Minor fixes, more CModel RE

This commit is contained in:
Phillip Stephens 2022-02-01 00:14:49 -08:00
parent e48435f11e
commit 3ba2c4bfff
Signed by: Antidote
GPG Key ID: F8BEE4C83DACA60D
4 changed files with 112 additions and 46 deletions

View File

@ -39,11 +39,8 @@ pub(crate) fn initialize_imgui(window: &winit::window::Window, gpu: &DeviceHolde
ffi::ImGuiEngine_Initialize(hidpi_factor as f32);
}
let renderer_config = if gpu.backend == wgpu::Backend::Vulkan {
imgui_backend::RendererConfig::new_spv_srgb()
} else {
imgui_backend::RendererConfig::new_srgb()
};
let renderer_config = imgui_backend::RendererConfig::new_srgb();
let imgui_backend = imgui_backend::Renderer::new(
&mut imgui,
&gpu.device,

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@ -272,28 +272,6 @@ impl RendererConfig<'_> {
pub fn new_srgb() -> Self {
Self::with_combined_shaders(include_wgsl!("imgui.wgsl"), FS_ENTRY_POINT_SRGB)
}
/// Create a new renderer config with precompiled default shaders outputting linear color.
///
/// If you write to a Bgra8UnormSrgb framebuffer, this is what you want.
pub fn new_spv() -> Self {
Self::with_separate_shaders(
include_spirv_raw!("imgui_vs_main.spv"),
include_spirv_raw!("imgui_fs_main_linear.spv"),
FS_ENTRY_POINT_LINEAR,
)
}
/// Create a new renderer config with precompiled default shaders outputting srgb color.
///
/// If you write to a Bgra8Unorm framebuffer, this is what you want.
pub fn new_spv_srgb() -> Self {
Self::with_separate_shaders(
include_spirv_raw!("imgui_vs_main.spv"),
include_spirv_raw!("imgui_fs_main_srgb.spv"),
FS_ENTRY_POINT_SRGB,
)
}
}
pub struct Renderer {

