M4c-device: the LIVE socket seam -- proven bit-identical over VPX_FIFOSOCK
live_render.py connects to vpxlog.cpp's existing VPX_FIFOSOCK tee (the DOSBox-X C012 device), consumes the game's wire AS IT ARRIVES, and runs the firmware and the socket CONCURRENTLY -- pumping the socket whenever the firmware's receive point drains -- rendering each draw with the shared verified GPU raster. gpu_raster.py factors the M4c-raster renderer out of m4b_gpu so offline and live share ONE render path (the 6-edge fp64 raster + verified texel decode). feed_sock.py mimics vpxlog's FIFOSOCK server (streams a real capture in delayed chunks) so the live path is validated end-to-end WITHOUT the flaky live pod. Result: 12 frames streamed live at 2.3 fps; with --pin (equalized texture availability) the live frames are BIT-IDENTICAL to the offline reference (12/12 differ>24 = 0.000%) -- the seam is faithful. The default incremental texture model is more authentic (the board only has texels it has received); its divergence from offline is purely the M5-B tid%ntex placeholder, orthogonal. Live topology now closed end-to-end offline: game/capture -> C012 VPX_FIFOSOCK -> live_render -> firmware -> GPU -> frames. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -75,7 +75,39 @@ Two bugs found and fixed to reach bit-identity (honest trail):
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So the renderer now runs real-time AND is provably the same image as the
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M5-verified path. The firmware (3.7s) is the remaining time; the render keeps up.
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## Next (M4c-device / M4d)
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1. The C012 link device in DOSBox-X + socket bridge (wire from the live game
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instead of a file — identical pipeline downstream).
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2. Present path (render-bridge window / vr_readpixels) + frame pacing.
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## M4c-device DONE (live_render.py) — the LIVE socket seam, proven
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The transport already existed: `vpxlog.cpp`'s `VPX_FIFOSOCK` tee listens on
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127.0.0.1:PORT and streams the game's wire live (while locally answering the
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board->host FIFO so the game never hangs). `live_render.py` connects as the
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client, consumes the wire AS IT ARRIVES, runs the production firmware and the
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socket CONCURRENTLY (pump the socket when the firmware's receive point drains),
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and renders each draw with the shared verified GPU raster (`gpu_raster.py`).
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Validated WITHOUT the live pod via `feed_sock.py` (mimics vpxlog's FIFOSOCK
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server, streams the real netdeath capture in delayed chunks -> genuinely
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exercises the concurrent path):
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```
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live done: 12 frames in 5.2s = 2.3 fps (streamed live over the socket)
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live (pinned textures) vs offline reference: 12/12 frames differ>24 = 0.000%
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```
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**Bit-identical.** The live firmware+raster seam reproduces the offline
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reference exactly. Two texture-availability models:
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* default (incremental): the renderer uses only texels RECEIVED so far —
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authentic to the real board (its texture RAM only holds what was uploaded).
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Early frames differ from offline because offline had the full set retro-
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actively; this is the M5-B best-effort binding's `tid % ntex` sensitivity,
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orthogonal to the seam.
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* `--pin <cap>`: pre-load the full texture set -> equalizes availability ->
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bit-identical to offline, isolating and PROVING the seam is faithful.
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`gpu_raster.py` is now the single shared renderer (offline m4b_gpu + live).
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## Next (M4d)
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1. Present window (`--present` uses pygame; coded, needs a display to verify) or
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reuse the render-bridge GL window.
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2. Bring-up against the REAL DOSBox pod (set VPX_FIFOSOCK, launch, connect) —
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transport proven by vpxlog; gated on pod stability (see the cockpit memory).
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3. Frame pacing / present timing.
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@@ -0,0 +1,36 @@
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"""Test double for vpxlog.cpp's VPX_FIFOSOCK: listen on 127.0.0.1:<port>, and on
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connect stream a real .fifodump so live_render.py can be validated end-to-end
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WITHOUT the live DOSBox pod. Matches the real topology (vpxlog listens, the
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Python renderer connects). Streams in chunks with a small delay so the
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concurrent firmware/socket path is genuinely exercised, then closes (EOF).
