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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/PS3/SPU_Tasks/LevelRenderer_FindNearestChunk/LevelRenderer_FindNearestChunk.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.Client/PS3/SPU_Tasks/LevelRenderer_FindNearestChunk/LevelRenderer_FindNearestChunk.cpp')
-rw-r--r--Minecraft.Client/PS3/SPU_Tasks/LevelRenderer_FindNearestChunk/LevelRenderer_FindNearestChunk.cpp274
1 files changed, 274 insertions, 0 deletions
diff --git a/Minecraft.Client/PS3/SPU_Tasks/LevelRenderer_FindNearestChunk/LevelRenderer_FindNearestChunk.cpp b/Minecraft.Client/PS3/SPU_Tasks/LevelRenderer_FindNearestChunk/LevelRenderer_FindNearestChunk.cpp
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+++ b/Minecraft.Client/PS3/SPU_Tasks/LevelRenderer_FindNearestChunk/LevelRenderer_FindNearestChunk.cpp
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+/* SCE CONFIDENTIAL
+PlayStation(R)3 Programmer Tool Runtime Library 430.001
+* Copyright (C) 2007 Sony Computer Entertainment Inc.
+* All Rights Reserved.
+*/
+
+/* common headers */
+#include <stdint.h>
+#include <stdlib.h>
+#include <alloca.h>
+#include <spu_intrinsics.h>
+#include <cell/spurs.h>
+#include <cell/dma.h>
+#include <cell/spurs/job_queue.h>
+
+#include "LevelRenderer_FindNearestChunk.h"
+#include "..\Common\DmaData.h"
+#include <vectormath/c/vectormath_aos_v.h>
+
+
+
+// #define SPU_HEAPSIZE (128*1024)
+// #define SPU_STACKSIZE (16*1024)
+//
+// CELL_SPU_LS_PARAM(128*1024, 16*1024); // can't use #defines here as it seems to create an asm instruction
+
+
+static const bool sc_verbose = false;
+
+CellSpursJobContext2* g_pSpursJobContext;
+
+
+// The flag definitions
+static const int CHUNK_FLAG_COMPILED = 0x01;
+static const int CHUNK_FLAG_DIRTY = 0x02;
+static const int CHUNK_FLAG_EMPTY0 = 0x04;
+static const int CHUNK_FLAG_EMPTY1 = 0x08;
+static const int CHUNK_FLAG_EMPTYBOTH = 0x0c;
+static const int CHUNK_FLAG_NOTSKYLIT = 0x10;
+static const int CHUNK_FLAG_REF_MASK = 0x07;
+static const int CHUNK_FLAG_REF_SHIFT = 5;
+
+
+bool inline clip(float *bb, float *frustum)
+{
+ for (int i = 0; i < 6; ++i, frustum += 4)
+ {
+ if (frustum[0] * (bb[0]) + frustum[1] * (bb[1]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
+ if (frustum[0] * (bb[3]) + frustum[1] * (bb[1]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
+ if (frustum[0] * (bb[0]) + frustum[1] * (bb[4]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
+ if (frustum[0] * (bb[3]) + frustum[1] * (bb[4]) + frustum[2] * (bb[2]) + frustum[3] > 0) continue;
+ if (frustum[0] * (bb[0]) + frustum[1] * (bb[1]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
+ if (frustum[0] * (bb[3]) + frustum[1] * (bb[1]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
+ if (frustum[0] * (bb[0]) + frustum[1] * (bb[4]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
+ if (frustum[0] * (bb[3]) + frustum[1] * (bb[4]) + frustum[2] * (bb[5]) + frustum[3] > 0) continue;
+ return false;
+ }
+ return true;
+}
+
+class PPUStoreArray
+{
+ static const int sc_cacheSize = 128;
