Files
jak-project/game/kernel/jak2/kdgo.cpp
T
water111 d52739226c [decomp] decompile decomp.gc (#1936)
A few issues:
- lwidea's fr3 is getting loaded and unloaded all the time
- the debug line drawing clipping is wrong (doesn't seem wrong in pcsx2,
so I think this is on us)
- nothing actually using vis data yet
- at a large distance, our view frustum culling seems slightly too
aggressive (might be that viewport scissoring is wrong)
- in the city, things seem darker as you move away. unclear how this is
happening (fog?)
2022-10-01 13:39:56 -04:00

118 lines
4.4 KiB
C++

#include "kdgo.h"
#include "common/log/log.h"
#include "game/kernel/common/Ptr.h"
#include "game/kernel/common/fileio.h"
#include "game/kernel/common/kdgo.h"
#include "game/kernel/common/kmalloc.h"
#include "game/kernel/jak2/klink.h"
namespace jak2 {
/*!
* Instruct the IOP to continue loading the next object.
* Only should be called once it is safe to overwrite the previous.
* @param heapPtr : pointer to heap so the IOP could try to load directly into a heap if it wants.
* This should be updated after each object file load to make sure the IOP knows the exact location
* of the end of the GOAL heap data.
*
* Unlike jak 1, we update buffer1 and buffer2 here for borrow heap loads.
*/
void ContinueLoadingDGO(Ptr<u8> b1, Ptr<u8> b2, Ptr<u8> heapPtr) {
u32 msgID = sMsgNum;
RPC_Dgo_Cmd* sendBuff = sMsg + sMsgNum;
sMsgNum = sMsgNum ^ 1;
sendBuff->result = DGO_RPC_RESULT_INIT;
sMsg[msgID].buffer1 = b1.offset;
sMsg[msgID].buffer2 = b2.offset;
sMsg[msgID].buffer_heap_top = heapPtr.offset;
// the IOP will wait for this RpcCall to continue the DGO state machine.
RpcCall(DGO_RPC_CHANNEL, DGO_RPC_LOAD_NEXT_FNO, true, sendBuff, sizeof(RPC_Dgo_Cmd), sendBuff,
sizeof(RPC_Dgo_Cmd));
// this async RPC call will complete when the next object is fully loaded.
sLastMsg = sendBuff;
}
/*!
* Load and link a DGO file.
* This does not use the mutli-threaded linker and will block until the entire file is done.
*/
void load_and_link_dgo(u64 name_gstr, u64 heap_info, u64 flag, u64 buffer_size) {
auto name = Ptr<char>(name_gstr + 4).c();
auto heap = Ptr<kheapinfo>(heap_info);
load_and_link_dgo_from_c(name, heap, flag, buffer_size, false);
}
/*!
* Load and link a DGO file.
* This does not use the mutli-threaded linker and will block until the entire file is done.e
*/
void load_and_link_dgo_from_c(const char* name,
Ptr<kheapinfo> heap,
u32 linkFlag,
s32 bufferSize,
bool jump_from_c_to_goal) {
lg::debug("[Load and Link DGO From C] {}", name);
u32 oldShowStall = sShowStallMsg;
// remember where the heap top point is so we can clear temporary allocations
auto oldHeapTop = heap->top;
// allocate temporary buffers from top of the given heap
// align 64 for IOP DMA
// note: both buffers named dgo-buffer-2
auto buffer2 = kmalloc(heap, bufferSize, KMALLOC_TOP | KMALLOC_ALIGN_64, "dgo-buffer-2");
auto buffer1 = kmalloc(heap, bufferSize, KMALLOC_TOP | KMALLOC_ALIGN_64, "dgo-buffer-2");
// build filename. If no extension is given, default to CGO.
char fileName[16];
kstrcpyup(fileName, name);
if (fileName[strlen(fileName) - 4] != '.') {
strcat(fileName, ".CGO");
}
// no stall messages, as this is a blocking load and when spending 100% CPU time on linking,
// the linker can beat the DVD drive.
sShowStallMsg = 0;
// start load on IOP.
BeginLoadingDGO(
fileName, buffer1, buffer2,
Ptr<u8>((heap->current + 0x3f).offset & 0xffffffc0)); // 64-byte aligned for IOP DMA
u32 lastObjectLoaded = 0;
while (!lastObjectLoaded) {
// check to see if next object is loaded (I believe it always is?)
auto dgoObj = GetNextDGO(&lastObjectLoaded);
if (!dgoObj.offset) {
continue;
}
// if we're on the last object, it is loaded at cheap->current. So we can safely reset the two
// dgo-buffer allocations. We do this _before_ we link! This way, the last file loaded has more
// heap available, which is important when we need to use the entire memory.
if (lastObjectLoaded) {
heap->top = oldHeapTop;
}
// determine the size and name of the object we got
auto obj = dgoObj + 0x40; // seek past dgo object header
u32 objSize = *(dgoObj.cast<u32>()); // size from object's link block
char objName[64];
strcpy(objName, (dgoObj + 4).cast<char>().c()); // name from dgo object header
lg::debug("[link and exec] {:18s} {} {:6d} heap-use {:8d} {:8d}: 0x{:x}", objName,
lastObjectLoaded, objSize, kheapused(kglobalheap),
kdebugheap.offset ? kheapused(kdebugheap) : 0, kglobalheap->current.offset);
link_and_exec(obj, objName, objSize, heap, linkFlag, jump_from_c_to_goal); // link now!
// inform IOP we are done
if (!lastObjectLoaded) {
ContinueLoadingDGO(buffer1, buffer2, Ptr<u8>((heap->current + 0x3f).offset & 0xffffffc0));
}
}
sShowStallMsg = oldShowStall;
}
} // namespace jak2