Files
TeslaRel410/emulator/firmware-decomp/emu860c/gpu_raster.py
T
CydandClaude Opus 4.8 e0a2073dff 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>
2026-07-20 09:22:36 -05:00

160 lines
6.3 KiB
Python

"""gpu_raster.py -- the verified real-time renderer, factored out of m4b_gpu.py
so the offline (m4b_gpu) and live (live_render) paths share ONE render.
Faithful to the M5 CPU reference bit-for-bit (proven in M4B-RESULTS.md):
per-draw primitives -> GPU compute raster (6-edge clip, fp64 planes, nearest-z
winner) -> the verified perspective divide + real-texture texel decode as one
vectorized numpy post-pass.
Renderer(ctx, texlist).frame(r32) -> HxWx3 uint8
where r32(addr)->uint32 reads the running firmware's memory (the live per-draw
coefficient program lives at 0x08158000..0x08170000).
"""
import struct
import numpy as np
from dpl_sampler import mode_to_texflags, wrap_index, composite
W, H = 832, 512
PROG_LO, PROG_HI = 0x08158000, 0x08170000
EDGE = {0x42, 0x0d, 0x2c}
FX_SHADER = """
#version 430
#extension GL_ARB_gpu_shader_fp64 : enable
layout(local_size_x = 64, local_size_y = 1) in;
layout(std430, binding = 0) readonly buffer Prims { double prims[]; };
// 10 dvec4 / prim (40 doubles): [0..5] edges (up to 6, A B C used),
// [6] zdepth+nedges, [7] u+hasuv, [8] v+tid, [9] tz+0
layout(std430, binding = 1) buffer Outs { uint outbuf[]; }; // 6 words/pixel
uniform int n_prims;
uniform int width;
void main() {
int x = int(gl_GlobalInvocationID.x);
int y = int(gl_GlobalInvocationID.y);
if (x >= width) return;
double fx = double(x), fy = double(y);
double zbest = -1e30lf;
double uu = 0.0lf, vv = 0.0lf, tz = 1.0lf;
float tid = 0.0, hasuv = 0.0;
for (int p = 0; p < n_prims; p++) {
int b = p*40;
bool allpos = true, allneg = true;
for (int e = 0; e < 6; e++) {
int eb = b + e*4;
if (prims[eb+3] < 0.5lf) continue;
double ve = prims[eb]*fx + prims[eb+1]*fy + prims[eb+2];
if (ve >= 0.0lf) allneg = false; else allpos = false;
}
if (!(allpos || allneg)) continue;
double z = prims[b+24]*fx + prims[b+25]*fy + prims[b+26];
if (z <= zbest) continue;
zbest = z;
hasuv = float(prims[b+31]);
uu = prims[b+28]*fx + prims[b+29]*fy + prims[b+30];
vv = prims[b+32]*fx + prims[b+33]*fy + prims[b+34];
tz = prims[b+36]*fx + prims[b+37]*fy + prims[b+38];
tid = float(prims[b+35]);
}
int pix = y*width + x;
outbuf[pix*6+0] = (zbest > -1e29lf) ? 0x3f800000u : 0xff800000u;
outbuf[pix*6+1] = floatBitsToUint(float(uu));
outbuf[pix*6+2] = floatBitsToUint(float(vv));
outbuf[pix*6+3] = floatBitsToUint(float(tz));
outbuf[pix*6+4] = floatBitsToUint(tid);
outbuf[pix*6+5] = floatBitsToUint(hasuv);
}
"""
def f32(w):
return struct.unpack('<f', struct.pack('<I', w & 0xffffffff))[0]
def build_prims(r32):
"""Reconstruct per-draw primitive records from the live program in memory."""
