mirror of
https://github.com/open-goal/jak-project
synced 2026-05-23 06:54:31 -04:00
f0ceea8b2e
* wip, taking a break to work on asm stuff first * the goal code for sparticle * mips2c the first sparticle asm function * temp * particle processing no longer crashing * temp * working texture cache for vi1 and hud textures * sprites * cleanup 1 * temp * temp * add zstd library * temp * working * tests * include fix * uncomment * better decomp of sparticle stuff, part 1 * update references
423 lines
14 KiB
C++
423 lines
14 KiB
C++
#include <regex>
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#include "TexturePool.h"
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#include "third-party/fmt/core.h"
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#include "third-party/imgui/imgui.h"
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#include "common/util/assert.h"
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#include "common/util/FileUtil.h"
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#include "common/util/Timer.h"
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#include "common/log/log.h"
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#include "game/graphics/pipelines/opengl.h"
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////////////////////////////////
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// Extraction of textures
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// Note: this is intended to be temporary until we have a better system.
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// this simply converts the PS2 format textures loaded by the game, then puts them into the PC
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// port texture pool.
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// constexpr bool dump_textures_to_file = false;
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namespace {
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const char empty_string[] = "";
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const char* goal_string(u32 ptr, const u8* memory_base) {
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if (ptr == 0) {
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return empty_string;
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}
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return (const char*)(memory_base + ptr + 4);
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}
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} // namespace
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std::string GoalTexturePage::print() const {
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return fmt::format("Tpage id {} textures {} seg0 {} {} seg1 {} {} seg2 {} {}\n", id, length,
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segment[0].size, segment[0].dest, segment[1].size, segment[1].dest,
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segment[2].size, segment[2].dest);
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}
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void TextureRecord::serialize(Serializer& ser) {
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ser.from_str(&page_name);
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ser.from_str(&name);
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ser.from_ptr(&mip_level);
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ser.from_ptr(&psm);
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ser.from_ptr(&cpsm);
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ser.from_ptr(&w);
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ser.from_ptr(&h);
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ser.from_ptr(&data_segment);
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ser.from_ptr(&on_gpu);
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ser.from_ptr(&do_gc);
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ser.from_ptr(&gpu_texture);
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ser.from_ptr(&dest);
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ser.from_pod_vector(&data);
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ser.from_ptr(&min_a_zero);
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ser.from_ptr(&max_a_zero);
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ser.from_ptr(&min_a_nonzero);
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ser.from_ptr(&max_a_nonzero);
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}
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void TextureData::serialize(Serializer& ser) {
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if (ser.is_saving()) {
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if (normal_texture) {
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ser.save<u8>(1); // has it.
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normal_texture->serialize(ser);
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} else {
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ser.save<u8>(0);
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}
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if (mt4hh_texture) {
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ser.save<u8>(1); // has it.
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mt4hh_texture->serialize(ser);
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} else {
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ser.save<u8>(0);
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}
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} else {
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u8 has_normal = ser.load<u8>();
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if (has_normal) {
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normal_texture = std::make_shared<TextureRecord>();
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normal_texture->serialize(ser);
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// after deserializing, nothing is on the GPU
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normal_texture->on_gpu = false;
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// there will be a duplicate copy of this texture in the bucket, we want this one to be gc'd
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normal_texture->do_gc = true;
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} else {
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normal_texture.reset();
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}
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u8 has_mt4 = ser.load<u8>();
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if (has_mt4) {
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mt4hh_texture = std::make_shared<TextureRecord>();
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mt4hh_texture->serialize(ser);
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mt4hh_texture->on_gpu = false;
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mt4hh_texture->do_gc = true;
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} else {
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mt4hh_texture.reset();
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}
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}
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}
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void TexturePool::serialize(Serializer& ser) {
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m_tex_converter.serialize(ser);
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if (ser.is_loading()) {
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remove_garbage_textures();
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unload_all_textures();
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}
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for (auto& tex : m_textures) {
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tex.serialize(ser);
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}
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}
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void TexturePool::unload_all_textures() {
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for (auto& tex : m_textures) {
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if (tex.normal_texture && tex.normal_texture->on_gpu) {
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tex.normal_texture->unload_from_gpu();
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}
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if (tex.mt4hh_texture && tex.mt4hh_texture->on_gpu) {
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tex.mt4hh_texture->unload_from_gpu();
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}
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}
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}
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void TextureRecord::unload_from_gpu() {
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assert(on_gpu);
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GLuint tex_id = gpu_texture;
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glDeleteTextures(1, &tex_id);
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on_gpu = false;
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gpu_texture = -1;
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}
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std::vector<std::shared_ptr<TextureRecord>> TexturePool::convert_textures(const u8* tpage,
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int mode,
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const u8* memory_base,
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u32 s7_ptr) {
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Timer timer;
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std::vector<std::shared_ptr<TextureRecord>> result;
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bool dump_textures_to_file = false;
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// extract the texture-page object. This is just a description of the page data.
