#include "extract_merc.h" #include "decompiler/util/goal_data_reader.h" #include "decompiler/level_extractor/MercData.h" #include "common/util/FileUtil.h" #include "common/util/colors.h" namespace decompiler { // number of slots on VU1 data memory to store matrices constexpr int MERC_VU1_MATRIX_SLOTS = 18; // the size of each "matrix". Includes a transformation and rotation matrix (for normals) constexpr int MERC_MATRIX_STRIDE = 7; // converts a vu1 address to an index of a matrix slot. // as far as I can tell, nothing in the game uses indices, they are always addresses already u32 vu1_addr_to_matrix_slot(u32 addr) { ASSERT(addr >= 6); ASSERT(addr < (6 + MERC_MATRIX_STRIDE * MERC_VU1_MATRIX_SLOTS)); addr -= 6; ASSERT((addr % MERC_MATRIX_STRIDE) == 0); return addr / MERC_MATRIX_STRIDE; } u32 matrix_slot_to_vu1_addr(u32 slot) { ASSERT(slot < MERC_VU1_MATRIX_SLOTS); return 6 + (slot * MERC_MATRIX_STRIDE); } /*! * The GS settings of a merc draw (shader + tex) */ struct MercGsState { // the blending, clamp, etc settings. from adgif shaders DrawMode mode; // the texture to use, as a "pc combo" texture index. u32 pc_combo_tex_id; u64 as_u64() const { return (((u64)pc_combo_tex_id) << 32) | mode.as_int(); } }; /*! * This is all the state that's required to understand how to draw a vertex. including both the GS * state, and stuff (matrices) left behind in VU memory. The matrix slots are matrix indices into * the original bones matrices (all the matrices in the skeleton). An index of -1 indicates that * there is no known matrix in this slot. */ struct MercState { MercGsState merc_draw_mode; // vu1_matrix_slots[x] = y // where x is the slot in VU1 memory, and y is the matrix index for the bones/skeleton stuff. std::array vu1_matrix_slots; MercState() { vu1_matrix_slots.fill(-1); } }; /*! * Required information for a "draw", consisting of a strip of triangles (represented as indices for * OpenGL triangle strip) and the draw settings. */ struct MercDraw { size_t ctrl_idx; // which merc ctrl in the level we correspond to size_t effect_idx; // which effect within that control size_t frag_idx; // which frag within that effect // note that the above triple isn't enough to uniquely identify a draw - there can be multiple // draws within a fragment. // draw settings MercState state; // opengl indices. currently into a per-effect vertex list (likely to merge into a giant buffer // eventually) std::vector indices; // where we would be in VU1 data memory (used in construction) u32 vtx_offset; // relative to writing output zone u32 vtx_nloop; // nloop that goes in the gif tag drawing us. }; /*! * Merc Vertex. Not the format we'll want in the game data files, but most useful as an intermediate * when building up draws. */ struct MercUnpackedVtx { int kind = 0; // 1, 2, or 3 matrix math::Vector3f pos; // position math::Vector3f nrm; // normal (as input to the merc math, pretty sure legnth is bogus) math::Vector2f st; // texture coordinates math::Vector rgba; int skel_mats[3]; float mat_weights[3]; u16 dst0; u16 dst1; }; /*! * An entire merc-effect, split into draws. * Note that copied or multiply-placed vertices will be de-deduplicated, but not identical vertices * that actually appear in the input to merc. */ struct ConvertedMercEffect { size_t ctrl_idx; size_t effect_idx; // draws from all fragments. std::vector draws; std::vector vertices; }; /*! * Extract a merc-ctrl data structure. This is mostly just copying the GOAL data to C++ classes, * but does include the effect of processing the DMA data through VIF. */ MercCtrl