Files
jak-project/goal_src/jak1/engine/level/bsp.gc
T
ManDude b74399ed57 rework goal_src structure for jak 1 a bit (#1615)
* move files

* update game.gp
2022-07-05 16:00:09 -04:00

662 lines
22 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: bsp.gc
;; name in dgo: bsp
;; dgos: GAME, ENGINE
;;;;;;;;;;;;;;;
;; memory use
;;;;;;;;;;;;;;;
(defun-recursive mem-usage-bsp-tree none ((header bsp-header) (node bsp-node) (mem-use memory-usage-block) (flags int))
"Update the given mem-use for the memory used by the tree structure itself"
(cond
((zero? node)
)
(else
(+! (-> mem-use data 58 count) 1)
(let ((v1-3 32))
(+! (-> mem-use data 58 used) v1-3)
(+! (-> mem-use data 58 total) (logand -16 (+ v1-3 15)))
)
(if (> (-> node front) 0)
(mem-usage-bsp-tree header (the-as bsp-node (-> node front)) mem-use flags)
)
(if (> (-> node back) 0)
(mem-usage-bsp-tree header (the-as bsp-node (-> node back)) mem-use flags)
)
)
)
(none)
)
(defmethod mem-usage bsp-header ((obj bsp-header) (mem-use memory-usage-block) (flags int))
"Update the memory usage info for this bsp-header.
This will visit all the stuff in the level data."
;; start off by setting the current bsp
(set! (-> mem-use work-bsp) obj)
;; this seems slightly wrong, we count the file-info toward array.
(when (nonzero? (-> obj info))
(set! (-> mem-use length) (max 82 (-> mem-use length)))
(set! (-> mem-use data 81 name) "array")
(+! (-> mem-use data 81 count) 1)
(let ((v1-8 (asize-of (-> obj info))))
(+! (-> mem-use data 81 used) v1-8)
(+! (-> mem-use data 81 total) (logand -16 (+ v1-8 15)))
)
)
;; measure the drawable trees.
(if (nonzero? (-> obj drawable-trees))
(mem-usage (-> obj drawable-trees) mem-use flags)
)
;; add stuff
(set! (-> mem-use length) (max 63 (-> mem-use length)))
(set! (-> mem-use data 43 name) "entity")
(set! (-> mem-use data 44 name) "camera")
(set! (-> mem-use data 62 name) "pat")
(set! (-> mem-use data 58 name) "bsp-node")
(set! (-> mem-use length) (max 57 (-> mem-use length)))
;; add the bsp-header itself
(set! (-> mem-use data 56 name) "bsp-main")
(+! (-> mem-use data 56 count) 1)
(let ((v1-27 400))
(+! (-> mem-use data 56 used) v1-27)
(+! (-> mem-use data 56 total) (logand -16 (+ v1-27 15)))
)
;; add the visible list
(set! (-> mem-use length) (max 60 (-> mem-use length)))
(set! (-> mem-use data 59 name) "bsp-leaf-vis-self")
(+! (-> mem-use data 59 count) 1)
(let ((v1-36 (-> obj visible-list-length)))
(+! (-> mem-use data 59 used) v1-36)
(+! (-> mem-use data 59 total) (logand -16 (+ v1-36 15)))
)
;; add the unk-data-0
(set! (-> mem-use length) (max 58 (-> mem-use length)))
(set! (-> mem-use data 57 name) "bsp-misc")
(+! (-> mem-use data 57 count) 1)
(let ((v1-46 (* (-> obj texture-remap-table-len) 8)))
(+! (-> mem-use data 57 used) v1-46)
(+! (-> mem-use data 57 total) (logand -16 (+ v1-46 15)))
)
