Merge pull request #77 from h4570/feature/draw-many

Renderer: Fixed sync between processors for draw() array mode.
This commit is contained in:
Michał Mostowik
2020-12-27 19:14:51 +01:00
committed by GitHub
4 changed files with 74 additions and 40 deletions
+18 -4
View File
@@ -40,12 +40,26 @@ public:
void enableVSync() { isVSyncEnabled = true; }
void disableVSync() { isVSyncEnabled = false; }
void clearAndWaitForRender()
/** Reset draw wait flag. */
inline void resetWaitFlag()
{
*GS_REG_CSR |= 2; // Reset wait flag
draw_wait_finish();
*GS_REG_CSR |= 2;
}
/** Checks if draw wait flag is set */
inline u8 isWaitFlagSet() const
{
return *GS_REG_CSR & 2;
}
/** Waits for draw wait flag and reset it. */
inline void waitForRender()
{
while (!isWaitFlagSet())
;
resetWaitFlag();
}
void waitForRender() { draw_wait_finish(); }
/** 2D draw. */
void draw(Sprite &t_sprite);
+5
View File
@@ -287,7 +287,12 @@ void Renderer::draw(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bul
draw(*meshesInFrustum[0], t_bulbs, t_bulbsCount);
draw(*meshesInFrustum[1], t_bulbs, t_bulbsCount);
vifSender->enableWait();
resetWaitFlag();
vifSender->drawTheSameWithOtherMatrices(renderData, meshesInFrustum, 2, addedMeshes);
if (isWaitFlagSet())
resetWaitFlag();
else
waitForRender();
delete[] meshesInFrustum;
}
else
+50 -33
View File
@@ -157,10 +157,15 @@ void VifSender::drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_ver
void VifSender::drawTheSameWithOtherMatrices(const RenderData &t_renderData, Mesh **t_meshes, const u32 &t_skip, const u32 &t_count)
{
// Standard double buffering (packets)
packet2_t *packet1 = packet2_create(300, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
packet2_t *packet2 = packet2_create(300, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
packet2_t *currMPacket = packet1;
u8 currPacketIndex = 1;
// We are sending 32 matrices max per one VU1 send
u8 switchCounter = 0;
u32 i;
for (i = t_skip; i < t_count; i++)
for (u32 i = t_skip; i < t_count; i++)
{
model.identity();
model.rotate(t_meshes[i]->rotation);
@@ -171,57 +176,69 @@ void VifSender::drawTheSameWithOtherMatrices(const RenderData &t_renderData, Mes
modelViewProj = *t_renderData.view * modelViewProj;
modelViewProj = *t_renderData.projection * modelViewProj;
packet2_utils_vu_open_unpack(packet2, 0, true);
packet2_utils_vu_open_unpack(currMPacket, 0, true);
{
packet2_add_data(packet2, modelViewProj.data, 4);
packet2_add_data(currMPacket, modelViewProj.data, 4);
}
packet2_utils_vu_close_unpack(packet2);
packet2_utils_vu_open_unpack(packet2, VU1_RGBA_ADDRESS, true);
packet2_utils_vu_close_unpack(currMPacket);
packet2_utils_vu_open_unpack(currMPacket, VU1_RGBA_ADDRESS, true);
{
packet2_add_u32(packet2, t_meshes[i]->color.r);
packet2_add_u32(packet2, t_meshes[i]->color.g);
packet2_add_u32(packet2, t_meshes[i]->color.b);
packet2_add_u32(packet2, t_meshes[i]->color.a);
packet2_add_u32(currMPacket, t_meshes[i]->color.r);
packet2_add_u32(currMPacket, t_meshes[i]->color.g);
packet2_add_u32(currMPacket, t_meshes[i]->color.b);
packet2_add_u32(currMPacket, t_meshes[i]->color.a);
}
packet2_utils_vu_close_unpack(packet2);
if (i != t_count - 1)
packet2_utils_vu_add_start_program(packet2, 0);
packet2_utils_vu_close_unpack(currMPacket);
if (i != t_count - 1) // if it is last, we must also add draw wait finish interrupt.
