, {:3.2f}ms\n", uploaded_bytes / 1024, timer.getMs());
return false;
}
}
return true;
} break;
default:
ASSERT(false);
void Tie3::update_load(const Loader::LevelData* loader_data) {
const tfrag3::Level* lev_data = loader_data->level.get();
m_wind_vectors.clear();
// We changed level!
discard_tree_cache();
for (int geo = 0; geo < 4; ++geo) {
m_trees[geo].resize(lev_data->tie_trees[geo].size());
}
return false;
size_t vis_temp_len = 0;
size_t max_draws = 0;
u16 max_wind_idx = 0;
size_t time_of_day_count = 0;
for (u32 l_geo = 0; l_geo < tfrag3::TIE_GEOS; l_geo++) {
for (u32 l_tree = 0; l_tree < lev_data->tie_trees[l_geo].size(); l_tree++) {
size_t idx_buffer_len = 0;
size_t wind_idx_buffer_len = 0;
const auto& tree = lev_data->tie_trees[l_geo][l_tree];
max_draws = std::max(tree.static_draws.size(), max_draws);
for (auto& draw : tree.static_draws) {
idx_buffer_len += draw.unpacked.vertex_index_stream.size();
}
for (auto& draw : tree.instanced_wind_draws) {
wind_idx_buffer_len += draw.vertex_index_stream.size();
}
for (auto& inst : tree.wind_instance_info) {
max_wind_idx = std::max(max_wind_idx, inst.wind_idx);
}
time_of_day_count = std::max(tree.colors.size(), time_of_day_count);
u32 verts = tree.packed_vertices.color_indices.size();
auto& lod_tree = m_trees.at(l_geo);
glGenVertexArrays(1, &lod_tree[l_tree].vao);
glBindVertexArray(lod_tree[l_tree].vao);
lod_tree[l_tree].vertex_buffer = loader_data->tie_data[l_geo][l_tree].vertex_buffer;
lod_tree[l_tree].vert_count = verts;
lod_tree[l_tree].draws = &tree.static_draws;
lod_tree[l_tree].colors = &tree.colors;
lod_tree[l_tree].vis = &tree.bvh;
lod_tree[l_tree].instance_info = &tree.wind_instance_info;
lod_tree[l_tree].wind_draws = &tree.instanced_wind_draws;
vis_temp_len = std::max(vis_temp_len, tree.bvh.vis_nodes.size());
lod_tree[l_tree].tod_cache = swizzle_time_of_day(tree.colors);
glBindBuffer(GL_ARRAY_BUFFER, lod_tree[l_tree].vertex_buffer);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, x) // offset (0)
);
glVertexAttribPointer(1, // location 1 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, s) // offset (0)
);
glVertexAttribIPointer(2, // location 2 in the shader
1, // 1 values per vert
GL_UNSIGNED_SHORT, // u16
sizeof(tfrag3::PreloadedVertex), // stride
(void*)offsetof(tfrag3::PreloadedVertex, color_index) // offset (0)
);
glGenBuffers(1, &lod_tree[l_tree].index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lod_tree[l_tree].index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_len * sizeof(u32), nullptr, GL_STREAM_DRAW);
lod_tree[l_tree].index_list.resize(idx_buffer_len);
if (wind_idx_buffer_len > 0) {
lod_tree[l_tree].wind_matrix_cache.resize(tree.wind_instance_info.size());
lod_tree[l_tree].has_wind = true;
lod_tree[l_tree].wind_vertex_index_buffer =
loader_data->tie_data[l_geo][l_tree].wind_indices;
u32 off = 0;
for (auto& draw : tree.instanced_wind_draws) {
lod_tree[l_tree].wind_vertex_index_offsets.push_back(off);
off += draw.vertex_index_stream.size();
}
}
glActiveTexture(GL_TEXTURE10);
glGenTextures(1, &lod_tree[l_tree].time_of_day_texture);
glBindTexture(GL_TEXTURE_1D, lod_tree[l_tree].time_of_day_texture);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, TIME_OF_DAY_COLOR_COUNT, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindVertexArray(0);
}
}
m_cache.vis_temp.resize(vis_temp_len);
m_cache.draw_idx_temp.resize(max_draws);
m_wind_vectors.resize(4 * max_wind_idx + 4); // 4x u32's per wind.
ASSERT(time_of_day_count <= TIME_OF_DAY_COLOR_COUNT);
}
/*!