extract_merc_ctrl(const LinkedObjectFile& file, const DecompilerTypeSystem& dts, int word_idx) { Ref ref; ref.data = &file; ref.seg = 0; ref.byte_offset = word_idx * 4; auto tr = typed_ref_from_basic(ref, dts); MercCtrl ctrl; ctrl.from_ref(tr, dts); // the merc data import return ctrl; } /*! * Find the word indices for the merc ctrls (the type tags) */ std::vector find_merc_ctrls(const LinkedObjectFile& file) { std::vector result; for (size_t i = 0; i < file.words_by_seg.at(0).size(); i++) { const auto& word = file.words_by_seg[0][i]; if (word.kind() == LinkedWord::TYPE_PTR && word.symbol_name() == "merc-ctrl") { result.push_back(i); } } return result; } namespace { /*! * Merc models tend to have strange texture ids. I don't really understand why. * On login, the texture is checked against a list of textures in the bsp, and replaced with this. * It doesn't seem to be related to sharing textures between levels - the yakow texture uses this. */ u32 remap_texture(u32 original, const std::vector& map) { auto masked = original & 0xffffff00; for (auto& t : map) { if (t.original_texid == masked) { return t.new_texid | 20; } } return original; } /*! * Set the alpha fields of a DrawMode (for PC renderers) based on gs alpha register */ void update_mode_from_alpha1(GsAlpha reg, DrawMode& mode) { if (reg.a_mode() == GsAlpha::BlendMode::SOURCE && reg.b_mode() == GsAlpha::BlendMode::DEST && reg.c_mode() == GsAlpha::BlendMode::SOURCE && reg.d_mode() == GsAlpha::BlendMode::DEST) { // (Cs - Cd) * As + Cd // Cs * As + (1 - As) * Cd mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST); } else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE && reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED && reg.c_mode() == GsAlpha::BlendMode::SOURCE && reg.d_mode() == GsAlpha::BlendMode::DEST) { // (Cs - 0) * As + Cd // Cs * As + (1) * CD mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_SRC_DST); } else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE && reg.b_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED && reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED && reg.d_mode() == GsAlpha::BlendMode::DEST) { ASSERT(reg.fix() == 128); // Cv = (Cs - 0) * FIX + Cd // if fix = 128, it works out to 1.0 mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_FIX_DST); // src plus dest } else if (reg.a_mode() == GsAlpha::BlendMode::SOURCE && reg.b_mode() == GsAlpha::BlendMode::DEST && reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED && reg.d_mode() == GsAlpha::BlendMode::DEST) { // Cv = (Cs - Cd) * FIX + Cd ASSERT(reg.fix() == 64); mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_FIX_DST); } else if (reg.a_mode() == GsAlpha::BlendMode::DEST && reg.b_mode() == GsAlpha::BlendMode::SOURCE && reg.c_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED && reg.d_mode() == GsAlpha::BlendMode::ZERO_OR_FIXED) { } else { // unsupported blend: a 0 b 1 c 0 d 2 is this part of generic? fmt::print("unsupported blend: a {} b {} c {} d {}\n", (int)reg.a_mode(), (int)reg.b_mode(), (int)reg.c_mode(), (int)reg.d_mode()); mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST); // ASSERT(false); } } /*! * Convert merc shader to PC draw mode */ DrawMode process_draw_mode(const MercShader& info) { DrawMode mode; /* * (new 'static 'gs-test :ate #x1 :atst (gs-atest greater-equal) :aref #x26 :zte #x1 :ztst (gs-ztest greater-equal) ) */ mode.enable_at(); mode.set_alpha_test(DrawMode::AlphaTest::GEQUAL); mode.set_aref(0x26); mode.set_alpha_fail(GsTest::AlphaFail::KEEP); mode.set_alpha_test(DrawMode::AlphaTest::GEQUAL); mode.enable_zt(); mode.enable_depth_write(); mode.set_depth_test(GsTest::ZTest::GEQUAL); // check these mode.disable_ab(); mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST); // the alpha matters (maybe?) update_mode_from_alpha1(info.alpha, mode); // the clamp matters if (!