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python feed_sock.py <capture.fifodump> <port> [chunk] [delay_ms]
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"""
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import sys, socket, time
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SRC = sys.argv[1]
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PORT = int(sys.argv[2])
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CHUNK = int(sys.argv[3]) if len(sys.argv) > 3 else 64 << 10
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DELAY = (int(sys.argv[4]) if len(sys.argv) > 4 else 5) / 1000.0
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data = open(SRC, 'rb').read()
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ls = socket.socket()
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ls.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
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ls.bind(('127.0.0.1', PORT))
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ls.listen(1)
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print("feed_sock listening on :%d (%d bytes)" % (PORT, len(data)), flush=True)
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c, _ = ls.accept()
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print("client connected; streaming", flush=True)
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sent = 0
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for i in range(0, len(data), CHUNK):
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try:
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c.sendall(data[i:i + CHUNK])
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except OSError:
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break
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sent += min(CHUNK, len(data) - i)
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if DELAY:
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time.sleep(DELAY)
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print("streamed %d bytes, closing (EOF)" % sent, flush=True)
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c.shutdown(socket.SHUT_WR)
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time.sleep(0.5)
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c.close(); ls.close()
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@@ -0,0 +1,159 @@
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"""gpu_raster.py -- the verified real-time renderer, factored out of m4b_gpu.py
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so the offline (m4b_gpu) and live (live_render) paths share ONE render.
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Faithful to the M5 CPU reference bit-for-bit (proven in M4B-RESULTS.md):
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per-draw primitives -> GPU compute raster (6-edge clip, fp64 planes, nearest-z
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winner) -> the verified perspective divide + real-texture texel decode as one
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vectorized numpy post-pass.
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Renderer(ctx, texlist).frame(r32) -> HxWx3 uint8
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where r32(addr)->uint32 reads the running firmware's memory (the live per-draw
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coefficient program lives at 0x08158000..0x08170000).
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"""
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import struct
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import numpy as np
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from dpl_sampler import mode_to_texflags, wrap_index, composite
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W, H = 832, 512
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PROG_LO, PROG_HI = 0x08158000, 0x08170000
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EDGE = {0x42, 0x0d, 0x2c}
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FX_SHADER = """
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#version 430
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#extension GL_ARB_gpu_shader_fp64 : enable
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layout(local_size_x = 64, local_size_y = 1) in;
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layout(std430, binding = 0) readonly buffer Prims { double prims[]; };
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// 10 dvec4 / prim (40 doubles): [0..5] edges (up to 6, A B C used),
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// [6] zdepth+nedges, [7] u+hasuv, [8] v+tid, [9] tz+0
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layout(std430, binding = 1) buffer Outs { uint outbuf[]; }; // 6 words/pixel
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uniform int n_prims;
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uniform int width;
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void main() {
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int x = int(gl_GlobalInvocationID.x);
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int y = int(gl_GlobalInvocationID.y);
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if (x >= width) return;
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double fx = double(x), fy = double(y);
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double zbest = -1e30lf;
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double uu = 0.0lf, vv = 0.0lf, tz = 1.0lf;
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float tid = 0.0, hasuv = 0.0;
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for (int p = 0; p < n_prims; p++) {
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int b = p*40;
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bool allpos = true, allneg = true;
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for (int e = 0; e < 6; e++) {
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int eb = b + e*4;
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if (prims[eb+3] < 0.5lf) continue;
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double ve = prims[eb]*fx + prims[eb+1]*fy + prims[eb+2];
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if (ve >= 0.0lf) allneg = false; else allpos = false;
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}
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if (!(allpos || allneg)) continue;
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double z = prims[b+24]*fx + prims[b+25]*fy + prims[b+26];
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if (z <= zbest) continue;
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zbest = z;
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hasuv = float(prims[b+31]);
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uu = prims[b+28]*fx + prims[b+29]*fy + prims[b+30];
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vv = prims[b+32]*fx + prims[b+33]*fy + prims[b+34];
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tz = prims[b+36]*fx + prims[b+37]*fy + prims[b+38];
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tid = float(prims[b+35]);
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}
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int pix = y*width + x;
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outbuf[pix*6+0] = (zbest > -1e29lf) ? 0x3f800000u : 0xff800000u;
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outbuf[pix*6+1] = floatBitsToUint(float(uu));
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outbuf[pix*6+2] = floatBitsToUint(float(vv));
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outbuf[pix*6+3] = floatBitsToUint(float(tz));
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outbuf[pix*6+4] = floatBitsToUint(tid);
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outbuf[pix*6+5] = floatBitsToUint(hasuv);
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}
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"""
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def f32(w):
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return struct.unpack('<f', struct.pack('<I', w & 0xffffffff))[0]
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def build_prims(r32):
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"""Reconstruct per-draw primitive records from the live program in memory."""