;; add the unk-data-1
(set! (-> mem-use length) (max 58 (-> mem-use length)))
(set! (-> mem-use data 57 name) "bsp-misc")
(+! (-> mem-use data 57 count) 1)
(let ((v1-56 (* (-> obj texture-page-count) 4)))
(+! (-> mem-use data 57 used) v1-56)
(+! (-> mem-use data 57 total) (logand -16 (+ v1-56 15)))
)
;; add unk-zero-0
(when (nonzero? (-> obj unk-zero-0))
(set! (-> mem-use length) (max 58 (-> mem-use length)))
(set! (-> mem-use data 57 name) "bsp-misc")
(+! (-> mem-use data 57 count) 1)
(let ((v1-68 (asize-of (-> obj unk-zero-0))))
(+! (-> mem-use data 57 used) v1-68)
(+! (-> mem-use data 57 total) (logand -16 (+ v1-68 15)))
)
)
;; add adgifs
(when (nonzero? (-> obj adgifs))
(set! (-> mem-use length) (max 58 (-> mem-use length)))
(set! (-> mem-use data 57 name) "bsp-misc")
(+! (-> mem-use data 57 count) 1)
(let ((v1-80 (asize-of (-> obj adgifs))))
(+! (-> mem-use data 57 used) v1-80)
(+! (-> mem-use data 57 total) (logand -16 (+ v1-80 15)))
)
)
;; add boxes
(when (nonzero? (-> obj boxes))
(set! (-> mem-use length) (max 58 (-> mem-use length)))
(set! (-> mem-use data 57 name) "bsp-misc")
(+! (-> mem-use data 57 count) 1)
(let ((v1-92 (asize-of (-> obj boxes))))
(+! (-> mem-use data 57 used) v1-92)
(+! (-> mem-use data 57 total) (logand -16 (+ v1-92 15)))
)
;; add box indices
(when (nonzero? (-> obj split-box-indices))
(set! (-> mem-use length) (max 58 (-> mem-use length)))
(set! (-> mem-use data 57 name) "bsp-misc")
(+! (-> mem-use data 57 count) 1)
(let ((v1-105 (* (-> obj boxes length) 2)))
(+! (-> mem-use data 57 used) v1-105)
(+! (-> mem-use data 57 total) (logand -16 (+ v1-105 15)))
)
)
)
;; add actor-birth-order
(when (nonzero? (-> obj actor-birth-order))
(set! (-> mem-use length) (max 58 (-> mem-use length)))
(set! (-> mem-use data 57 name) "bsp-misc")
(+! (-> mem-use data 57 count) 1)
;; add actors
(let ((v1-118 (* (-> obj actors length) 4)))
(+! (-> mem-use data 57 used) v1-118)
(+! (-> mem-use data 57 total) (logand -16 (+ v1-118 15)))
)
)
;; add pat
(+! (-> mem-use data 62 count) (-> obj pat-length))
(let ((v1-125 (* (-> obj pat-length) 4)))
(+! (-> mem-use data 62 used) v1-125)
(+! (-> mem-use data 62 total) (logand -16 (+ v1-125 15)))
)
;; add cameras
(let ((s3-0 (-> obj cameras)))
(when (nonzero? s3-0)
(dotimes (s2-0 (-> s3-0 length))
(mem-usage (-> s3-0 s2-0) mem-use (logior flags 256))
)
)
)
;; add the tree itself
(mem-usage-bsp-tree obj (the-as bsp-node (-> obj nodes)) mem-use flags)
obj
)
(defmethod login bsp-header ((obj bsp-header))
"Main login for a level"
;; login our drawables
(if (nonzero? (-> obj drawable-trees))
(login (-> obj drawable-trees))
)
;; login our shaders
(when (nonzero? (-> obj adgifs))
(let ((s5-0 (-> obj adgifs)))
(dotimes (s4-0 (-> s5-0 length))
(adgif-shader-login-no-remap (-> s5-0 data s4-0))
)
)
)
obj
)
(define *test-shrub* 0) ;; unused.