* Set up all OpenGL and temporary buffers for a given level name.
* The level name should be the 3 character short name.
*/
bool Tie3::setup_for_level(const std::string& level, SharedRenderState* render_state) {
// make sure we have the level data.
// TODO: right now this will wait to load from disk and unpack it.
Timer tfrag3_setup_timer;
auto lev_data = render_state->loader->get_tfrag3_level(level);
if (!lev_data || (m_has_level && lev_data->load_id != m_load_id)) {
@@ -253,25 +136,17 @@ bool Tie3::setup_for_level(const std::string& level, SharedRenderState* render_s
}
m_textures = &lev_data->textures;
m_load_id = lev_data->load_id;
int init_load_state = m_load_state.state;
if (m_level_name != level) {
m_has_level = false;
if (!m_load_state.loading) {
m_load_state.loading = true;
m_load_state.state = State::FIRST;
}
if (update_load(lev_data->level.get(), render_state->load_status_debug)) {
m_has_level = true;
m_level_name = level;
m_load_state.loading = false;
}
update_load(lev_data);
m_has_level = true;
m_level_name = level;
} else {
m_has_level = true;
}
if (tfrag3_setup_timer.getMs() > 5) {
fmt::print("TIE setup: {:.1f}ms s {}\n", tfrag3_setup_timer.getMs(), init_load_state);
fmt::print("TIE setup: {:.1f}ms\n", tfrag3_setup_timer.getMs());
}
return m_has_level;
@@ -392,12 +267,8 @@ void Tie3::discard_tree_cache() {
for (auto& tree : m_trees[geo]) {
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glDeleteTextures(1, &tree.time_of_day_texture);
glDeleteBuffers(1, &tree.vertex_buffer);
glDeleteBuffers(1, &tree.index_buffer);
glDeleteVertexArrays(1, &tree.vao);
if (tree.has_wind) {
glDeleteBuffers(1, &tree.wind_vertex_index_buffer);
}
}
m_trees[geo].clear();
@@ -40,7 +40,7 @@ class Tie3 : public BucketRenderer {
int lod() const { return Gfx::g_global_settings.lod_tie; }
private:
bool update_load(const tfrag3::Level* lev_data, std::string& status_out);
void update_load(const Loader::LevelData* loader_data);
void discard_tree_cache();
void render_tree_wind(int idx,
int geom,
@@ -116,31 +116,4 @@ class Tie3 : public BucketRenderer {
int m_level_id;
static_assert(sizeof(WindWork) == 84 * 16);
enum State : u32 {
FIRST = 0,
DISCARD_TREE = 0,
INIT_NEW_TREES = 1,
UPLOAD_VERTS = 2,
UPLOAD_WIND_INDEX = 3,
};
struct {
bool loading = false;
State state;
u32 tex = 0;
u32 vert_geo = 0;
u32 vert_tree = 0;
u32 vert = 0;
u32 vert_debug_bytes = 0;
size_t time_of_day_count = 0;
size_t vis_temp_len = 0;
size_t max_draw = 0;
size_t max_idx_per_draw = 0;
u16 max_wind_idx = 0;
} m_load_state;
};
+53 -1
View File
@@ -1,7 +1,8 @@
#include "opengl_utils.h"
#include "game/graphics/opengl_renderer/BucketRenderer.h"
#include "common/util/Assert.h"
#include <cstdio>
#include <array>
FramebufferTexturePair::FramebufferTexturePair(int w, int h, u64 texture_format, int num_levels)
: m_w(w), m_h(h) {
@@ -92,4 +93,55 @@ void FramebufferTexturePairContext::switch_to(FramebufferTexturePair& fb) {
FramebufferTexturePairContext::~FramebufferTexturePairContext() {
glViewport(m_old_viewport[0], m_old_viewport[1], m_old_viewport[2], m_old_viewport[3]);
glBindFramebuffer(GL_FRAMEBUFFER, m_old_framebuffer);
}
FullScreenDraw::FullScreenDraw() {
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vertex_buffer);
glBindVertexArray(m_vao);
struct Vertex {
float x, y;
};
std::array<Vertex, 4> vertices = {
Vertex{-1, -1},
Vertex{-1, 1},
Vertex{1, -1},
Vertex{1, 1},
};
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 4, vertices.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, // location 0 in the shader
2, // 2 floats per vert
GL_FLOAT, // floats
GL_TRUE, // normalized, ignored,
sizeof(Vertex), //
nullptr //
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
FullScreenDraw::~FullScreenDraw() {
glDeleteVertexArrays(1, &m_vao);
glDeleteBuffers(1, &m_vertex_buffer);
}
void FullScreenDraw::draw(const math::Vector4f& color,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
auto& shader = render_state->shaders[ShaderId::SOLID_COLOR];
shader.activate();
glUniform4f(glGetUniformLocation(shader.id(), "fragment_color"), color[0], color[1], color[2],
color[3]);
prof.add_tri(2);
prof.add_draw_call();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
@@ -1,6 +1,10 @@
#pragma once
#include "game/graphics/pipelines/opengl.h"
#include "common/math/Vector.h"
struct SharedRenderState;
class ScopedProfilerNode;
/*!
