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>
160 lines
6.3 KiB
Python
160 lines
6.3 KiB
Python
"""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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