mirror of
https://github.com/RetroPortingToolKit/psxrecomp
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c8b692eda2
Makes the parked projection/perspective work reachable and gets it into the
renderers people actually use. Addresses issue #92 (PGXP-style geometry and
texture correction).
The GTE side cache, SWC2 RAM provenance, GP0 triangle preparation and the
software-renderer consumption path already landed in 2ceaf5a ("park projection
and perspective correction", from kem0x PR #14), but were unreachable: the
generic setters gte_geometry_correction_set() / gpu_texture_correction_set()
had no production caller, and the corrected vertices went straight to
sw_set_precise_triangle(), bypassing the renderer vtable — while the default
renderer is OpenGL.
This adds:
- [video] geometry_correction and [video] perspective_texturing, in game.toml
and settings.toml, both defaulting false. Independent knobs; the launcher
seed marks them present so a save round-trips a hand-edited key instead of
dropping it. Startup names the active pair, and notes when geometry
correction is on below supersampling 2 (where it cannot be seen).
- gr_set_precise_triangle() / gr_set_perspective_triangle() on the
GpuRenderBackend vtable, so gpu.c hands the correction to whichever backend
is live rather than to the software rasterizer directly. NULL entries no-op.
- OpenGL and Vulkan consumption. Positions are already float end-to-end, so
sub-pixel vertices drop in; the readback dirty rect widens by one pixel to
cover them. Perspective UVs use a per-vertex a_q weight and clip coordinates
pre-multiplied by w = 1/q, letting the hardware's own perspective divide
interpolate a smooth UV varying beside the affine noperspective one. a_q == 0
— the default, and what every prim gets with the feature off — makes w
exactly 1.0 and selects the affine varying, so the faithful path is the
pre-feature pipeline unchanged.
The PS1-visible GTE SXY FIFO stays integer either way: guest-side screen-bounds
culling and SXY readback are untouched, and this remains visual-only.
Also fixes a pre-existing concurrent-build race found while validating: every
runtime target runs embed_spirv.py over the same shaders, and each wrote
"<shader>.spv" next to the source, so under -j N one process deleted the file
another had just written (FileNotFoundError on a shader that compiled fine).
The intermediates now go to a per-invocation temp dir.
Parked-work provenance retained; see ENHANCEMENTS.md G1.
Co-authored-by: Kareem Olim <kareemolim@gmail.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
80 lines
3.2 KiB
Python
80 lines
3.2 KiB
Python
#!/usr/bin/env python3
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"""embed_spirv.py — compile GLSL shaders to SPIR-V (glslc) and emit one C header.
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Each input shader (*.vert / *.frag) is compiled to SPIR-V and written into the
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output header as a `static const uint32_t spv_<name>_<stage>[]` array plus its
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byte length, so the Vulkan backend can create shader modules with zero runtime
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file dependencies (keeps the self-contained exe). Stage is inferred from the
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file extension.
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Usage:
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embed_spirv.py --glslc <glslc> --out <header.h> shader1.vert shader2.frag ...
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"""
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import argparse, os, subprocess, sys, struct, tempfile
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STAGE = {".vert": "vert", ".frag": "frag", ".comp": "comp"}
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def ident(path):
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base = os.path.basename(path)
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name, ext = os.path.splitext(base)
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return "%s_%s" % (name.replace("-", "_"), STAGE[ext]), STAGE[ext]
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def main():
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ap = argparse.ArgumentParser()
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ap.add_argument("--glslc", required=True)
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ap.add_argument("--out", required=True)
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ap.add_argument("shaders", nargs="+")
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a = ap.parse_args()
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os.makedirs(os.path.dirname(a.out), exist_ok=True)
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out = ["/* Auto-generated by embed_spirv.py — do not edit. */",
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"#ifndef PSX_VK_SHADERS_SPV_H",
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"#define PSX_VK_SHADERS_SPV_H",
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"#include <stdint.h>", ""]
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# Scratch dir for the intermediate .spv files. It MUST NOT be the shader
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# source dir: every runtime target (psx-runtime, psx-oracle, each game exe)
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# runs this script over the SAME shaders, and under `ninja -j N` two of them
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# overlap. Writing "<shader>.spv" next to the source made them race — one
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# process removed the file the other had just written, and the loser died
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# with FileNotFoundError on a shader it had compiled successfully. Keeping
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# the scratch per-invocation makes concurrent runs independent, and the
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# TemporaryDirectory also stops a crash from leaving .spv litter in the
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# source tree.
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with tempfile.TemporaryDirectory(prefix="psx_spirv_") as scratch:
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for sh in a.shaders:
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name, stage = ident(sh)
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spv = os.path.join(scratch, os.path.basename(sh) + ".spv")
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cmd = [a.glslc, "--target-env=vulkan1.1", "-O", sh, "-o", spv]
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r = subprocess.run(cmd, capture_output=True, text=True)
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if r.returncode != 0:
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sys.stderr.write("glslc failed for %s:\n%s\n" % (sh, r.stderr))
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return 1
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with open(spv, "rb") as f:
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data = f.read()
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os.remove(spv)
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if len(data) % 4 != 0:
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sys.stderr.write("SPIR-V for %s not 4-byte aligned\n" % sh)
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return 1
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words = struct.unpack("<%dI" % (len(data) // 4), data)
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out.append("static const uint32_t spv_%s[] = {" % name)
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line = " "
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for w in words:
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tok = "0x%08x," % w
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if len(line) + len(tok) > 96:
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out.append(line); line = " "
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line += tok
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if line.strip():
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out.append(line)
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out.append("};")
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out.append("static const uint32_t spv_%s_size = sizeof(spv_%s);" % (name, name))
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out.append("")
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out.append("#endif")
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with open(a.out, "w") as f:
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f.write("\n".join(out))
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return 0
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if __name__ == "__main__":
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sys.exit(main())
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