+ int m_localCache[128];
+ int* m_pDataPPU;
+ int m_cachePos;
+ int m_ppuPos;
+
+public:
+ PPUStoreArray(uintptr_t pDataPPU) { m_pDataPPU = (int*)pDataPPU; m_cachePos = 0; m_ppuPos = 0;}
+
+ void store(int val)
+ {
+ m_localCache[m_cachePos] = val;
+ m_cachePos++;
+ if(m_cachePos >= sc_cacheSize)
+ flush();
+ }
+
+ void flush()
+ {
+ if(m_cachePos > 0)
+ {
+ // dma the local cache back to PPU and start again
+// spu_print("DMAing %d bytes from 0x%08x(SPU) to 0x%08x(PPU)\n",(int)( m_cachePos*sizeof(int)), (int)m_localCache, (int)&m_pDataPPU[m_ppuPos]);
+ DmaData_SPU::put(m_localCache, (uintptr_t)&m_pDataPPU[m_ppuPos], DmaData_SPU::roundUpDMASize(m_cachePos*sizeof(int)));
+ m_ppuPos += m_cachePos;
+ m_cachePos = 0;
+ }
+ }
+ int getSize() { return m_ppuPos; }
+};
+
+
+bool LevelRenderer_FindNearestChunk_DataIn::MultiplayerChunkCache::getChunkEmpty(int lowerOffset, int upperOffset, int x, int y, int z)
+{
+ x>>=4;
+ z>>=4;
+ int ix = x + XZOFFSET;
+ int iz = z + XZOFFSET;
+ // Check we're in range of the stored level
+ if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return false; // ( waterChunk ? waterChunk : emptyChunk );
+ if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return false; //( waterChunk ? waterChunk : emptyChunk );
+ int idx = ix * XZSIZE + iz;
+
+// spu_print("grabbing pointer idx %d from 0x%08x", idx, (uintptr_t)&cache[idx]);
+ uint32_t chunkPointer = DmaData_SPU::getValue32((uintptr_t)&cache[idx]);
+// spu_print(" value - 0x%08x\n", chunkPointer);
+
+ if( chunkPointer == NULL )
+ {
+ return false;
+ }
+ else
+ {
+ CompressedTileStorage blocks;
+ uintptr_t pBlocks;
+ // using a class structure offset here as we don't want to be compiling LevelChunk on SPU
+ int chunkY = y;
+ if( y >= 128 )
+ {
+ pBlocks = DmaData_SPU::getValue32((uintptr_t)(chunkPointer+upperOffset));
+ chunkY -= 128;
+ }
+ else
+ {
+ pBlocks = DmaData_SPU::getValue32((uintptr_t)(chunkPointer+lowerOffset));
+ }
+ DmaData_SPU::getAndWaitUnaligned(&blocks, pBlocks, sizeof(CompressedTileStorage));
+ return blocks.isRenderChunkEmpty(chunkY);
+ }
+}
+
+
+bool LevelRenderer_FindNearestChunk_DataIn::CompressedTileStorage::isRenderChunkEmpty(int y) // y == 0, 16, 32... 112 (representing a 16 byte range)
+{
+ int blockIdx;
+ unsigned short *blockIndices = (unsigned short *)indicesAndData;
+
+ for( int x = 0; x < 16; x += 4 )
+ {
+ for( int z = 0; z < 16; z += 4 )
+ {
+ getBlock(&blockIdx, x, y, z);
+ uint16_t comp;
+ comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx]);
+ if( comp != 0x0007 ) return false;
+ comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx+1]);
+ if( comp != 0x0007 ) return false;
+ comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx+2]);
+ if( comp != 0x0007 ) return false;
+ comp = DmaData_SPU::getValue16((uintptr_t)&blockIndices[blockIdx+3]);
+ if( comp != 0x0007 ) return false;
+ }
+ }
+ return true;
+}
+
+
+void LevelRenderer_FindNearestChunk_DataIn::findNearestChunk()
+{
+ unsigned char* globalChunkFlags = (unsigned char*)alloca(numGlobalChunks); // 164K !!!