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GoalTexturePage texture_page;
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memcpy(&texture_page, tpage, sizeof(GoalTexturePage));
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bool has_segment[3] = {true, true, true};
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u32 sizes[3] = {texture_page.segment[0].size, texture_page.segment[1].size,
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texture_page.segment[2].size};
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if (mode == -1) {
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// I don't really understand what's going on here with the size.
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// the sizes given aren't the actual sizes in memory, so if you just use that, you get the
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// wrong answer. I solved this in the decompiler by using the size of the actual data, but we
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// don't really have that here.
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u32 size = ((sizes[0] + sizes[1] + sizes[2] + 255) / 256) * 256;
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m_tex_converter.upload(memory_base + texture_page.segment[0].block_data_ptr,
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texture_page.segment[0].dest, size);
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} else if (mode == 2) {
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// dump_textures_to_file = true;
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has_segment[0] = false;
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has_segment[1] = false;
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u32 size = ((sizes[2] + 255) / 256) * 256;
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// dest is in 4-byte vram words
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m_tex_converter.upload(memory_base + texture_page.segment[2].block_data_ptr,
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texture_page.segment[2].dest, size);
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} else if (mode == -2) {
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has_segment[2] = false;
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// I don't really understand what's going on here with the size.
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// the selector texture the hud page will be missing the clut unless I make this bigger.
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u32 size = ((sizes[0] + sizes[1] + 2047) / 256) * 256;
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m_tex_converter.upload(memory_base + texture_page.segment[0].block_data_ptr,
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texture_page.segment[0].dest, size);
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} else {
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// no reason to skip this, other than
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lg::error("TexturePool skipping upload now with mode {}.", mode);
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return {};
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}
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// loop over all texture in the tpage and download them.
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for (int tex_idx = 0; tex_idx < texture_page.length; tex_idx++) {
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GoalTexture tex;
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if (texture_page.try_copy_texture_description(&tex, tex_idx, memory_base, tpage, s7_ptr)) {
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// each texture may have multiple mip levels.
