shit renderer

This commit is contained in:
JuiceyDev 2026-03-05 21:31:54 +01:00
parent 60ad8c291e
commit ad50bf21d4
6 changed files with 199 additions and 41 deletions

View file

@ -8,6 +8,7 @@
#include <GLFW/glfw3.h>
#include <cstdio>
#include <cmath>
#include <pthread.h>
C4JRender RenderManager;
@ -16,6 +17,24 @@ static int s_textureLevels = 1;
static int s_windowWidth = 1920;
static int s_windowHeight = 1080;
// Thread-local storage for per-thread shared GL contexts.
// The main thread uses s_window directly; worker threads get invisible
// windows that share objects (textures, display lists) with s_window.
static pthread_key_t s_glCtxKey;
static pthread_once_t s_glCtxKeyOnce = PTHREAD_ONCE_INIT;
static void makeGLCtxKey() { pthread_key_create(&s_glCtxKey, nullptr); }
// Pre-created pool of shared contexts for worker threads
static const int MAX_SHARED_CONTEXTS = 8;
static GLFWwindow *s_sharedContexts[MAX_SHARED_CONTEXTS] = {};
static int s_sharedContextCount = 0;
static int s_nextSharedContext = 0;
static pthread_mutex_t s_sharedCtxMutex = PTHREAD_MUTEX_INITIALIZER;
// Track which thread is the main (rendering) thread
static pthread_t s_mainThread;
static bool s_mainThreadSet = false;
void C4JRender::Initialise()
{
if (!glfwInit()) {
@ -60,11 +79,67 @@ void C4JRender::Initialise()
(const char*)::glGetString(GL_VERSION),
(const char*)::glGetString(GL_RENDERER));
fflush(stdout);
// Tag this as the main rendering thread
pthread_once(&s_glCtxKeyOnce, makeGLCtxKey);
s_mainThread = pthread_self();
s_mainThreadSet = true;
pthread_setspecific(s_glCtxKey, s_window);
// Pre-create shared GL contexts for worker threads (chunk builders etc.)
// Must be done on the main thread because GLFW requires it.
for (int i = 0; i < MAX_SHARED_CONTEXTS; i++) {
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
s_sharedContexts[i] = glfwCreateWindow(1, 1, "", nullptr, s_window);
glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE);
if (s_sharedContexts[i]) {
s_sharedContextCount++;
} else {
fprintf(stderr, "[4J_Render] WARN: only created %d/%d shared contexts\n", i, MAX_SHARED_CONTEXTS);
break;
}
}
// Ensure main thread still has the context
glfwMakeContextCurrent(s_window);
fprintf(stderr, "[4J_Render] Created %d shared GL contexts for worker threads\n", s_sharedContextCount);
fflush(stderr);
}
void C4JRender::InitialiseContext()
{
if (s_window) glfwMakeContextCurrent(s_window);
if (!s_window) return;
pthread_once(&s_glCtxKeyOnce, makeGLCtxKey);
// Main thread reclaiming context (e.g. after startup thread finishes)
if (s_mainThreadSet && pthread_equal(pthread_self(), s_mainThread)) {
glfwMakeContextCurrent(s_window);
pthread_setspecific(s_glCtxKey, s_window);
return;
}
// Worker thread: check if it already has a shared context
GLFWwindow *ctx = (GLFWwindow*)pthread_getspecific(s_glCtxKey);
if (ctx) {
glfwMakeContextCurrent(ctx);
return;
}
// Grab a pre-created shared context from the pool
pthread_mutex_lock(&s_sharedCtxMutex);
GLFWwindow *shared = nullptr;
if (s_nextSharedContext < s_sharedContextCount) {
shared = s_sharedContexts[s_nextSharedContext++];
}
pthread_mutex_unlock(&s_sharedCtxMutex);
if (!shared) {
fprintf(stderr, "[4J_Render] ERROR: no shared GL contexts left for worker thread!\n");
return;
}
glfwMakeContextCurrent(shared);
pthread_setspecific(s_glCtxKey, shared);
fprintf(stderr, "[4J_Render] Assigned shared GL context %p to worker thread\n", (void*)shared);