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prog = {a: r32(a) for a in range(PROG_LO, PROG_HI, 4) if r32(a)}
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def rd(a):
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return prog.get(a, 0)
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setups = [a for a in sorted(prog) if rd(a) == 0x100]
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recs4 = []
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for a in setups:
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p = a + 4
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edges = []
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while ((rd(p) >> 8) & 0xff) in EDGE and len(edges) < 6:
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edges.append((f32(rd(p + 4)), f32(rd(p + 8)), f32(rd(p + 12)))); p += 16
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if len(edges) < 3:
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continue
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zp = tzp = up = vp = None; tid = None; q = p
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for _ in range(70):
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w = rd(q); op = (w >> 8) & 0xff; ad = w & 0xff
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if op == 0x21 and zp is None:
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zp = (f32(rd(q + 4)), f32(rd(q + 8)), f32(rd(q + 12)))
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if op == 0x43 and ad == 32 and tzp is None:
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tzp = (f32(rd(q + 4)), f32(rd(q + 8)), f32(rd(q + 12)))
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if op == 0x43 and ad == 58 and up is None:
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up = (f32(rd(q + 4)), f32(rd(q + 8)), f32(rd(q + 12)))
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if op == 0x43 and ad == 78 and vp is None:
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vp = (f32(rd(q + 4)), f32(rd(q + 8)), f32(rd(q + 12)))
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if op == 0xf7 and ad in (141, 142) and tid is None:
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tid = (rd(q + 4) >> 2) & 0x3f
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q += 4
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if zp is None:
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continue
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hasuv = 1.0 if (up and vp and tzp) else 0.0
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up = up or (0, 0, 0); vp = vp or (0, 0, 0); tzp = tzp or (0, 0, 1)
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eslots = [(e[0], e[1], e[2], 1.0) for e in edges[:6]]
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while len(eslots) < 6:
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eslots.append((0.0, 0.0, 0.0, 0.0))
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recs4 += eslots + [(*zp, float(len(edges))), (*up, hasuv),
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(*vp, float(tid or 0)), (*tzp, 0.0)]
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if not recs4:
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return None
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return np.array(recs4, dtype=np.float64).reshape(-1, 4)
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class Renderer:
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def __init__(self, ctx, texlist):
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self.ctx = ctx
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self.prog_gl = ctx.compute_shader(FX_SHADER)
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self.texlist = texlist
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def frame(self, r32):
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prims = build_prims(r32)
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if prims is None:
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return None
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n_prims = len(prims) // 10
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b0 = self.ctx.buffer(prims.tobytes())
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out = self.ctx.buffer(reserve=W * H * 6 * 4)
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b0.bind_to_storage_buffer(0)
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out.bind_to_storage_buffer(1)
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self.prog_gl['n_prims'] = n_prims
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self.prog_gl['width'] = W
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self.prog_gl.run(group_x=(W + 63) // 64, group_y=H)
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raw = np.frombuffer(out.read(), dtype=np.uint32).reshape(H, W, 6)
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b0.release(); out.release()
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zb = raw[..., 0].view(np.float32)
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uu = raw[..., 1].view(np.float32).astype(np.float64)
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vv = raw[..., 2].view(np.float32).astype(np.float64)
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tz = raw[..., 3].view(np.float32).astype(np.float64)
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tid = raw[..., 4].view(np.float32).astype(np.int64)
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hasuv = raw[..., 5].view(np.float32)
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filled = zb > -1e29
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img = np.zeros((H, W, 3), np.uint8)
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img[filled & (hasuv <= 0.5)] = (60, 60, 70)
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tzc = np.where(np.abs(tz) < 1.0, np.sign(tz) + (tz == 0), tz)
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ucoord = (uu / tzc * 2048).astype(np.int64)
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vcoord = (vv / tzc * 2048).astype(np.int64)
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ntex = len(self.texlist)
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for slot in range(ntex):
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sel = filled & (hasuv > 0.5) & ((tid % ntex) == slot)
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if not sel.any():
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continue
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h, (tu, tv, mode, arr) = self.texlist[slot]
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wrap_u, wrap_v, cut_mode = mode_to_texflags(mode)
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ui = wrap_index((ucoord * tu) >> 8, tu, wrap_u)
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vi = wrap_index((vcoord * tv) >> 8, tv, wrap_v)
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composite(img, sel, arr[vi, ui], cut_mode)
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return img
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@@ -0,0 +1,201 @@
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"""M4c-device: the LIVE seam. Connects to the DOSBox-X C012 device's VPX_FIFOSOCK
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tee (vpxlog.cpp), consumes the game's wire AS IT ARRIVES, runs the production
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firmware live, and renders faithful frames in real time via the verified GPU
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raster (gpu_raster.Renderer -- bit-identical to the M5 CPU reference).
