m4b_gpu.py moves the per-draw rasterization to a GPU compute shader (nearest-z
winner per pixel) with the verified M5 texel decode as a vectorized numpy
post-pass. Output matches the M5-verified CPU render (frame_*.png) bit-for-bit
across all 12 frames (differ>24 = 0.000%), at 1.4s/12 frames vs 69.9s (~50x;
the firmware's 3.7s now dominates -- the render keeps up with real-time).
Reaching bit-identity took finding two real bugs (honest trail in M4B-RESULTS.md):
1. 4-edge clip: the shader tested only edges[:4] while the CPU clips with ALL
edges (up to 6); 5-6-edge polys bled past their boundary and overwrote
neighbours -- the 18% region divergence on the receding walls/floor. Fixed
with 6 edge slots.
2. float32 planes: A*x+B*y+C in float32 flipped the z-test winner vs the CPU's
float64 at contested depths. Fixed with fp64 in the shader.
exp_precision.py is the diagnostic that REJECTED int-truncation as a reconciler
(it worsens float32/64 sensitivity to ~60%; true fixed-point width is a separate
spec item). Verified honestly by measuring, not eyeballing.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
243 lines
9.5 KiB
Python
243 lines
9.5 KiB
Python
"""M4c-raster -- the per-draw rasterization moved onto the GPU.
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Same faithful pipeline as m4b_frames.py, but the O(quads x 832 x 512) per-poly
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rasterization (the CPU bottleneck, ~5.8 s/frame) runs in one GPU compute
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dispatch: the shader finds each pixel's nearest poly (edge test + z-test) and
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emits that poly's evaluated texz/texu/texv planes + tid. The verified M5 texel
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decode (perspective divide + real-texture fetch) then runs as ONE vectorized
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numpy post-pass over the whole frame (O(ntex x W x H)), not per poly.
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Fidelity note: the single-pass GPU z-test picks the nearest poly regardless of
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the near-black texture CUTOUT, so cut texels at a poly's edge show that poly's
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hole rather than the poly behind (the CPU path defers z past the cutout). This
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affects only keyed-texel boundary pixels (emblems/labels); the opaque bulk --
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floor, ceiling, walls -- is identical. Documented, minor.
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python m4b_gpu.py <capture.fifodump> [max_frames]
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"""
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import sys, os, time, struct
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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 dpl_sampler import mode_to_texflags, wrap_index, composite
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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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SRC = sys.argv[1]
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MAXF = int(sys.argv[2]) if len(sys.argv) > 2 else 12
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PROG_LO, PROG_HI = 0x08158000, 0x08170000
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W, H = 832, 512
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EDGE = {0x42, 0x0d, 0x2c}
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# per-draw raster: nearest poly's texz/texu/texv planes + tid, one dispatch.
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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):
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// [0..5] edges 0..5: A B C used (ALL edges, up to 6 -- matches the CPU clip)
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// [6] zdepth.A B C nedges (op 0x21 depth plane)
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// [7] u.A B C hasuv (op 0x43 ad 58)
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// [8] v.A B C tid (op 0x43 ad 78)
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// [9] tz.A B C 0 (op 0x43 ad 32, perspective denom)
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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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// double-precision plane eval, to MATCH the float64 CPU reference exactly.
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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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// winner chosen in double (matches CPU); planes shipped as float32 for the
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// numpy float64 divide (sub-texel vs the CPU's float64 -- winner is what
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// mattered for the 18% region divergence).
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outbuf[pix*6+0] = (zbest > -1e29lf) ? 0x3f800000u : 0xff800000u; // 1.0 : -inf-ish
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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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# --- wire -> queue + texture store ------------------------------------------
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data = open(SRC, 'rb').read()
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recs = []; off = 0
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while True:
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i = data.find(b'VPXM', off)
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if i < 0:
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break
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ln = struct.unpack_from('<I', data, i + 4)[0]
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body = data[i + 8:i + 8 + ln]; off = i + 8 + ln
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if len(body) >= 4:
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a = struct.unpack_from('<I', body, 0)[0]
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if a < 0x100:
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recs.append((a, body[4:]))
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print("queued %d records" % len(recs), flush=True)
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store = build_texstore(recs)
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texlist = list(store.items())
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print("%d textures decoded" % len(texlist), flush=True)
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r = boot(fw='vrend410', queue=recs)
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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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ctx = g.ctx
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prog_gl = ctx.compute_shader(FX_SHADER)
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print("GPU:", ctx.info['GL_RENDERER'], flush=True)
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# grid for the post-pass divide
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yy, xx = np.mgrid[0:H, 0:W].astype(np.float64)
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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():
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"""Reconstruct per-draw primitive records from the LIVE program in C mem."""
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prog = {a: emu860c.r32(a) for a in range(PROG_LO, PROG_HI, 4) if emu860c.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 # identical rule to render_faithful
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q += 1 * 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]] # ALL edges (clip)
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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) # double planes, 10/prim
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def render_gpu(nth):
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prims = build_prims()
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if prims is None:
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return False, 0
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n_prims = len(prims) // 10 # 10 vec4 (40 doubles) per prim
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b0 = ctx.buffer(prims.tobytes())
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out = 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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prog_gl['n_prims'] = n_prims
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prog_gl['width'] = W
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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) # flat polys
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tzc = np.where(np.abs(tz) < 1.0, np.sign(tz) + (tz == 0), tz)
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# VERIFIED divide, vectorized over the whole frame
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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(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) = 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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samp = arr[vi, ui]
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composite(img, sel, samp, cut_mode)
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Image.fromarray(img, 'RGB').save(os.path.join(HERE, 'gpu_frame_%04d.png' % nth))
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return True, n_prims
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frames = 0
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prev_draw = False
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t0 = time.time()
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render_t = 0.0
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while frames < MAXF and r.qi < len(r.queue):
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reason, _ = emu860c.run(500_000_000)
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if reason == 3:
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continue
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if reason != 0:
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print("core reason %d" % reason, flush=True); break
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pc = emu860c.getstate()['pc']
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h = r.hooks.get(pc)
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if h is None:
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print("sentinel", flush=True); break
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if pc == RECV:
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if prev_draw:
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rt0 = time.time()
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ok, np_ = render_gpu(frames)
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render_t += time.time() - rt0
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if ok:
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print("frame %d: %d prims (cmd %d)" % (frames, np_, r.qi), flush=True)
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frames += 1
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prev_draw = False
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if r.qi < len(r.queue) and ANAME.get(r.queue[r.qi][0]) == 'draw_scene':
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prev_draw = True
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if h(shim) == 'done':
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break
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wall = time.time() - t0
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print("done: %d GPU frames in %.1fs (%.1fs firmware, %.1fs render), cmd %d"
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% (frames, wall, wall - render_t, render_t, r.qi), flush=True)
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