(defmethod draw bsp-header ((obj bsp-header) (other-draw bsp-header) (arg1 display-frame))
"Draw the level"
(local-vars (a3-4 uint128) (a3-5 uint128) (r0 uint128))
(set! r0 (the-as uint128 0))
(let ((lev (-> obj level)))
;; set up some stuff in the scratchpad
(set! (-> (scratchpad-object terrain-bsp :offset TERRAIN_BSP_SCRATCHPAD) lev-index) (-> lev index))
(set! (-> (scratchpad-object terrain-bsp :offset TERRAIN_BSP_SCRATCHPAD) mood) (-> lev mood))
;; update the subdivision settings
(if *artist-use-menu-subdiv*
(update-subdivide-settings! *subdivide-settings* *math-camera* 3)
(update-subdivide-settings! *subdivide-settings* *math-camera* (-> lev index))
)
;; at this point we are no longer adding textures, so we can mark the end of the
;; textures with interrupts to get rendering VIF interrupts for profiling.
(add-irq-to-tex-buckets! lev)
;; upload the visible list to the scratchpad.
;; the final result of all visibility calculations is stored in vis-bits.
;; this goes at the end of the scratchpad.
(let ((vis-list-qwc (/ (+ (-> obj visible-list-length) 15) 16)))
(dma-send-to-spr-no-flush
(scratchpad-object uint :offset VISIBLE_LIST_SCRATCHPAD)
(the-as uint (-> lev vis-bits))
(the-as uint vis-list-qwc)
#f
)
)
)
;; this is a race condition with the previous DMA transfer.
;; probably the DMA wins though.
;; this messes with the visibility bits to invert what was just uploaded
(when *artist-flip-visible*
(let ((vis-list-qwc2 (/ (+ (-> obj visible-list-length) 15) 16))
(vis-list-spad (scratchpad-object (pointer uint128) :offset VISIBLE_LIST_SCRATCHPAD))
(vis-list-lev (the-as (pointer uint128) (-> obj all-visible-list)))
)
;; iterate through all qw's in the visible list.
(dotimes (current-qw vis-list-qwc2)
;; invert the stuff in the spad list
(let ((a3-3 (-> vis-list-spad current-qw)))
;; note: this isn't great x86 code, but it's probably fine.
(.pnor a3-4 a3-3 r0)
)
;; and with the all visible list so we don't
;; accidentally turn on the vis bit for something that
;; doesn't exist.
(let ((t0-2 (-> vis-list-lev current-qw)))
(.pand a3-5 a3-4 t0-2)
)
(set! (-> vis-list-spad current-qw) a3-5)
)
)
)
;; set up the math camera registers
(let ((at-0 *math-camera*))
(with-vf (vf16 vf17 vf18 vf19 vf20 vf21 vf22 vf23 vf24 vf25 vf26 vf27 vf28 vf29 vf30 vf31)
:rw 'write
(.lvf vf16 (&-> at-0 plane 0 quad))
(.lvf vf17 (&-> at-0 plane 1 quad))
(.lvf vf18 (&-> at-0 plane 2 quad))
(.lvf vf19 (&-> at-0 plane 3 quad))
(.lvf vf20 (&-> at-0 shrub-mat vector 0 quad))
(.lvf vf21 (&-> at-0 shrub-mat vector 1 quad))
(.lvf vf22 (&-> at-0 shrub-mat vector 2 quad))
(.lvf vf23 (&-> at-0 shrub-mat vector 3 quad))
(.lvf vf24 (&-> at-0 camera-rot vector 0 quad))
(.lvf vf25 (&-> at-0 camera-rot vector 1 quad))
(.lvf vf26 (&-> at-0 camera-rot vector 2 quad))
(.lvf vf27 (&-> at-0 camera-rot vector 3 quad))
(.lvf vf28 (&-> at-0 camera-temp vector 0 quad))
(.lvf vf29 (&-> at-0 camera-temp vector 1 quad))
(.lvf vf30 (&-> at-0 camera-temp vector 2 quad))
(.lvf vf31 (&-> at-0 camera-temp vector 3 quad))
)
)
;; draw the drawables!