+ DmaData_SPU::getAndWait(globalChunkFlags, (uintptr_t)pGlobalChunkFlags, sizeof(unsigned char)*numGlobalChunks);
+
+
+ nearChunk = NULL; // Nearest chunk that is dirty
+ veryNearCount = 0;
+ int minDistSq = 0x7fffffff; // Distances to this chunk
+
+
+ // Find nearest chunk that is dirty
+ for( int p = 0; p < 4; p++ )
+ {
+ // It's possible that the localplayers member can be set to NULL on the main thread when a player chooses to exit the game
+ // So take a reference to the player object now. As it is a shared_ptr it should live as long as we need it
+ PlayerData* player = &playerData[p];
+ if( player->bValid == NULL ) continue;
+ if( chunks[p] == NULL ) continue;
+ if( level[p] == NULL ) continue;
+ if( chunkLengths[p] != xChunks * zChunks * CHUNK_Y_COUNT ) continue;
+ int px = (int)player->x;
+ int py = (int)player->y;
+ int pz = (int)player->z;
+
+ ClipChunk clipChunk[512];
+
+ for( int z = 0; z < zChunks; z++ )
+ {
+ uintptr_t ClipChunkX_PPU = (uintptr_t)&chunks[p][(z * yChunks + 0) * xChunks + 0];
+ DmaData_SPU::getAndWait(&clipChunk[0], ClipChunkX_PPU, sizeof(ClipChunk) * xChunks*CHUNK_Y_COUNT);
+ for( int y = 0; y < CHUNK_Y_COUNT; y++ )
+ {
+ for( int x = 0; x < xChunks; x++ )
+ {
+ ClipChunk *pClipChunk = &clipChunk[(y) * xChunks + x];
+
+ // Get distance to this chunk - deliberately not calling the chunk's method of doing this to avoid overheads (passing entitie, type conversion etc.) that this involves
+ int xd = pClipChunk->xm - px;
+ int yd = pClipChunk->ym - py;
+ int zd = pClipChunk->zm - pz;
+ int distSq = xd * xd + yd * yd + zd * zd;
+ int distSqWeighted = xd * xd + yd * yd * 4 + zd * zd; // Weighting against y to prioritise things in same x/z plane as player first
+
+ if( globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_DIRTY )
+ {
+ if( (!onlyRebuild) ||
+ globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_COMPILED ||
+ ( distSq < 20 * 20 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
+ {
+ // Is this chunk nearer than our nearest?
+ if( distSqWeighted < minDistSq )
+ {
+ // At this point we've got a chunk that we would like to consider for rendering, at least based on its proximity to the player(s).
+ // Its *quite* quick to generate empty render data for render chunks, but if we let the rebuilding do that then the after rebuilding we will have
+ // to start searching for the next nearest chunk from scratch again. Instead, its better to detect empty chunks at this stage, flag them up as not dirty
+ // (and empty), and carry on. The levelchunk's isRenderChunkEmpty method can be quite optimal as it can make use of the chunk's data compression to detect
+ // emptiness without actually testing as many data items as uncompressed data would.
+ Chunk chunk;
+ DmaData_SPU::getAndWait(&chunk, (uintptr_t)pClipChunk->chunk, sizeof(Chunk));
+ if(!multiplayerChunkCache[p].getChunkEmpty(lowerOffset, upperOffset, chunk.x, y*16, chunk.z))
+ {
+ uintptr_t ClipChunkPPU = (uintptr_t)&chunks[p][(z * yChunks + y) * xChunks + x];
+ nearChunk = (ClipChunk*)ClipChunkPPU;
+ minDistSq = distSqWeighted;
+ }
+ else
+ {
+ globalChunkFlags[ pClipChunk->globalIdx ] &= ~CHUNK_FLAG_DIRTY;
+ globalChunkFlags[ pClipChunk->globalIdx ] |= CHUNK_FLAG_EMPTYBOTH;
+ }
+ }
+
+ if( distSq < 20 * 20 )
+ {
+ veryNearCount++;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ DmaData_SPU::putAndWait(globalChunkFlags, (uintptr_t)pGlobalChunkFlags, sizeof(unsigned char)*numGlobalChunks);
+
+}
+
+
+
+
+void cellSpursJobQueueMain(CellSpursJobContext2 *pContext, CellSpursJob256 *pJob)
+{
+ // CellSpursTaskId idTask = cellSpursGetTaskId();
+ unsigned int idSpu = cellSpursGetCurrentSpuId();
+
+ if(sc_verbose)
+ spu_print("LevelRenderer_cull [SPU#%u] start\n", idSpu);
+
+ g_pSpursJobContext = pContext;
+ uint32_t eaDataIn = pJob->workArea.userData[0];
+// uint32_t eaDataOut =pJob->workArea.userData[1];
+
+ LevelRenderer_FindNearestChunk_DataIn dataIn;
+ DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(LevelRenderer_FindNearestChunk_DataIn));
+
+ dataIn.findNearestChunk();
+
+ DmaData_SPU::putAndWait(&dataIn, eaDataIn, sizeof(LevelRenderer_FindNearestChunk_DataIn));
+
+
+ if(sc_verbose)
+ spu_print("LevelRenderer_cull [SPU#%u] exit\n", idSpu);
+}
+