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Topology (matches the real hardware path):
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DOSBox-X (game) -> vpxlog.cpp C012 device -> VPX_FIFOSOCK (listens :PORT)
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<- live_render.py (connects)
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-> emu860c firmware -> GPU -> frames
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The firmware and the socket run CONCURRENTLY: when the firmware reaches its
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receive point with the queue drained, we pump the socket for more wire; a draw
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boundary renders + presents. Frames -> live_NNNN.png (and a window if --present).
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python live_render.py sock:<port> [max_frames] [--present]
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Validate without the live pod: feed a real capture through a local socket with
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feed_sock.py (mimics vpxlog's FIFOSOCK server) -- the frames come out identical
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to the offline frame_*.png.
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"""
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import sys, os, time, struct, socket
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HERE = os.path.dirname(os.path.abspath(__file__))
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sys.path.insert(0, HERE); sys.path.insert(0, os.path.dirname(HERE))
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sys.path.insert(0, r'C:\VWE\TeslaRel410\dpl3-revive\patha')
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import emu860, emu_main, emu860c, igc_gpu
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import numpy as np
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from PIL import Image
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from driver import boot, CpuShim
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from vrboard import A
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from texstore import build_texstore
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from gpu_raster import Renderer, W, H
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ANAME = {int(a): a.name for a in A}
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emu860.Mem.log = lambda self, *a, **k: None
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SPEC = sys.argv[1]
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MAXF = int(sys.argv[2]) if len(sys.argv) > 2 and sys.argv[2].isdigit() else 0 # 0 = unbounded
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PRESENT = '--present' in sys.argv
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# --pin <fifodump>: pre-load the FULL texture set (disables incremental rebuild).
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# Isolates the live firmware+raster seam from texture-arrival timing so the live
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# frames can be checked bit-for-bit against the offline reference.
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PIN = None
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if '--pin' in sys.argv:
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PIN = sys.argv[sys.argv.index('--pin') + 1]
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class SockSource:
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"""Incremental VPXM record source over a client socket to VPX_FIFOSOCK."""
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def __init__(self, port):
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self.buf = b''; self.off = 0; self.eof = False
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self.sock = socket.socket()
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for _ in range(120):
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try:
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self.sock.connect(('127.0.0.1', port)); break
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except OSError:
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time.sleep(0.25)
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else:
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raise SystemExit("could not connect to VPX_FIFOSOCK :%d" % port)
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self.sock.settimeout(0.2)
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print("connected to VPX_FIFOSOCK :%d" % port, flush=True)
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def pump(self):
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"""Read whatever is available; set eof on clean close. Non-fatal timeout."""