;; start a profile bar.
(when (nonzero? (-> obj drawable-trees))
(if *debug-segment*
(add-frame (-> *display* frames (-> *display* on-screen) frame profile-bar 0)
'draw
(new 'static 'rgba :r #x40 :b #x40 :a #x80)
)
)
;; draw!
(let ((a1-7 (-> obj drawable-trees)))
(draw a1-7 a1-7 arg1)
)
;; end a profile bar
(if *debug-segment*
(add-frame (-> *display* frames (-> *display* on-screen) frame profile-bar 0)
'draw
(new 'static 'rgba :r #x80 :g #xc0 :a #x80)
)
)
)
;; run the foreground system (0 check added)
(when (nonzero? foreground-engine-execute)
(let ((s5-1 (-> *display* frames (-> *display* on-screen) frame)))
;; 0
(foreground-engine-execute
(-> obj level foreground-draw-engine 0)
s5-1
(-> (scratchpad-object terrain-bsp :offset TERRAIN_BSP_SCRATCHPAD) lev-index)
0
)
;; 1
(foreground-engine-execute
(-> obj level foreground-draw-engine 1)
s5-1
(-> (scratchpad-object terrain-bsp :offset TERRAIN_BSP_SCRATCHPAD) lev-index)
1
)
;; 2
(foreground-engine-execute
(-> obj level foreground-draw-engine 2)
s5-1
(-> (scratchpad-object terrain-bsp :offset TERRAIN_BSP_SCRATCHPAD) lev-index)
2
)
)
)
(none)
)
(defmethod debug-draw bsp-header ((obj bsp-header) (arg0 drawable) (arg1 display-frame))
"This is some sort of debugging thing. It calls debug-draw on the drawables
with the scratchpad and vfs set up."
(let ((s4-0 (-> obj level)))
;; set up some stuff in the scratchpad
(set! (-> (scratchpad-object terrain-bsp :offset TERRAIN_BSP_SCRATCHPAD) lev-index) (-> s4-0 index))
(set! (-> (scratchpad-object terrain-bsp :offset TERRAIN_BSP_SCRATCHPAD) mood) (-> s4-0 mood))
(add-irq-to-tex-buckets! s4-0)
(let ((a2-1 (/ (+ (-> obj visible-list-length) 15) 16)))
(dma-send-to-spr-no-flush
(scratchpad-object uint :offset VISIBLE_LIST_SCRATCHPAD)
(the-as uint (-> s4-0 vis-bits))
(the-as uint a2-1)
#f
)
)
)
(let ((at-0 *math-camera*))
(with-vf (vf16 vf17 vf18 vf19 vf20 vf21 vf22 vf23 vf24 vf25 vf26 vf27 vf28 vf29 vf30 vf31)
:rw 'write
(.lvf vf16 (&-> at-0 plane 0 quad))
(.lvf vf17 (&-> at-0 plane 1 quad))
(.lvf vf18 (&-> at-0 plane 2 quad))
(.lvf vf19 (&-> at-0 plane 3 quad))
(.lvf vf20 (&-> at-0 shrub-mat vector 0 quad))
(.lvf vf21 (&-> at-0 shrub-mat vector 1 quad))
(.lvf vf22 (&-> at-0 shrub-mat vector 2 quad))
(.lvf vf23 (&-> at-0 shrub-mat vector 3 quad))
(.lvf vf24 (&-> at-0 camera-rot vector 0 quad))
(.lvf vf25 (&-> at-0 camera-rot vector 1 quad))
(.lvf vf26 (&-> at-0 camera-rot vector 2 quad))
(.lvf vf27 (&-> at-0 camera-rot vector 3 quad))
(.lvf vf28 (&-> at-0 camera-temp vector 0 quad))
(.lvf vf29 (&-> at-0 camera-temp vector 1 quad))