fflush(stderr);
}
void C4JRender::StartFrame()
@ -103,6 +178,7 @@ void C4JRender::SetClearColour(const float colourRGBA[4])
bool C4JRender::IsWidescreen() { return true; }
bool C4JRender::IsHiDef() { return true; }
void C4JRender::GetFramebufferSize(int &width, int &height) { width = s_windowWidth; height = s_windowHeight; }
void C4JRender::CaptureThumbnail(ImageFileBuffer *) {}
void C4JRender::CaptureScreen(ImageFileBuffer *, XSOCIAL_PREVIEWIMAGE *) {}
void C4JRender::BeginConditionalSurvey(int) {}
@ -174,23 +250,19 @@ void C4JRender::DrawVertices(ePrimitiveType PrimitiveType, int count,
{
if (count <= 0 || !dataIn) return;
static int _dbgDVCount = 0;
_dbgDVCount++;
if (_dbgDVCount <= 10 || (_dbgDVCount % 5000 == 0)) {
GLenum err = ::glGetError();
fprintf(stderr, "[RENDER] DrawVertices call=%d count=%d prim=%d vType=%d displayList=%d glErr=%d\n",
_dbgDVCount, count, (int)PrimitiveType, (int)vType, isCompilingDisplayList(), err);
fflush(stderr);
}
GLenum mode = mapPrimType((int)PrimitiveType);
unsigned char *data = (unsigned char *)dataIn;
// Vertex layout: 3 floats pos, 2 floats tex, 4 bytes color, 4 bytes normal, 4 bytes padding = 32 bytes
const int stride = 32;
// Color byte-order fix for little-endian (x86/x64):
// Console code (Xbox 360 / PS3, big-endian) stores color as int col = (r<<24)|(g<<16)|(b<<8)|a
// Big-endian memory: [r, g, b, a] — correct for glColor4ub(col[0], col[1], col[2], col[3])
// Little-endian memory: [a, b, g, r] — bytes are reversed!
// Fix: read bytes in reverse order col[3]=r, col[2]=g, col[1]=b, col[0]=a
if (isCompilingDisplayList()) {
// run.
::glBegin(mode);
for (int i = 0; i < count; i++) {
unsigned char *v = data + i * stride;
@ -200,13 +272,20 @@ void C4JRender::DrawVertices(ePrimitiveType PrimitiveType, int count,
signed char *nrm = (signed char *)(v + 24);
::glNormal3f(nrm[0] / 127.0f, nrm[1] / 127.0f, nrm[2] / 127.0f);
::glColor4ub(col[0], col[1], col[2], col[3]);
::glColor4ub(col[3], col[2], col[1], col[0]); // LE fix: r,g,b,a from reversed bytes
::glTexCoord2f(tex[0], tex[1]);
::glVertex3f(pos[0], pos[1], pos[2]);
}
::glEnd();
} else {
// waiter ! fast vertex pls !
// For vertex array path, swap color bytes in-place to RGBA order
for (int i = 0; i < count; i++) {
unsigned char *col = data + i * stride + 20;
unsigned char tmp;
tmp = col[0]; col[0] = col[3]; col[3] = tmp; // swap a<->r
tmp = col[1]; col[1] = col[2]; col[2] = tmp; // swap b<->g
}
::glEnableClientState(GL_VERTEX_ARRAY);
::glEnableClientState(GL_TEXTURE_COORD_ARRAY);
::glEnableClientState(GL_COLOR_ARRAY);
@ -218,6 +297,14 @@ void C4JRender::DrawVertices(ePrimitiveType PrimitiveType, int count,
::glNormalPointer(GL_BYTE, stride, data + 24);
::glDrawArrays(mode, 0, count);
// Swap back to preserve original data
for (int i = 0; i < count; i++) {
unsigned char *col = data + i * stride + 20;
unsigned char tmp;
tmp = col[0]; col[0] = col[3]; col[3] = tmp;
tmp = col[1]; col[1] = col[2]; col[2] = tmp;
}
}
}
@ -254,13 +341,6 @@ void C4JRender::CBuffEnd()
bool C4JRender::CBuffCall(int index, bool /*full*/)
{
if (index <= 0) return false;
static int _dbgCBCount = 0;
_dbgCBCount++;
if (_dbgCBCount <= 5 || (_dbgCBCount % 5000 == 0)) {
fprintf(stderr, "[RENDER] CBuffCall call=%d index=%d isList=%d\n",
_dbgCBCount, index, ::glIsList(index));
fflush(stderr);
}
if (::glIsList(index)) { ::glCallList(index); return true; }
return false;
}