packet2_utils_vu_add_start_program(currMPacket, 0);
if (switchCounter++ >= 32)
{
switchCounter = 0;
if (i == t_count - 1) // is last
{
packet2_utils_vu_open_unpack(packet2, VU1_PARAMS_ADDRESS, true);
packet2_utils_vu_open_unpack(currMPacket, VU1_PARAMS_ADDRESS, true);
{
packet2_add_u32(packet2, true); // Draw wait finish?
packet2_add_u32(packet2, lastVertCount); // Vertex count
packet2_add_u32(packet2, lastVertCount / 3); // Triangles count
packet2_add_u32(packet2, 0); // Free
packet2_add_u32(currMPacket, true); // Draw wait finish?
packet2_add_u32(currMPacket, lastVertCount); // Vertex count
packet2_add_u32(currMPacket, lastVertCount / 3); // Triangles count
packet2_add_u32(currMPacket, 0); // Free
}
packet2_utils_vu_close_unpack(packet2);
packet2_utils_vu_add_start_program(packet2, 0);
packet2_utils_vu_close_unpack(currMPacket);
packet2_utils_vu_add_start_program(currMPacket, 0); // and start program
}
packet2_utils_vu_add_end_tag(packet2);
packet2_utils_vu_add_end_tag(currMPacket);
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
dma_channel_send_packet2(packet2, DMA_CHANNEL_VIF1, 1);
packet2_reset(packet2, false);
dma_channel_send_packet2(currMPacket, DMA_CHANNEL_VIF1, 1);
if (currPacketIndex == 1) // Switch double buffer (packets)
{
currPacketIndex = 2;
currMPacket = packet2;
}
else
{
currPacketIndex = 1;
currMPacket = packet1;
}
packet2_reset(currMPacket, false);
}
}
if (switchCounter != 0)
if (switchCounter != 0) // if there are any not sended matrices
{
packet2_utils_vu_open_unpack(packet2, VU1_PARAMS_ADDRESS, true);
packet2_utils_vu_open_unpack(currMPacket, VU1_PARAMS_ADDRESS, true);
{
packet2_add_u32(packet2, true); // Draw wait finish?
packet2_add_u32(packet2, lastVertCount); // Vertex count
packet2_add_u32(packet2, lastVertCount / 3); // Triangles count
packet2_add_u32(packet2, 0); // Free
packet2_add_u32(currMPacket, true); // Draw wait finish?
packet2_add_u32(currMPacket, lastVertCount); // Vertex count
packet2_add_u32(currMPacket, lastVertCount / 3); // Triangles count
packet2_add_u32(currMPacket, 0); // Free
}
packet2_utils_vu_close_unpack(packet2);
packet2_utils_vu_add_start_program(packet2, 0);
packet2_utils_vu_add_end_tag(packet2);
packet2_utils_vu_close_unpack(currMPacket);
packet2_utils_vu_add_start_program(currMPacket, 0);
packet2_utils_vu_add_end_tag(currMPacket);
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
dma_channel_send_packet2(packet2, DMA_CHANNEL_VIF1, 1);
dma_channel_send_packet2(currMPacket, DMA_CHANNEL_VIF1, 1);
}
packet2_free(packet1);
packet2_free(packet2);
}
+1 -3
View File
@@ -47,7 +47,7 @@ void Floors::onInit()
engine->audio.addSongListener(this);
engine->audio.loadSong("sounds/mafikizolo-loot.wav");
engine->audio.playSong();
engine->audio.setSongVolume(1);
engine->audio.setSongVolume(80);
}
void Floors::onUpdate()
@@ -64,8 +64,6 @@ void Floors::onUpdate()
// You can draw array of meshes in draw() function also. It can be A LOT faster than for looping!
// Why? When given mesh is small, is not animated and is not backface culled, vertex data are send once!
engine->renderer->draw(floorManager->getMeshes(), FLOORS_COUNT, lightManager.bulbs, lightManager.bulbsCount);
// draw() in array mode, sometimes will force you to do synchronization between EE <-> VU1 <-> GS via:
// renderer->clearAndWaitForRender(); or renderer->waitForRender();
ui->render(engine->renderer); // 2D rendering ist LAST step, because layers gonna play there.
}