(.lvf vf30 (&-> at-0 camera-temp vector 2 quad))
(.lvf vf31 (&-> at-0 camera-temp vector 3 quad))
)
)
(when (nonzero? (-> obj drawable-trees))
(if *debug-segment*
(add-frame (-> *display* frames (-> *display* on-screen) frame profile-bar 0)
'draw
(new 'static 'rgba :r #x40 :b #x40 :a #x80)
)
)
(let ((a1-3 (-> obj drawable-trees)))
(debug-draw a1-3 a1-3 arg1)
)
(if *debug-segment*
(add-frame (-> *display* frames (-> *display* on-screen) frame profile-bar 0)
'draw
(new 'static 'rgba :r #x80 :g #xc0 :a #x80)
)
)
)
(none)
)
(defmethod collect-stats bsp-header ((obj bsp-header))
"Collect drawing statistics"
(let ((v1-0 (-> obj level))
(a2-0 (/ (+ (-> obj visible-list-length) 15) 16))
)
(dma-send-to-spr-no-flush
(scratchpad-object uint :offset VISIBLE_LIST_SCRATCHPAD)
(the-as uint (-> v1-0 vis-bits))
(the-as uint a2-0)
#f
)
)
(let ((at-0 *math-camera*))
(with-vf (vf16 vf17 vf18 vf19 vf20 vf21 vf22 vf23 vf24 vf25 vf26 vf27 vf28 vf29 vf30 vf31)
:rw 'write
(.lvf vf16 (&-> at-0 plane 0 quad))
(.lvf vf17 (&-> at-0 plane 1 quad))
(.lvf vf18 (&-> at-0 plane 2 quad))
(.lvf vf19 (&-> at-0 plane 3 quad))
(.lvf vf20 (&-> at-0 shrub-mat vector 0 quad))
(.lvf vf21 (&-> at-0 shrub-mat vector 1 quad))
(.lvf vf22 (&-> at-0 shrub-mat vector 2 quad))
(.lvf vf23 (&-> at-0 shrub-mat vector 3 quad))
(.lvf vf24 (&-> at-0 camera-rot vector 0 quad))
(.lvf vf25 (&-> at-0 camera-rot vector 1 quad))
(.lvf vf26 (&-> at-0 camera-rot vector 2 quad))
(.lvf vf27 (&-> at-0 camera-rot vector 3 quad))
(.lvf vf28 (&-> at-0 camera-temp vector 0 quad))
(.lvf vf29 (&-> at-0 camera-temp vector 1 quad))
(.lvf vf30 (&-> at-0 camera-temp vector 2 quad))
(.lvf vf31 (&-> at-0 camera-temp vector 3 quad))
)
)
(if (nonzero? (-> obj drawable-trees))
(collect-stats (-> obj drawable-trees))
)
(none)
)
(defun bsp-camera-asm ((bsp-hdr bsp-header) (camera-pos vector))
"Look up the camera position in the bsp tree.
The result is stored in the bsp-hdr current-leaf-idx"
(local-vars (v1-1 int) (real-node bsp-node))
(rlet ((vf1 :class vf)
(vf2 :class vf)
)
(nop!)
;; next-node contains the node (or child) that we will check next.
(let ((next-node (the-as bsp-node (-> bsp-hdr nodes))))
;; vf1 = camera position always
(.lvf vf1 (&-> camera-pos quad))
;; top of loop that traverses the tree
(label cfg-1)
;; branch if twe got a child
(b! (< (the-as int next-node) 0) cfg-4 :delay (set! real-node next-node))
;; load the plane
(.lvf vf2 (&-> real-node plane quad))
;; elementwise multiply xyz
(.mul.vf vf2 vf2 vf1 :mask #b111)
;; then horizontal sum, putting result in y.