View file

@ -70,6 +70,7 @@ public:
void SetClearColour(const float colourRGBA[4]);
bool IsWidescreen();
bool IsHiDef();
void GetFramebufferSize(int &width, int &height);
void CaptureThumbnail(ImageFileBuffer *pngOut);
void CaptureScreen(ImageFileBuffer *jpgOut, XSOCIAL_PREVIEWIMAGE *previewOut);
void BeginConditionalSurvey(int identifier);

View file

@ -10,6 +10,7 @@
#include <signal.h>
#include <execinfo.h>
#include <unistd.h>
#include <GLFW/glfw3.h>
static void sigsegv_handler(int sig) {
const char msg[] = "\n=== SIGNAL CAUGHT: ";
write(STDERR_FILENO, msg, sizeof(msg)-1);
@ -868,6 +869,71 @@ pDevice->SetSamplerState(0,SamplerStateModes[i],SamplerStateA[i]);
RenderManager.Set_matrixDirty();
#endif
// DEBUG: Dump framebuffer to file once after game has been running a while
{
static int _fbDumpFrame = 0;
_fbDumpFrame++;
if (_fbDumpFrame == 2000 || _fbDumpFrame == 4000) {
// Test: is GL context current? Force red clear before read.
void* curCtx = glfwGetCurrentContext();
fprintf(stderr, "[FBDUMP] frame=%d glfwGetCurrentContext()=%p\n", _fbDumpFrame, curCtx);
fflush(stderr);
// Read the ACTUAL rendered framebuffer first
int fbW, fbH;
RenderManager.GetFramebufferSize(fbW, fbH);
int sz = fbW * fbH * 3;
unsigned char *pixels = (unsigned char*)malloc(sz);
if (pixels) {
::glReadPixels(0, 0, fbW, fbH, GL_RGB, GL_UNSIGNED_BYTE, pixels);
GLenum err = glGetError();
fprintf(stderr, "[FBDUMP] glReadPixels err=0x%x size=%dx%d\n", err, fbW, fbH);
// Check bound framebuffer
GLint boundFBO = -1;
#ifndef GL_FRAMEBUFFER_BINDING
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#endif
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFBO);
GLint drawBuf = 0;
glGetIntegerv(GL_DRAW_BUFFER, &drawBuf);
GLint readBuf = 0;
glGetIntegerv(GL_READ_BUFFER, &readBuf);
fprintf(stderr, "[FBDUMP] FBO=%d drawBuf=0x%x readBuf=0x%x\n", boundFBO, drawBuf, readBuf);
fflush(stderr);
char fname[128];
snprintf(fname, sizeof(fname), "/tmp/fb_dump_%d.ppm", _fbDumpFrame);
FILE *fp = fopen(fname, "wb");
if (fp) {
fprintf(fp, "P6\n%d %d\n255\n", fbW, fbH);
for (int y = fbH - 1; y >= 0; y--) {
fwrite(pixels + y * fbW * 3, 1, fbW * 3, fp);
}
fclose(fp);
fprintf(stderr, "[RENDER] Dumped framebuffer %dx%d to %s\n", fbW, fbH, fname);
fflush(stderr);
}
// Now force a red clear and dump again to verify GL context works
::glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
::glClear(GL_COLOR_BUFFER_BIT);
::glFinish();
::glReadPixels(0, 0, fbW, fbH, GL_RGB, GL_UNSIGNED_BYTE, pixels);
char fname2[128];
snprintf(fname2, sizeof(fname2), "/tmp/fb_dump_%d_RED.ppm", _fbDumpFrame);
FILE *fp2 = fopen(fname2, "wb");
if (fp2) {
fprintf(fp2, "P6\n%d %d\n255\n", fbW, fbH);
for (int y = fbH - 1; y >= 0; y--) {
fwrite(pixels + y * fbW * 3, 1, fbW * 3, fp2);
}
fclose(fp2);
fprintf(stderr, "[RENDER] Dumped RED test %dx%d to %s\n", fbW, fbH, fname2);
fflush(stderr);
}
free(pixels);
}
}
}
// Present the frame.
RenderManager.Present();