prog = {a: r32(a) for a in range(PROG_LO, PROG_HI, 4) if r32(a)}
def rd(a):
return prog.get(a, 0)
setups = [a for a in sorted(prog) if rd(a) == 0x100]
recs4 = []
for a in setups:
p = a + 4
edges = []
while ((rd(p) >> 8) & 0xff) in EDGE and len(edges) < 6:
edges.append((f32(rd(p + 4)), f32(rd(p + 8)), f32(rd(p + 12)))); p += 16
if len(edges) < 3:
continue
zp = tzp = up = vp = None; tid = None; q = p
for _ in range(70):
w = rd(q); op = (w >> 8) & 0xff; ad = w & 0xff
if op == 0x21 and zp is None:
zp = (f32(rd(q + 4)), f32(rd(q + 8)), f32(rd(q + 12)))
if op == 0x43 and ad == 32 and tzp is None:
tzp = (f32(rd(q + 4)), f32(rd(q + 8)), f32(rd(q + 12)))
if op == 0x43 and ad == 58 and up is None:
up = (f32(rd(q + 4)), f32(rd(q + 8)), f32(rd(q + 12)))
if op == 0x43 and ad == 78 and vp is None:
vp = (f32(rd(q + 4)), f32(rd(q + 8)), f32(rd(q + 12)))
if op == 0xf7 and ad in (141, 142) and tid is None:
tid = (rd(q + 4) >> 2) & 0x3f
q += 4
if zp is None:
continue
hasuv = 1.0 if (up and vp and tzp) else 0.0
up = up or (0, 0, 0); vp = vp or (0, 0, 0); tzp = tzp or (0, 0, 1)
eslots = [(e[0], e[1], e[2], 1.0) for e in edges[:6]]
while len(eslots) < 6:
eslots.append((0.0, 0.0, 0.0, 0.0))
recs4 += eslots + [(*zp, float(len(edges))), (*up, hasuv),
(*vp, float(tid or 0)), (*tzp, 0.0)]
if not recs4:
return None
return np.array(recs4, dtype=np.float64).reshape(-1, 4)
class Renderer:
def __init__(self, ctx, texlist):
self.ctx = ctx
self.prog_gl = ctx.compute_shader(FX_SHADER)
self.texlist = texlist
def frame(self, r32):
prims = build_prims(r32)
if prims is None:
return None
n_prims = len(prims) // 10
b0 = self.ctx.buffer(prims.tobytes())
out = self.ctx.buffer(reserve=W * H * 6 * 4)
b0.bind_to_storage_buffer(0)
out.bind_to_storage_buffer(1)
self.prog_gl['n_prims'] = n_prims
self.prog_gl['width'] = W
self.prog_gl.run(group_x=(W + 63) // 64, group_y=H)
raw = np.frombuffer(out.read(), dtype=np.uint32).reshape(H, W, 6)
b0.release(); out.release()
zb = raw[..., 0].view(np.float32)
uu = raw[..., 1].view(np.float32).astype(np.float64)
vv = raw[..., 2].view(np.float32).astype(np.float64)
tz = raw[..., 3].view(np.float32).astype(np.float64)
tid = raw[..., 4].view(np.float32).astype(np.int64)
hasuv = raw[..., 5].view(np.float32)
filled = zb > -1e29
img = np.zeros((H, W, 3), np.uint8)
img[filled & (hasuv <= 0.5)] = (60, 60, 70)
tzc = np.where(np.abs(tz) < 1.0, np.sign(tz) + (tz == 0), tz)
ucoord = (uu / tzc * 2048).astype(np.int64)
vcoord = (vv / tzc * 2048).astype(np.int64)
ntex = len(self.texlist)
for slot in range(ntex):
sel = filled & (hasuv > 0.5) & ((tid % ntex) == slot)
if not sel.any():
continue
h, (tu, tv, mode, arr) = self.texlist[slot]
wrap_u, wrap_v, cut_mode = mode_to_texflags(mode)
ui = wrap_index((ucoord * tu) >> 8, tu, wrap_u)
vi = wrap_index((vcoord * tv) >> 8, tv, wrap_v)
composite(img, sel, arr[vi, ui], cut_mode)
return img