(.add.x.vf vf2 vf2 vf2 :mask #b10)
(.add.z.vf vf2 vf2 vf2 :mask #b10)
(.sub.w.vf vf2 vf2 vf2 :mask #b10)
;; move the result into v1-1.
;; the sign bit of float y is now the sign bit of the int v1-1
(.mov v1-1 vf2)
(let ((a2-0 (-> real-node front-flags)))
;; branch to loop top, if we haven't gotten to the bottom
(b! (>= (the-as int v1-1) 0)
cfg-1
;; in the dealy slot, advance the node
:delay (set! next-node (the-as bsp-node (-> real-node front)))
)
;; otherwise, we are on the back side.
(set! a2-0 (-> real-node back-flags))
(b! #t cfg-1 :delay (set! next-node (the-as bsp-node (-> real-node back))))
;; here we got a child.
(label cfg-4)
(set! (-> bsp-hdr current-leaf-idx) (the-as uint next-node))
;; back flags is a bit confusing name.
;; it's actually the flags for whatever side we are on of the
;; lowest node.
(set! (-> bsp-hdr current-bsp-back-flags) a2-0)
)
)
0
(none)
)
)
;;;;;;;;;;;;;;;
;; Collision
;;;;;;;;;;;;;;;
(defmethod collide-with-box bsp-header ((obj bsp-header) (arg0 int) (arg1 collide-list))
"Top level collision with a box function. I think the arg0 length doesn't really matter here."
(+! (-> *collide-stats* calls) 1)
(let ((s4-0 (-> obj drawable-trees)))
(dotimes (s3-0 (-> s4-0 length))
(collide-with-box (-> s4-0 data s3-0) arg0 arg1)
)
)
(none)
)
(defmethod collide-y-probe bsp-header ((obj bsp-header) (arg0 int) (arg1 collide-list))
(+! (-> *collide-stats* calls) 1)
(let ((s4-0 (-> obj drawable-trees)))
(dotimes (s3-0 (-> s4-0 length))
(collide-y-probe (-> s4-0 data s3-0) arg0 arg1)
)
)
(none)
)
(defmethod collide-ray bsp-header ((obj bsp-header) (arg0 int) (arg1 collide-list))
(+! (-> *collide-stats* calls) 1)
(let ((s4-0 (-> obj drawable-trees)))
(dotimes (s3-0 (-> s4-0 length))
(collide-ray (-> s4-0 data s3-0) arg0 arg1)
)
)
(none)
)
(defmethod collect-ambients bsp-header ((obj bsp-header) (arg0 sphere) (arg1 int) (arg2 ambient-list))
(let ((s3-0 (-> obj drawable-trees)))
(dotimes (s2-0 (-> s3-0 length))
(collect-ambients (-> s3-0 data s2-0) arg0 arg1 arg2)
)
)
(none)
)
(defun clear-cl-stat ((arg0 cl-stat))
"Reset stats"
(set! (-> arg0 fragments) (the-as uint 0))
(set! (-> arg0 tris) (the-as uint 0))
(set! (-> arg0 output) (the-as uint 0))
0
(none)
)
(defun print-cl-stat ((arg0 cl-stat) (arg1 string))
"Print stats for arg1"
(when (nonzero? (+ (-> arg0 fragments) (-> arg0 tris)))
(format
*stdcon*
"~0k~5d/~d ~6d/~d ~6d/~d "
(-> arg0 fragments)
(/ (-> arg0 fragments) (-> *collide-stats* calls))
(-> arg0 tris)
(/ (-> arg0 tris) (-> *collide-stats* calls))
(-> arg0 output)
(/ (-> arg0 output) (-> *collide-stats* calls))
)
(format *stdcon* "~0k~s~%" arg1)
(+! (-> *collide-stats* total fragments) (-> arg0 fragments))
(+! (-> *collide-stats* total tris) (-> arg0 tris))
(+! (-> *collide-stats* total output) (-> arg0 output))
)
(none)
)
(defun print-collide-stats ()
"Print and reset collide stats for this frame"
;; for some unknown reason, we profile this.