View File

@ -3,6 +3,12 @@
#include "CGraphics.hpp"
namespace metaforce {
u32 CModel::sFrameCounter = 0;
bool CModel::sIsTextureTimeoutEnabled = true;
CModel* CModel::sThisFrameList = nullptr;
CModel* CModel::sOneFrameList = nullptr;
CModel* CModel::sTwoFrameList = nullptr;
static const u8* MemoryFromPartData(const u8*& dataCur, const u32*& secSizeCur) {
const u8* ret = nullptr;
if (*secSizeCur != 0) {
@ -14,23 +20,85 @@ static const u8* MemoryFromPartData(const u8*& dataCur, const u32*& secSizeCur)
}
CModel::CModel(std::unique_ptr<u8[]> in, u32 dataLen, IObjectStore* store)
: x0_data(std::move(in)), x4_dataLen(dataLen), x38_lastFrame(CGraphics::GetFrameCounter() - 2) {
: x0_data(std::move(in)), x4_dataLen(dataLen), x34_next(sThisFrameList), x38_lastFrame(CGraphics::GetFrameCounter() - 2) {
const u8* data = reinterpret_cast<const u8*>(x0_data.get());
u32 uVar1 = *reinterpret_cast<const u32*>(data + 8);
u32 sectionSizeStart = 0x2c;
if (*reinterpret_cast<const u32*>(data + 4) == 1) {
if (hecl::SBig(*reinterpret_cast<const u32*>(data + 4)) == 1) {
sectionSizeStart = 0x28;
}
const u32* secSizeCur = reinterpret_cast<const u32*>(data + sectionSizeStart);
s32 numMatSets = 1;
if (*reinterpret_cast<const u32*>(data + 4) > 1) {
numMatSets = *reinterpret_cast<const s32*>(data + 0x28);
if (hecl::SBig(*reinterpret_cast<const u32*>(data + 4)) > 1) {
numMatSets = hecl::SBig(*reinterpret_cast<const s32*>(data + 0x28));
}
const auto* dataCur = data + (sectionSizeStart + *reinterpret_cast<const s32*>(data + 0x24) * 4 + 0x1f & 0xffffffe0);
const auto* dataCur = data + ROUND_UP_32(sectionSizeStart + hecl::SBig(*reinterpret_cast<const s32*>(data + 0x24)) * 4);
x18_matSets.reserve(numMatSets);
for (int i = 0; i < numMatSets; i += 1) {
x18_matSets.emplace_back(
const_cast<CCubeModel*>(reinterpret_cast<const CCubeModel*>(MemoryFromPartData(dataCur, secSizeCur))));
for (s32 i = 0; i < numMatSets; ++i) {
x18_matSets.emplace_back(static_cast<const u8*>(MemoryFromPartData(dataCur, secSizeCur)));
auto shader = x18_matSets.back();
CCubeModel::MakeTexturesFromMats(shader.x10_data, shader.x0_textures, true);
}
}
void CModel::UpdateLastFrame() { x38_lastFrame = CGraphics::GetFrameCounter(); }
void CModel::MoveToThisFrameList() {
UpdateLastFrame();
CModel* ptr = sThisFrameList;
if (sThisFrameList != this) {
RemoveFromList();
if (sThisFrameList != nullptr) {
x34_next = sThisFrameList;
x34_next->x30_prev = this;
}
ptr = this;
}
sThisFrameList = ptr;
}
void CModel::RemoveFromList() {
if (x30_prev == nullptr) {
if (sThisFrameList == this) {
sThisFrameList = x34_next;
} else if (sOneFrameList == this) {
sOneFrameList = x34_next;
} else if (sTwoFrameList == this) {
sTwoFrameList = x34_next;
}
} else {
x30_prev->x34_next = x34_next;
}
if (x34_next != nullptr) {
x34_next->x30_prev = x30_prev;
}
x30_prev = nullptr;
x34_next = nullptr;
}
void CModel::FrameDone() {
++sFrameCounter;
auto* iter = sTwoFrameList;
if (sIsTextureTimeoutEnabled) {
while (iter != nullptr) {
auto* next = iter->x34_next;
iter->VerifyCurrentShader(0);
for (auto& shader : iter->x18_matSets) {
shader.UnlockTextures();
}
iter->x28_modelInst->UnlockTextures();
iter->x34_next = nullptr;
iter->x30_prev = nullptr;
iter = next;
}
sTwoFrameList = sOneFrameList;
sOneFrameList = sThisFrameList;
sThisFrameList = nullptr;
}
}
void CModel::EnableTextureTimeout() { sIsTextureTimeoutEnabled = true; }
void CModel::DisableTextureTimeout() { sIsTextureTimeoutEnabled = false; }
} // namespace metaforce

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@ -10,28 +10,51 @@
namespace metaforce {
class CCubeSurface;
class CCubeModel;
class CCubeModel {
public:
void UnlockTextures() {}
struct SShader {
std::vector<TCachedToken<CTexture>> x0_textures;
CCubeModel* x10_model;
SShader(CCubeModel* model) : x10_model(model) {}
static void MakeTexturesFromMats(const u8* ptr, std::vector<TCachedToken<CTexture>>& texture, bool b1) {}
};
class CModel {
public:
struct SShader {
std::vector<TCachedToken<CTexture>> x0_textures;
const u8* x10_data;
SShader(const u8* data) : x10_data(data) {}
void UnlockTextures() {};
};
private:
static u32 sFrameCounter;
static bool sIsTextureTimeoutEnabled;
static CModel* sThisFrameList;
static CModel* sOneFrameList;
static CModel* sTwoFrameList;
std::unique_ptr<u8[]> x0_data;
u32 x4_dataLen;
std::vector<CCubeSurface*> x8_surfaces;
std::vector<SShader> x18_matSets;
CCubeModel* x28_modelInst;
u16 x2c_;
u16 x2e_;
CModel* x30_next;
CModel* x34_prev;
CCubeModel* x28_modelInst = nullptr;
u16 x2c_ = 0;
u16 x2e_ = 0;
CModel* x30_prev = nullptr;
CModel* x34_next;
u32 x38_lastFrame;
public:
CModel(std::unique_ptr<u8[]> in, u32 dataLen, IObjectStore* store);
void UpdateLastFrame();
void MoveToThisFrameList();
void RemoveFromList();
void VerifyCurrentShader(s32 idx) {};
static void FrameDone();
static void EnableTextureTimeout();
static void DisableTextureTimeout();
};
} // namespace metaforce