(info.clamp == 0b101 || info.clamp == 0 || info.clamp == 1 || info.clamp == 0b100)) { ASSERT_MSG(false, fmt::format("clamp: 0x{:x}", info.clamp)); } mode.set_clamp_s_enable(info.clamp & 0b1); mode.set_clamp_t_enable(info.clamp & 0b100); return mode; } float u32_as_float(u32 in) { float out; memcpy(&out, &in, sizeof(float)); return out; } u32 float_as_u32(float in) { u32 out; memcpy(&out, &in, sizeof(float)); return out; } } // namespace /*! * Representing something that can be written to the merc output buffer. 1 qw */ struct MercOutputQuadword { enum class Kind { INVALID, // uninitialized, or in the middle of another thing VTX_START, // the first qw of a vertex SHADER_START, // the first qw of a shader (the giftag) PRIM_START // the giftag for a list of vertices } kind = Kind::INVALID; // if we're a vertex u32 vtx_idx = -1; // index in the effect's vertex list. bool adc = false; // if our adc flag is set. this differs between copies, so put it here. // if we're a primitive giftag, the number of vertices that come after us. u32 nloop_count = 0; }; struct MercMemory { std::array memory; }; /*! * Add vertices from a fragment to memory. Emulates the unpacking. */ void handle_frag(const std::string& debug_name, const MercCtrlHeader& ctrl_header, const MercFragment& frag, const MercFragmentControl& frag_ctrl, const MercState& state, std::vector& effect_vertices, MercMemory& memory) { (void)frag_ctrl; (void)debug_name; // fmt::print("handling frag: {}\n", debug_name); // fmt::print("{}\n", frag.print()); // we'll iterate through the lump and rgba data int lump_ptr = 0; // vertex data starts at the beginning of "lump" int rgba_ptr = frag.header.rgba_off; // rgba is in u4's int perc_ptr = frag.header.perc_off; int last_mat2_perc = perc_ptr - 1; int perc_toggle = 0; u32 mat1_cnt = frag.header.mat1_cnt; u32 mat12_cnt = frag.header.mat2_cnt + mat1_cnt; u32 mat123_cnt = frag.header.mat3_cnt + mat12_cnt; // loop through vertices. int prev_mat0 = -1; int prev_mat1 = -1; int prev_mat2 = -1; for (size_t i = 0; i < mat123_cnt; i++) { u32 current_vtx_idx = effect_vertices.size(); // idx in effect vertex list. auto& vtx = effect_vertices.emplace_back(); if (i < mat1_cnt) { vtx.kind = 1; // 1 matrix } else if (i < mat12_cnt) { vtx.kind = 2; // 2 matrix } else { vtx.kind = 3; } // the three quadwords in the source data auto v0 = frag.lump4_unpacked.at(lump_ptr); auto v1 = frag.lump4_unpacked.at(lump_ptr + 1); auto v2 = frag.lump4_unpacked.at(lump_ptr + 2); // ilwr.x vi08, vi01 ;; load mat0 from vertex u16 mat0_addr; memcpy(&mat0_addr, &v0.x(), 2); u16 mat1_addr; memcpy(&mat1_addr, &v0.y(), 2); if (vtx.kind == 1) { vtx.skel_mats[0] = state.vu1_matrix_slots.at(vu1_addr_to_matrix_slot(mat0_addr)); vtx.skel_mats[1] = -1; vtx.skel_mats[2] = -1; vtx.mat_weights[0] = 1.f; vtx.mat_weights[1] = 0.f; vtx.mat_weights[2] = 0.f; ASSERT(vtx.skel_mats[0] >= 0); } else if (vtx.kind == 2) { u8 m0 = mat0_addr & 0x7f; u8 m1 = mat1_addr & 0x7f; if (m0 == 0x7f) { ASSERT(prev_mat0 != -1); } else { prev_mat0 = vu1_addr_to_matrix_slot(m0); prev_mat1 = vu1_addr_to_matrix_slot(m1); } vtx.skel_mats[0] = state.vu1_matrix_slots.at(prev_mat0); vtx.skel_mats[1] = state.vu1_matrix_slots.at(prev_mat1); vtx.skel_mats[2] = -1; if (m0 != 0x7f && i != mat1_cnt) { if (perc_toggle) { perc_ptr++; } perc_toggle = !perc_toggle; } auto perc = frag.unsigned_four_including_header.at(perc_ptr); last_mat2_perc = perc_ptr; if (!perc_toggle) { vtx.mat_weights[0] = perc.x() / 255.f; vtx.mat_weights[1] = perc.y() / 255.f; } else { vtx.mat_weights[0] = perc.z() / 255.f; vtx.mat_weights[1] = perc.w() / 255.f; } vtx.mat_weights[2] = 0.f; float sum = vtx.mat_weights[0] + vtx.mat_weights[1]; ASSERT(std::abs(1.f - sum) < 1e-6); } else if (vtx.kind == 3) { u8 m0 = mat0_addr & 0x7f; u8 m1 = mat1_addr & 0x7f; if (i == mat12_cnt) { perc_ptr = last_mat2_perc; } if (m0 == 0x7f) { ASSERT(prev_mat0 != -1); } else { perc_ptr++; prev_mat0 = vu1_addr_to_matrix_slot(m0); prev_mat1 = vu1_addr_to_matrix_slot(m1); prev_mat2 = vu1_addr_to_matrix_slot(frag.unsigned_four_including_header.at(perc_ptr).w()); } vtx.skel_mats[0] = state.vu1_matrix_slots.at(prev_mat0); vtx.skel_mats[1] = state.vu1_matrix_slots.at(prev_mat1); vtx.skel_mats[2] = state.vu1_matrix_slots.at(prev_mat2); auto perc = frag.unsigned_four_including_header.at(perc_ptr); vtx.mat_weights[0] = perc.x() / 255.f; vtx.mat_weights[1] = perc.y() / 255.f; vtx.mat_weights[2] = perc.z() / 255.f; float sum = vtx.mat_weights[0] + vtx.mat_weights[1] + vtx.mat_weights[2]; ASSERT(std::abs(1.f - sum) < 1e-6); } else { ASSERT(false); } u16 mat1; memcpy(&mat1, &v0.y(), 2); u16 mat0; memcpy(&mat0, &v0.x(), 2); // add.zw vf08, vf08, vf17 ;; lump offset // vf17 = [2048, 255, -65537, xyz-add.x] (the ?? is set per fragment) v0.z() += -65537; v0.w() += frag.fp_header.x_add; // add.xyzw vf11, vf11, vf18 ;; lump offset // vf18 = [st-out-X, st-out-X, -65537, xyz-add.y] (X = a if xtop = 0, X = b otherwise) v1.x() += u32_as_float(ctrl_header.st_out_a); v1.y() += u32_as_float(ctrl_header.st_out_a); v1.z() += -65537; v1.w() += frag.fp_header.y_add; // add.xyzw vf14, vf14, vf19 ;; lump offset // vf19 = [st-magic, st-magic, -65537, xyz-add.z] v2.x() += u32_as_float(ctrl_header.st_magic); v2.y() += u32_as_float(ctrl_header.st_magic); v2.z() += -65537; v2.w() += frag.fp_header.z_add; vtx.pos = math::Vector3f(v0.w(), v1.w(), v2.w()); vtx.nrm = math::Vector3f(v0.z(), v1.z(), v2.z()); // vtx.mat1 = 0; // not used like this vtx.dst0 = float_as_u32(v1.x()) - 371; // xtop to output buffer offset vtx.dst1 = float_as_u32(v1.y()) - 371; vtx.rgba = frag.unsigned_four_including_header.at(rgba_ptr); // crazy flag logic to set adc s16 mat1_flag = mat1; s16 mat0_flag = mat0; bool dst0_adc, dst1_adc; if (vtx.kind == 1) { ASSERT(mat1_flag == -1 || mat1_flag == 0 || mat1_flag == 1); dst0_adc = mat1_flag <= 0; dst1_adc = dst0_adc && (mat1_flag != 0); dst0_adc = !dst0_adc; dst1_adc = !dst1_adc; } else { // adc logic // ilw.y vi09, -6(vi01) s16 vi09 = mat1_flag; // move.xyzw vf21, vf08 bool vf21_has_adc = false; bool vf08_has_adc = false; if (!(vi09 > 0)) { vf21_has_adc = true; } // ibgtz vi09, L47 // // addx.w vf21, vf21, vf17 // // L47: // ilw.x vi09, -9(vi01) vi09 = mat0_flag; // ftoi4.xyzw vf21, vf21 // // sq.xyzw vf21, 2(vi10) dst0_adc = !vf21_has_adc; if (!(vi09 >= 0)) { vf21_has_adc = vf08_has_adc; } dst1_adc = !vf21_has_adc; // ibgez vi09, L50 // // ftoi4.xyzw vf21, vf08 // // L50: // sq.xyzw vf21, 2(vi13) // dst0_adc = mat1_flag <= 0; // dst1_adc = dst0_adc && (mat0_flag >= 0); // dst0_adc = !dst0_adc; // dst1_adc = !dst1_adc; // fmt::print("{}\n", dst1_adc); } // write to two spots in memory auto& dst0_mem = memory.memory.at(vtx.dst0); auto& dst1_mem = memory.memory.at(vtx.dst1); dst0_mem.kind = MercOutputQuadword::Kind::VTX_START; dst0_mem.vtx_idx = current_vtx_idx; dst0_mem.adc = dst0_adc; memory.memory.at(vtx.dst0 + 1).kind = MercOutputQuadword::Kind::INVALID; memory.memory.at(vtx.dst0 + 2).kind = MercOutputQuadword::Kind::INVALID; dst1_mem.kind = MercOutputQuadword::Kind::VTX_START; dst1_mem.vtx_idx = current_vtx_idx; dst1_mem.adc = dst1_adc; memory.memory.at(vtx.dst1 + 1).kind = MercOutputQuadword::Kind::INVALID; memory.memory.at(vtx.dst1 + 2).kind = MercOutputQuadword::Kind::INVALID; /* fmt::print("place vertex {} @ {} {}: {} (adc {} {}) {}\n", current_vtx_idx, vtx.dst0, vtx.dst1, vtx.pos.to_string_aligned(), dst0_adc, dst1_adc, mat1_flag); */ lump_ptr += 3; // advance 3 qw rgba_ptr++; } } /*! * Build OpenGL index list from a single GIF packet. * TODO: should check we aren't putting in x x R x x R */ std::vector index_list_from_packet(u32 vtx_ptr, u32 nloop, const MercMemory& memory, const std::vector& vertices) { std::vector result; u32 prev_vtx = UINT32_MAX; result.push_back(UINT32_MAX); while (nloop) { auto& vtx_mem = memory.memory.at(vtx_ptr); if (vtx_mem.kind == MercOutputQuadword::Kind::VTX_START) { bool adc = vtx_mem.adc; if (adc) { result.push_back(vtx_mem.vtx_idx); } else { result.push_back(UINT32_MAX); result.push_back(prev_vtx); result.push_back(vtx_mem.vtx_idx); } prev_vtx = vtx_mem.vtx_idx; } else { // missing vertex! fmt::print("MISSING VERTEX at {}\n", vtx_ptr); result.push_back(UINT32_MAX); } vtx_ptr += 3; nloop--; } result.push_back(UINT32_MAX); return result; } /*! * Dump draws to obj file. */ std::string debug_dump_to_obj(const std::vector& draws, const std::vector& vertices) { std::string result; std::vector verts; std::vector> faces; for (auto& draw : draws) { // add verts... int queue[2]; int q_idx = 0; for (size_t ii = 2; ii < draw.indices.size(); ii++) { u32 v0 = draw.indices[ii - 2]; u32 v1 = draw.indices[ii - 1]; u32 v2 = draw.indices[ii - 0]; if (v0 != UINT32_MAX && v1 != UINT32_MAX && v2 != UINT32_MAX) { faces.emplace_back(v0 + 1, v1 + 1, v2 + 1); } } for (auto& idx : draw.indices) { if (idx == UINT32_MAX) { q_idx = 0; } else { if (q_idx >= 2) { faces.emplace_back(queue[0] + 1, queue[1] + 1, idx + 1); } queue[(q_idx++) % 2] = idx; } } } for (auto& vtx : vertices) { result += fmt::format("v {} {} {}\n", vtx.pos.x() / 1024.f, vtx.pos.y() / 1024.f, vtx.pos.z() / 1024.f); } for (auto& face : faces) { result += fmt::format("f {}/{} {}/{} {}/{}\n", face.x(), face.x(), face.y(), face.y(), face.z(), face.z()); } return result; } math::Vector4 vtx_to_rgba_bone_debug(const MercUnpackedVtx& vtx) { math::Vector4 result; result.fill(0); for (int i = 0; i < 3; i++) { if (vtx.skel_mats[i] == -1 || vtx.mat_weights[i] == 0) { continue; } u32 rgba_packed = colors::common_colors[vtx.skel_mats[i] % colors::COLOR_COUNT]; result.x() += ((rgba_packed >> 16) & 0xff) * vtx.mat_weights[i]; result.y() += ((rgba_packed >> 8) & 0xff) * vtx.mat_weights[i]; result.z() += ((rgba_packed >> 0) & 0xff) * vtx.mat_weights[i]; } return result; } std::string debug_dump_to_ply(const std::vector& draws, const std::vector& vertices) { std::vector verts; std::vector> faces; for (auto& draw : draws) { // add verts... for (size_t ii = 2; ii < draw.indices.size(); ii++) { u32 v0 = draw.indices[ii - 2]; u32 v1 = draw.indices[ii - 1]; u32 v2 = draw.indices[ii - 0]; if (v0 != UINT32_MAX && v1 != UINT32_MAX && v2 != UINT32_MAX) { faces.emplace_back(v0, v1, v2); } } } std::string result = fmt::format( "ply\nformat ascii 1.0\nelement vertex {}\nproperty float x\nproperty float y\nproperty " "float z\nproperty uchar red\nproperty uchar green\nproperty uchar blue\nelement face " "{}\nproperty list uchar int