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for (int mip_idx = 0; mip_idx < tex.num_mips; mip_idx++) {
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if (has_segment[tex.segment_of_mip(mip_idx)]) {
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u32 ww = tex.w >> mip_idx;
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u32 hh = tex.h >> mip_idx;
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u32 size_bytes = ww * hh * 4;
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auto texture_record = std::make_shared<TextureRecord>();
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texture_record->page_name = goal_string(texture_page.name_ptr, memory_base);
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texture_record->name = goal_string(tex.name_ptr, memory_base);
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texture_record->mip_level = mip_idx;
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texture_record->w = ww;
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texture_record->h = hh;
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texture_record->data_segment = tex.segment_of_mip(mip_idx);
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texture_record->data.resize(size_bytes);
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texture_record->psm = tex.psm;
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texture_record->cpsm = tex.clutpsm;
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texture_record->dest = tex.dest[mip_idx];
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m_tex_converter.download_rgba8888(texture_record->data.data(), tex.dest[mip_idx],
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tex.width[mip_idx], ww, hh, tex.psm, tex.clutpsm,
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tex.clut_dest, size_bytes);
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u8 max_a_zero = 0;
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u8 min_a_zero = 255;
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u8 max_a_nonzero = 0;
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u8 min_a_nonzero = 255;
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for (u32 i = 0; i < ww * hh; i++) {
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u8 r = texture_record->data[i * 4 + 0];
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u8 g = texture_record->data[i * 4 + 1];
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u8 b = texture_record->data[i * 4 + 2];
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u8 a = texture_record->data[i * 4 + 3];
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if (r || g || b) {
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max_a_nonzero = std::max(max_a_nonzero, a);
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min_a_nonzero = std::min(min_a_nonzero, a);
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} else {
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max_a_zero = std::max(max_a_zero, a);
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min_a_zero = std::min(min_a_zero, a);
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}
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}
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texture_record->max_a_zero = max_a_zero;
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texture_record->min_a_zero = min_a_zero;
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texture_record->max_a_nonzero = max_a_nonzero;
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texture_record->min_a_nonzero = min_a_nonzero;
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if (texture_record->name == "selector" || texture_record->name == "next") {
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fmt::print("{}: {} {} {} {}\n", texture_record->name, tex.psm, tex.clutpsm,
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tex.clut_dest * 256 / 4,
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texture_page.segment[0].dest + ((sizes[0] + sizes[1] + 255) / 256) * 256);
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}
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fmt::print("TEX: {} nz ({}, {}) z ({}, {}0\n", texture_record->name,
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texture_record->min_a_nonzero, texture_record->max_a_nonzero,
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texture_record->min_a_zero, texture_record->max_a_zero);
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// Debug output.
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if (dump_textures_to_file) {
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const char* tpage_name = goal_string(texture_page.name_ptr, memory_base);
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const char* tex_name = goal_string(tex.name_ptr, memory_base);
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file_util::create_dir_if_needed(
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file_util::get_file_path({"debug_out", "textures", tpage_name}));
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file_util::write_rgba_png(
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fmt::format(
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file_util::get_file_path({"debug_out", "textures", tpage_name, "{}-{}-{}.png"}),
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tex_idx, tex_name, mip_idx),
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texture_record->data.data(), ww, hh);
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}
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result.push_back(std::move(texture_record));
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}
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}
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} else {
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// texture was #f, skip it.
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}
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}
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fmt::print("upload now took {:.2f} ms\n", timer.getMs());
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return result;
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}
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/*!
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* Handle a GOAL texture-page object being uploaded to VRAM.
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* The strategy:
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* - upload the texture-age to a fake 4MB VRAM, like the GOAL code would have done.
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* - "download" each texture in a reasonable format for the PC Port (currently RGBA8888)
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* - add this to the PC pool.
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*
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* The textures are scrambled around in a confusing way.
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*
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* NOTE: the actual conversion is currently done here, but this might be too slow.
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* We could store textures in the right format to begin with, or spread the conversion out over
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* multiple frames.
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*/
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void TexturePool::handle_upload_now(const u8* tpage, int mode, const u8* memory_base, u32 s7_ptr) {
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auto textures = convert_textures(tpage, mode, memory_base, s7_ptr);
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for (auto& tex : textures) {
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set_texture(tex->dest, tex);
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}
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}
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/*!
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* Store a texture in the pool. Location is specified like TBP.
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*/
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void TexturePool::set_texture(u32 location, std::shared_ptr<TextureRecord> record) {
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if (record->psm == 44) {
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if (m_textures.at(location).mt4hh_texture) {
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if (record->do_gc && m_textures.at(location).mt4hh_texture != record) {
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m_garbage_textures.push_back(std::move(m_textures[location].mt4hh_texture));
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}
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}
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m_textures[location].mt4hh_texture = std::move(record);
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} else {
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if (m_textures.at(location).normal_texture) {
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if (record->do_gc && m_textures.at(location).normal_texture != record) {
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m_garbage_textures.push_back(std::move(m_textures[location].normal_texture));
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}
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}
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m_textures[location].normal_texture = std::move(record);
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}
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}
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/*!