View file

@ -995,13 +995,6 @@ int GameRenderer::getLightTexture(int iPad, Level *level)
void GameRenderer::render(float a, bool bFirst)
{
static int _dbgRenderCount = 0;
_dbgRenderCount++;
if (_dbgRenderCount <= 5 || (_dbgRenderCount % 300 == 0)) {
fprintf(stderr, "[RENDER] GameRenderer::render frame=%d level=%p screen=%p width=%d height=%d\n",
_dbgRenderCount, (void*)mc->level, (void*)mc->screen, mc->width, mc->height);
fflush(stderr);
}
if( _updateLightTexture && bFirst) updateLightTexture(a);
if (Display::isActive())
{
@ -1087,6 +1080,7 @@ void GameRenderer::render(float a, bool bFirst)
else
{
glViewport(0, 0, mc->width, mc->height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
@ -1261,17 +1255,6 @@ void GameRenderer::DisableUpdateThread()
void GameRenderer::renderLevel(float a, __int64 until)
{
static int _dbgRLCount = 0;
_dbgRLCount++;
if (_dbgRLCount <= 3 || (_dbgRLCount % 300 == 0)) {
fprintf(stderr, "[RENDER] renderLevel frame=%d player=%p levelRenderer=%p\n",
_dbgRLCount, (void*)mc->player.get(), (void*)mc->levelRenderer);
if (mc->player) {
fprintf(stderr, "[RENDER] playerPos=(%.1f, %.1f, %.1f)\n",
mc->player->x, mc->player->y, mc->player->z);
}
fflush(stderr);
}
// if (updateLightTexture) updateLightTexture(); // 4J - TODO - Java 1.0.1 has this line enabled, should check why - don't want to put it in now in case it breaks split-screen
glEnable(GL_CULL_FACE);
@ -1311,6 +1294,23 @@ void GameRenderer::renderLevel(float a, __int64 until)
setupCamera(a, i);
Camera::prepare(mc->player, mc->player->ThirdPersonView() == 2);
// DEBUG: Log camera-relevant state
static int _dbgCam = 0;
_dbgCam++;
if (_dbgCam <= 5 || (_dbgCam % 300 == 0)) {
float mv[16]; ::glGetFloatv(GL_MODELVIEW_MATRIX, mv);
float pj[16]; ::glGetFloatv(GL_PROJECTION_MATRIX, pj);
float cc[4]; ::glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
int vp[4]; ::glGetIntegerv(GL_VIEWPORT, vp);
fprintf(stderr, "[RENDER] CAM frame=%d viewport=(%d,%d,%d,%d) clearColor=(%.2f,%.2f,%.2f) renderDist=%.0f\n",
_dbgCam, vp[0], vp[1], vp[2], vp[3], cc[0], cc[1], cc[2], renderDistance);
fprintf(stderr, "[RENDER] MV[12..14]=(%f,%f,%f) PJ[0,5,10]=(%f,%f,%f)\n",
mv[12], mv[13], mv[14], pj[0], pj[5], pj[10]);
fprintf(stderr, "[RENDER] cameraEntity pos=(%.2f,%.2f,%.2f) heightOff=%.2f\n",
mc->cameraTargetPlayer->x, mc->cameraTargetPlayer->y, mc->cameraTargetPlayer->z,
mc->cameraTargetPlayer->heightOffset);
fflush(stderr);
}
Frustum::getFrustum();
if (mc->options->viewDistance < 2)

View file

@ -778,24 +778,34 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
bool first = true;
int count = 0;
int dbgNotVisible = 0, dbgNoIdx = 0, dbgEmpty = 0, dbgCalled = 0, dbgCallOk = 0;
ClipChunk *pClipChunk = chunks[playerIndex].data;
unsigned char emptyFlag = LevelRenderer::CHUNK_FLAG_EMPTY0 << layer;
for( int i = 0; i < chunks[playerIndex].length; i++, pClipChunk++ )
{
if( !pClipChunk->visible ) continue; // This will be set if the chunk isn't visible, or isn't compiled, or has both empty flags set
if( pClipChunk->globalIdx == -1 ) continue; // Not sure if we should ever encounter this... TODO check
if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) continue; // Check that this particular layer isn't empty
if( !pClipChunk->visible ) { dbgNotVisible++; continue; }
if( pClipChunk->globalIdx == -1 ) { dbgNoIdx++; continue; }
if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) { dbgEmpty++; continue; }
// List can be calculated directly from the chunk's global idex
int list = pClipChunk->globalIdx * 2 + layer;
list += chunkLists;
dbgCalled++;
if(RenderManager.CBuffCall(list, first))
{
first = false;
dbgCallOk++;
}
count++;
}
static int _dbgRC = 0;
_dbgRC++;
if (_dbgRC <= 5 || (_dbgRC % 600 == 0)) {
fprintf(stderr, "[RENDER] renderChunks frame=%d layer=%d total=%d notVis=%d noIdx=%d empty=%d called=%d callOk=%d xOff=%.1f yOff=%.1f zOff=%.1f chunkLists=%d\n",
_dbgRC, layer, chunks[playerIndex].length, dbgNotVisible, dbgNoIdx, dbgEmpty, dbgCalled, dbgCallOk, xOff, yOff, zOff, chunkLists);
fflush(stderr);
}
#ifdef __PSVITA__
// AP - alpha cut out is expensive on vita. Now we render all the alpha cut outs

View file

@ -0,0 +1 @@
!<arch>