* This is a wrapper around a framebuffer and texture to make it easier to render to a texture.
@@ -36,4 +40,19 @@ class FramebufferTexturePairContext {
FramebufferTexturePair* m_fb;
GLint m_old_viewport[4];
GLint m_old_framebuffer;
};
// draw over the full screen.
// you must set alpha/ztest/etc.
class FullScreenDraw {
public:
FullScreenDraw();
~FullScreenDraw();
FullScreenDraw(const FullScreenDraw&) = delete;
FullScreenDraw& operator=(const FullScreenDraw&) = delete;
void draw(const math::Vector4f& color, SharedRenderState* render_state, ScopedProfilerNode& prof);
private:
GLuint m_vao;
GLuint m_vertex_buffer;
};
@@ -0,0 +1,9 @@
#version 430 core
out vec4 color;
uniform vec4 fragment_color;
void main() {
color = fragment_color;
}
@@ -0,0 +1,7 @@
#version 430 core
layout (location = 0) in vec2 position_in;
void main() {
gl_Position = vec4(position_in, 0, 1.0);
}
@@ -1,9 +0,0 @@
#version 430 core
out vec3 color;
in vec4 fragment_color;
void main() {
color = fragment_color.xyz;
}
@@ -1,11 +0,0 @@
#version 430 core
layout (location = 0) in vec3 position_in;
layout (location = 1) in vec4 rgba_in;
out vec4 fragment_color;
void main() {
gl_Position = vec4(position_in, 1.0);
fragment_color = rgba_in;
}
+7
View File
@@ -60,6 +60,7 @@ struct GraphicsData {
FrameLimiter frame_limiter;
Timer engine_timer;
double last_engine_time = 1. / 60.;
float pmode_alp = 0.f;
GraphicsData()
: dma_copier(EE_MAIN_MEM_SIZE),
@@ -238,6 +239,7 @@ void render_game_frame(int width, int height, int lbox_width, int lbox_height) {
options.draw_profiler_window = g_gfx_data->debug_gui.should_draw_profiler();
options.save_screenshot = g_gfx_data->debug_gui.get_screenshot_flag();
options.draw_small_profiler_window = g_gfx_data->debug_gui.small_profiler;
options.pmode_alp_register = g_gfx_data->pmode_alp;
if (options.save_screenshot) {
options.screenshot_path = make_output_file_name(g_gfx_data->debug_gui.screenshot_name());
}
@@ -487,6 +489,10 @@ void gl_set_levels(const std::vector<std::string>& levels) {
g_gfx_data->loader->set_want_levels(levels);
}
void gl_set_pmode_alp(float val) {
g_gfx_data->pmode_alp = val;
}
const GfxRendererModule moduleOpenGL = {
gl_init, // init
gl_make_main_display, // make_main_display
@@ -505,6 +511,7 @@ const GfxRendererModule moduleOpenGL = {
gl_texture_relocate, // texture_relocate
gl_poll_events, // poll_events
gl_set_levels, // set_levels
gl_set_pmode_alp, // set_pmode_alp
GfxPipeline::OpenGL, // pipeline
"OpenGL 4.3" // name
};
+6 -1
View File
@@ -716,7 +716,12 @@ void DecodeTime(u32 ptr) {
}
// TODO PutDisplayEnv
void PutDisplayEnv() {
void PutDisplayEnv(u32 ptr) {
u8 alp = Ptr<u8>(ptr).c()[1];
auto* renderer = Gfx::GetCurrentRenderer();
if (renderer) {
renderer->set_pmode_alp(alp / 255.f);
}
// ASSERT(false);
}