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* Move a texture.
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*/
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void TexturePool::relocate(u32 destination, u32 source, u32 format) {
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auto& src = m_textures.at(source).normal_texture;
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assert(src);
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if (format == 44) {
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m_textures.at(destination).mt4hh_texture = std::move(src);
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} else {
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m_textures.at(destination).normal_texture = std::move(src);
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}
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}
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void TexturePool::draw_debug_window() {
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int id = 0;
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int total_vram_bytes = 0;
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int total_textures = 0;
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int total_displayed_textures = 0;
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int total_uploaded_textures = 0;
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ImGui::Text("GC %d on GPU %d", m_most_recent_gc_count, m_most_recent_gc_count_gpu);
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ImGui::InputText("texture search", m_regex_input, sizeof(m_regex_input));
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std::regex regex(m_regex_input[0] ? m_regex_input : ".*");
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for (auto& record : m_textures) {
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if (record.normal_texture) {
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total_textures++;
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auto& tex = *record.normal_texture;
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if (std::regex_search(tex.name, regex)) {
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ImGui::PushID(id++);
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draw_debug_for_tex(tex.name, tex);
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ImGui::PopID();
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total_displayed_textures++;
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}
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if (tex.on_gpu) {
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total_vram_bytes += tex.w * tex.h * 4; // todo, if we support other formats
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total_uploaded_textures++;
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}
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}
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if (record.mt4hh_texture) {
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total_textures++;
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auto& tex = *record.mt4hh_texture;
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if (std::regex_search(tex.name, regex)) {
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ImGui::PushID(id++);
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draw_debug_for_tex(tex.name, tex);
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ImGui::PopID();
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total_displayed_textures++;
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}
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if (tex.on_gpu) {
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total_vram_bytes += tex.w * tex.h * 4; // todo, if we support other formats
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total_uploaded_textures++;
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}
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}
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}
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ImGui::Text("Total Textures: %d Uploaded: %d Shown: %d VRAM: %.3f MB", total_textures,
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total_uploaded_textures, total_displayed_textures,
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(float)total_vram_bytes / (1024 * 1024));
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}
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void TexturePool::draw_debug_for_tex(const std::string& name, TextureRecord& tex) {
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if (tex.on_gpu) {
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.3, 0.8, 0.3, 1.0));
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}
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if (ImGui::TreeNode(name.c_str())) {
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ImGui::Text("P: %s sz: %d x %d mip %d GPU? %d psm %d cpsm %d", tex.page_name.c_str(), tex.w,
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tex.h, tex.mip_level, tex.on_gpu, tex.psm, tex.cpsm);
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if (tex.on_gpu) {
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ImGui::Image((void*)tex.gpu_texture, ImVec2(tex.w, tex.h));
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} else {
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if (ImGui::Button("Upload to GPU!")) {
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upload_to_gpu(&tex);
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}
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}
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ImGui::TreePop();
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ImGui::Separator();
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}
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if (tex.on_gpu) {
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ImGui::PopStyleColor();
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}
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}
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void TexturePool::upload_to_gpu(TextureRecord* tex) {
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assert(!tex->on_gpu);
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GLuint tex_id;
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glGenTextures(1, &tex_id);
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tex->gpu_texture = tex_id;
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->w, tex->h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
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tex->data.data());
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glBindTexture(GL_TEXTURE_2D, 0);
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// we have to set these, imgui won't do it automatically
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex->gpu_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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tex->on_gpu = true;
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}
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void TexturePool::remove_garbage_textures() {
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m_most_recent_gc_count = m_garbage_textures.size();
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m_most_recent_gc_count_gpu = 0;
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for (auto& t : m_garbage_textures) {
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if (t->on_gpu) {
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m_most_recent_gc_count_gpu++;
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t->unload_from_gpu();
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}
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}
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m_garbage_textures.clear();
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}
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void TexturePool::discard(std::shared_ptr<TextureRecord> tex) {
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assert(!tex->do_gc);
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m_garbage_textures.push_back(tex);
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} |