vertex_index\nend_header\n", vertices.size(), faces.size()); for (auto& vtx : vertices) { auto rgba = vtx_to_rgba_bone_debug(vtx); result += fmt::format("{} {} {} {} {} {}\n", vtx.pos.x() / 1024.f, vtx.pos.y() / 1024.f, vtx.pos.z() / 1024.f, rgba[0], rgba[1], rgba[2]); } for (auto& face : faces) { result += fmt::format("3 {} {} {}\n", face.x(), face.y(), face.z()); } return result; } ConvertedMercEffect convert_merc_effect(const MercEffect& input_effect, const MercCtrlHeader& ctrl_header, const TextureDB& tdb, const std::vector& map, const std::string& debug_name, size_t ctrl_idx, size_t effect_idx, bool dump) { ConvertedMercEffect result; result.ctrl_idx = ctrl_idx; result.effect_idx = effect_idx; // full reset of state per effect. // we have no idea what the previous effect draw will be - it might be given to // mercneric. bool shader_set = false; // no previous shader can reliably be known MercState merc_state; // current gs settings/matrix slots MercMemory merc_memories[2]; // double buffered output int memory_buffer_toggle = 0; // which output we're in for (size_t fi = 0; fi < input_effect.frag_ctrl.size(); fi++) { const auto& frag = input_effect.frag_geo[fi]; const auto& frag_ctrl = input_effect.frag_ctrl[fi]; // first, deal with matrices for (size_t mi = 0; mi < frag_ctrl.mat_xfer_count; mi++) { const auto& xfer = frag_ctrl.mat_dest_data[mi]; merc_state.vu1_matrix_slots[vu1_addr_to_matrix_slot(xfer.matrix_dest)] = xfer.matrix_number; } if (!shader_set) { // if we don't have a shader set, we shouldn't have anything that reuses the last shader ASSERT(frag.header.strip_len == 0); // and we should set the shader ASSERT(frag.fp_header.shader_cnt > 0); shader_set = true; } // run the frag. // this will add vertices to the per-effect vertex lists and also update the merc memory // to point to these. handle_frag(debug_name, ctrl_header, frag, frag_ctrl, merc_state, result.vertices, merc_memories[memory_buffer_toggle]); // we'll add draws after this draw, but wait to actually populate the index lists until // we've processed all the vertices. size_t first_draw_to_update = result.draws.size(); // continuation of a previous shader if (frag.header.strip_len) { // add the continued draw auto& new_draw = result.draws.emplace_back(); new_draw.ctrl_idx = ctrl_idx; new_draw.effect_idx = effect_idx; new_draw.frag_idx = fi; new_draw.state = merc_state; new_draw.vtx_offset = 1; // just remember where it started. we might copy some vertices from a later draw in this // fragment back to this draw, and at this point we don't know what the adc flags would be. // (or their index, because we are deduplicated) new_draw.vtx_nloop = frag.header.strip_len; } // loop over fresh shaders for (size_t i = 0; i < frag.fp_header.shader_cnt; i++) { const auto& shader = frag.shaders.at(i); // update merc state from shader (will hold over to next fragment, if needed) merc_state.merc_draw_mode.mode = process_draw_mode(shader); u32 new_tex = remap_texture(shader.original_tex, map); // texture the texture page/texture index, and convert to a PC port texture ID u32 tpage = new_tex >> 20; u32 tidx = (new_tex >> 8) & 0b1111'1111'1111; u32 tex_combo = (((u32)tpage) << 16) | tidx; // look up the texture to make sure it's valid auto tex = tdb.textures.find(tex_combo); ASSERT(tex != tdb.textures.end()); // remember the texture id merc_state.merc_draw_mode.pc_combo_tex_id = tex_combo; // add the draw auto& new_draw = result.draws.emplace_back(); new_draw.ctrl_idx = ctrl_idx; new_draw.effect_idx = effect_idx; new_draw.frag_idx = fi; new_draw.state = merc_state; // write