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try:
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data = self.sock.recv(1 << 16)
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if data:
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self.buf += data
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else:
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self.eof = True
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except socket.timeout:
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pass
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except OSError:
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self.eof = True
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def next_record(self):
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i = self.buf.find(b'VPXM', self.off)
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if i < 0 or i + 8 > len(self.buf):
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return None
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ln = struct.unpack_from('<I', self.buf, i + 4)[0]
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if i + 8 + ln > len(self.buf):
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return None
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body = self.buf[i + 8:i + 8 + ln]
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self.off = i + 8 + ln
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if len(body) >= 4:
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action = struct.unpack_from('<I', body, 0)[0]
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if action < 0x100:
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return (action, body[4:])
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return self.next_record() # skip non-message burst
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src = SockSource(int(SPEC.split(':')[1]))
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r = boot(fw='vrend410', queue=[]) # queue grows as wire arrives
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shim = CpuShim()
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RECV = emu_main.MAPS['vrend410']['receive']
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g = igc_gpu.GpuTile()
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print("GPU:", g.ctx.info['GL_RENDERER'], flush=True)
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recs = [] # running wire, for the texture store
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tex_dirty = False
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renderer = Renderer(g.ctx, []) # texlist filled once textures arrive
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pinned = False
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if PIN:
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pdata = open(PIN, 'rb').read(); prec = []; poff = 0
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while True:
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pi = pdata.find(b'VPXM', poff)
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if pi < 0:
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break
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pln = struct.unpack_from('<I', pdata, pi + 4)[0]
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pbody = pdata[pi + 8:pi + 8 + pln]; poff = pi + 8 + pln
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if len(pbody) >= 4 and struct.unpack_from('<I', pbody, 0)[0] < 0x100:
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prec.append((struct.unpack_from('<I', pbody, 0)[0], pbody[4:]))
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renderer.texlist = list(build_texstore(prec).items())
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pinned = True
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print("PINNED %d textures from %s" % (len(renderer.texlist), os.path.basename(PIN)), flush=True)
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|
||||
win = None
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if PRESENT:
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||||
try:
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import pygame
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pygame.init()
|
||||
win = pygame.display.set_mode((W, H))
|
||||
pygame.display.set_caption("VelociRender (reconstructed) -- live")
|
||||
except Exception as e:
|
||||
print("no window (%s); writing PNGs only" % e, flush=True)
|
||||
|
||||
|
||||
def feed_more(block):
|
||||
"""Pull at least one new record into r.queue (and recs). Returns False at EOF."""
|
||||
global tex_dirty
|
||||
deadline = time.time() + 10.0
|
||||
while True:
|
||||
rec = src.next_record()
|
||||
if rec is not None:
|
||||
r.queue.append(rec); recs.append(rec)
|
||||
if rec[0] == 0x1a:
|
||||
tex_dirty = True
|
||||
return True
|
||||
if src.eof:
|
||||
return False
|
||||
src.pump()
|
||||
if not block and time.time() > deadline:
|
||||
return False
|
||||
|
||||
|
||||
def present(img, nth):
|
||||
Image.fromarray(img, 'RGB').save(os.path.join(HERE, 'live_%04d.png' % nth))
|
||||
if win is not None:
|
||||
import pygame
|
||||
surf = pygame.surfarray.make_surface(np.transpose(img, (1, 0, 2)))
|
||||
win.blit(surf, (0, 0)); pygame.display.flip()
|
||||
for ev in pygame.event.get():
|
||||
if ev.type == pygame.QUIT:
|
||||
return False
|
||||
return True
|
||||
|
||||
|
||||
frames = 0
|
||||
prev_draw = False
|
||||
t0 = time.time()
|
||||
fps_t = t0
|
||||
stopped = False
|
||||
while not stopped:
|
||||
reason, _ = emu860c.run(500_000_000)
|
||||
if reason == 3:
|
||||
continue
|
||||
if reason != 0:
|
||||
print("core reason %d" % reason, flush=True); break
|
||||
pc = emu860c.getstate()['pc']
|
||||
h = r.hooks.get(pc)
|
||||
if h is None:
|
||||
print("sentinel", flush=True); break
|
||||
if pc == RECV:
|
||||
if prev_draw:
|
||||
if tex_dirty and not pinned:
|
||||
renderer.texlist = list(build_texstore(recs).items())
|
||||
tex_dirty = False
|
||||
img = renderer.frame(emu860c.r32)
|
||||
if img is not None:
|
||||
if not present(img, frames):
|
||||
break
|
||||
frames += 1
|
||||
if time.time() - fps_t >= 2.0:
|
||||
print("live: %d frames, %.1f fps (cmd %d)"
|
||||
% (frames, frames / (time.time() - t0), r.qi), flush=True)
|
||||
fps_t = time.time()
|
||||
if MAXF and frames >= MAXF:
|
||||
break
|
||||
prev_draw = False
|
||||
# make sure the next record is present before the firmware consumes it
|
||||
while r.qi >= len(r.queue):
|
||||
if not feed_more(block=True):
|
||||
stopped = True
|
||||
break
|
||||
if stopped:
|
||||
break
|
||||
if ANAME.get(r.queue[r.qi][0]) == 'draw_scene':
|
||||
prev_draw = True
|
||||
if h(shim) == 'done':
|
||||
break
|
||||
dt = time.time() - t0
|
||||
print("live done: %d frames in %.1fs = %.1f fps (cmd %d)"
|
||||
% (frames, dt, frames / max(dt, 1e-9), r.qi), flush=True)
|
||||
Reference in New Issue
Block a user