(if *debug-segment*
(add-frame (-> *display* frames (-> *display* on-screen) frame profile-bar 0)
'draw
(new 'static 'rgba :r #x40 :b #x40 :a #x80)
)
)
(format *stdcon* "~0k frags tris output~%")
(print-cl-stat (-> *collide-stats* other) "other")
(format *stdcon* "~0k---------------------------------------------------------------~%")
(print-cl-stat (-> *collide-stats* total) "total")
(format *stdcon* "~0kcalls = ~d~%" (-> *collide-stats* calls))
;; figure out how long we spent in each
(let ((gp-0 (stopwatch-elapsed-ticks (-> *collide-stats* total-target)))
(s4-0 (stopwatch-elapsed-ticks (-> *collide-stats* target-cache-fill)))
(s5-0 (stopwatch-elapsed-ticks (-> *collide-stats* target-ray-poly)))
)
(format *stdcon* "~0ktotal-target ~D~%" gp-0)
;; these can divide by zero if it doesn't run.
(format *stdcon* "~0ktarget-cache-fill ~D ~0,,2f%~%"
s4-0
(/ (* 100.0 (the float s4-0)) (the float gp-0))
)
(format *stdcon* "~0ktarget-ray-poly ~D ~0,,2f%~%"
s5-0
(/ (* 100.0 (the float s5-0)) (the float gp-0))
)
)
;; reset
(clear-cl-stat (-> *collide-stats* other))
(clear-cl-stat (-> *collide-stats* total))
(set! *collide-nodes* 0)
(set! (-> *collide-stats* calls) (the-as uint 0))
(stopwatch-init (-> *collide-stats* total-target))
(stopwatch-init (-> *collide-stats* target-cache-fill))
(stopwatch-init (-> *collide-stats* target-ray-poly))
(if *debug-segment*
(add-frame (-> *display* frames (-> *display* on-screen) frame profile-bar 0)
'draw
(new 'static 'rgba :b #xff :a #x80)
)
)
0
(none)
)
(defun level-remap-texture ((tex-id texture-id))
"Levels can request textures to be remapped during login"
(let ((bsp-hdr (-> *level* log-in-level-bsp)))
(when bsp-hdr
(let* ((table-size (-> bsp-hdr texture-remap-table-len)) ;; in 64-bit entries
(table-data-ptr (-> bsp-hdr texture-remap-table))
(table-data-start table-data-ptr)
(mask1 (the-as uint #xfffffff8)) ;; mask for table entry addresses
(masked-tex-id (logand (the-as uint #xffffff00) tex-id)) ;; bits of tex-id we care about
(table-data-end (&+ table-data-start (* table-size 8)))
)
;; top of binary search
(label cfg-2)
;; if we didn't find anything, quit
(b! (= table-data-ptr table-data-end) cfg-8)
;; find the middle entry.
(let ((midpoint (logand (/ (+ (the-as int table-data-ptr) (the-as int table-data-end)) 2)
mask1
)
)
)
;; how did we do?
(let ((diff (- (-> (the-as (pointer int32) midpoint) 0) (the-as int masked-tex-id))))
(b! (zero? diff) cfg-7)
(b! (< diff 0) cfg-6 :delay (nop!))
)
;; in the lower section
(b! #t cfg-2
:delay
(set! table-data-end (the-as (pointer uint64) midpoint))
)
;; in the upper section (not including the midpoint)
(label cfg-6)
(b! #t cfg-2
:delay
(set! table-data-ptr (the-as (pointer uint64) (+ (the-as int midpoint) 8)))
)
;; exact match
(label cfg-7)
;; not sure what this logior with 20 is about.
(set! tex-id
(the-as texture-id (logior (-> (the-as (pointer int32) midpoint) 1) 20))
)
)
)
(label cfg-8)
0
)
)
(the-as texture-id tex-id)
)