the shader to memory merc_memories[memory_buffer_toggle].memory.at(shader.output_offset).kind = MercOutputQuadword::Kind::SHADER_START; for (int mi = 1; mi < 6; mi++) { // fill 5qw of adgif data with invalid. make sure we don't read verts from here merc_memories[memory_buffer_toggle].memory.at(shader.output_offset + mi).kind = MercOutputQuadword::Kind::INVALID; } // write the giftag for primitives auto& prim_packet = merc_memories[memory_buffer_toggle].memory.at(shader.output_offset + 6); prim_packet.kind = MercOutputQuadword::Kind::PRIM_START; prim_packet.nloop_count = shader.next_strip_nloop; // update draw from hidden fields in adgif. new_draw.vtx_offset = shader.output_offset + 7; new_draw.vtx_nloop = shader.next_strip_nloop; } // copy from other places inside this output buffer u32 srcdst_ptr = frag.header.srcdest_off; for (u32 sci = 0; sci < frag.header.samecopy_cnt; sci++) { auto& cpy = frag.unsigned_four_including_header[srcdst_ptr]; // fmt::print("sci: {}\n", cpy.to_string_hex_byte()); u32 src = cpy[0]; auto& vert = merc_memories[memory_buffer_toggle].memory.at(src); u32 dst = cpy[1]; auto& dvert = merc_memories[memory_buffer_toggle].memory.at(dst); if (vert.kind == MercOutputQuadword::Kind::VTX_START) { dvert = vert; if (cpy[3]) { // dvert.adc = true; dvert.adc = !dvert.adc; } } else { fmt::print("sc missing vert\n"); dvert.kind = MercOutputQuadword::Kind::INVALID; } srcdst_ptr++; } // "cross" copy from the other output buffer for (u32 cci = 0; cci < frag.header.crosscopy_cnt; cci++) { auto& cpy = frag.unsigned_four_including_header[srcdst_ptr]; // fmt::print("cci: {}\n", cpy.to_string_hex_byte()); u32 src = cpy[0]; auto& vert = merc_memories[memory_buffer_toggle ^ 1].memory.at(src); u32 dst = cpy[1]; auto& dvert = merc_memories[memory_buffer_toggle].memory.at(dst); if (vert.kind == MercOutputQuadword::Kind::VTX_START) { dvert = vert; if (cpy[3]) { // dvert.adc = true; dvert.adc = !dvert.adc; } } else { fmt::print("cc missing vert\n"); dvert.kind = MercOutputQuadword::Kind::INVALID; } srcdst_ptr++; } // now that we've copied all vertices, create index lists. for (size_t i = first_draw_to_update; i < result.draws.size(); i++) { auto& draw = result.draws[i]; draw.indices = index_list_from_packet(draw.vtx_offset, draw.vtx_nloop, merc_memories[memory_buffer_toggle], result.vertices); } memory_buffer_toggle ^= 1; } if (dump) { file_util::write_text_file( file_util::get_file_path( {"debug_out/merc", fmt::format("{}_{}.ply", debug_name, effect_idx)}), debug_dump_to_ply(result.draws, result.vertices)); } return result; } /*! * Top-level merc extraction */ void extract_merc(const ObjectFileData& ag_data, const TextureDB& tex_db, const DecompilerTypeSystem& dts, const std::vector& map, tfrag3::Level& /*out*/, bool dump_level) { if (dump_level) { file_util::create_dir_if_needed(file_util::get_file_path({"debug_out/merc"})); } // find all merc-ctrls in the object file auto ctrl_locations = find_merc_ctrls(ag_data.linked_data); // extract them. this does very basic unpacking of data, as done by the VIF/DMA on PS2. std::vector ctrls; for (auto location : ctrl_locations) { auto ctrl = extract_merc_ctrl(ag_data.linked_data, dts, location); ctrls.push_back(ctrl); } // extract draws. this does no regrouping yet. std::vector all_effects; for (size_t ci = 0; ci < ctrls.size(); ci++) { for (size_t ei = 0; ei < ctrls[ci].effects.size(); ei++) { all_effects.push_back(convert_merc_effect(ctrls[ci].effects[ei], ctrls[ci].header, tex_db, map, ctrls[ci].name, ci, ei, dump_level)); } } } } // namespace decompiler