Variables
Types
fog-texture-work: structuresource
texture-anim: structuresource
Fields
num-layers: uint32
func: symbol
func-id: basic
init-func: symbol
init-func-id: basic
tex: texture
tex-name: string
extra: vector
color: rgba
frame-time: float
frame-delta: float
frame-mod: float
test: gs-test
alpha: gs-alpha
clamp: gs-clamp
data: texture-anim-layer
Methods
texture-anim-method-9: unknown
texture-anim-method-10: unknown
texture-anim-array: arraysource
Fields
type: type
length: int32
allocated-length: int32
content-type: type
data: uint8
array-data: texture-anim
Methods
texture-anim-array-method-9: unknown
texture-anim-array-method-10: unknown
texture-anim-layer: structuresource
Fields
extra: vector
func: symbol
func-id: basic
init-func: symbol
init-func-id: basic
tex: texture
start-time: float
end-time: float
tex-name: basic
test: gs-test
alpha: gs-alpha
clamp: gs-clamp
start-color: vector
start-scale: vector2
start-offset: vector2
start-st-scale: vector2
start-st-offset: vector2
start-qs: vector
start-rot: degrees
start-st-rot: degrees
end-color: vector
end-scale: vector2
end-offset: vector2
end-st-scale: vector2
end-st-offset: vector2
end-qs: vector
end-rot: degrees
end-st-rot: degrees
Methods
texture-anim-layer-method-9: unknown
texture-anim-layer-method-10: unknown
texture-anim-work: structuresource
Fields
erase-tmpl: dma-gif-packet
draw-tmpl: dma-gif-packet
draw2-tmpl: dma-gif-packet
fill-tmpl: dma-gif-packet
adgif-tmpl: dma-gif-packet
corner0: vector
corner1: vector
corner2: vector
corner3: vector
const: vector
random: vector
random-index: uint8
Variables
*clut-translate*: pointersource
Functions
set-cloud-minmax!(arg0: float, arg1: float) => nonesource
set-darkjak-texture-morph!(arg0: float) => nonesource
set-fog-height!(arg0: float) => nonesource
Variables
Functions
update-texture-anim(id: bucket-id) => nonesource
Types
adgif-shader: structuresource
Fields
quad: qword
prims: gs-reg64
reg-0: uint8
reg-1: uint8
reg-2: uint8
reg-3: uint8
reg-4-u32: gs-reg32
reg-4: uint8
tex0: gs-tex0
tex1: gs-tex1
miptbp1: gs-miptbp
clamp: gs-clamp
clamp-reg: gs-reg64
alpha: gs-alpha
alpha-as-miptb2: gs-miptbp
link-test: link-test-flags
texture-id: texture-id
next: shader-ptr
adgif-shader-array: inline-array-classsource
shader-ptr: uint32source
texture: basicsource
Fields
type: type
w: int16
h: int16
num-mips: uint8
tex1-control: uint8
psm: gs-psm
mip-shift: uint8
clutpsm: uint16
dest: uint16
clutdest: uint16
width: uint8
name: string
size: uint32
uv-dist: float
pad: uint32
masks: texture-masks
texture-id: uint32source
texture-link: structuresource
Fields
next: shader-ptr
texture-masks: structuresource
Fields
data: texture-mask
texture-masks-array: inline-array-classsource
texture-page: basicsource
Fields
type: type
info: file-info
name: string
id: uint32
length: int32
mip0-size: uint32
size: uint32
segment: texture-page-segment
dram-size: uint32
pad: uint32
data: texture
Methods
relocate(obj: texture-page, loading-heap: kheap, name: pointer) => texture-pagesource
Set up a texture-page when it is loaded. This function is called by the linker when
loading is completed.
loading is completed.
remove-data-from-heap(obj: texture-page, heap: kheap) => _type_source
Remove a texture-page's data from main memory.
This is intended to be run on textures that are permanently in VRAM.
This only works if the texture-page was the last thing added to the heap,
and does NO checking to make sure this is the case.
The texture-page and texture records are kept (just metadata), the actual image data is discarded.
This is intended to be run on textures that are permanently in VRAM.
This only works if the texture-page was the last thing added to the heap,
and does NO checking to make sure this is the case.
The texture-page and texture records are kept (just metadata), the actual image data is discarded.
get-leftover-block-count(obj: texture-page, num-segments: int, upload-offset: int) => intsource
Unused and somewhat useless function to figure out how many blocks we overflow into the next page.
This could be used with gs-largest-block to figure out how much of a page we use if we don't fit
exactly.
This could be used with gs-largest-block to figure out how much of a page we use if we don't fit
exactly.
relocate-dests!(obj: texture-page, new-dest: int, segs: int) => nonesource
Update a texture-page so the texture-page and all its textures point to a new vram
address.
address.
add-to-dma-buffer(obj: texture-page, arg0: dma-buffer, arg1: tex-upload-mode) => intsource
Add upload data for a texture-page. This is a simple version for non common-segment textures.
upload-now!(obj: texture-page, arg0: tex-upload-mode) => nonesource
Send the given texture-page to VRAM right now. This function doesn't return until
it has happened, and only should be used during boot.
it has happened, and only should be used during boot.
texture-page-dir: basicsource
Fields
type: type
length: int32
entries: texture-page-dir-entry
Methods
relocate(obj: texture-page-dir, arg0: kheap, arg1: pointer) => nonesource
Set up a texture-page-dir when it is loaded.
unlink-shaders-in-heap(obj: texture-page-dir, heap: kheap) => intsource
Unlink all adgif shaders that are in heap.
This iterates through _everything_ so it is somewhat slow.
This iterates through _everything_ so it is somewhat slow.
texture-page-dir-entry: structuresource
texture-page-translate-item: structuresource
Fields
bucket: bucket-id
level-index: uint32
level-texture-page: tpage-category-u32
texture-user: texture-enable-mask-u32
texture-pool: basicsource
Fields
type: type
top: int32
cur: int32
allocate-func: function
font-palette: int32
segment: texture-pool-segment
segment-near: texture-pool-segment
segment-common: texture-pool-segment
common-page: texture-page
common-page-mask: int32
update-sprites-flag: symbol
update-flag: symbol
texture-enable-user: texture-enable-mask
texture-enable-user-menu: texture-enable-mask
ids: uint32
Methods
initialize!(obj: texture-pool) => _type_source
Initialize or reset the state of the texture-pool.
print-usage(obj: texture-pool) => _type_source
Print out how much of a texture-pool is used.
This is not quite right because it does not count the frame or z buffer as used space.
This is not quite right because it does not count the frame or z buffer as used space.
setup-font-texture(obj: texture-pool) => nonesource
Do relocations of font textures.
allocate-defaults(obj: texture-pool) => nonesource
Assign vram for the texture system.
login-level-textures(pool: texture-pool, lev: level, num-tpage-ids: int, tpage-ids: pointer) => nonesource
After all tpages are loaded, call this function to set up level textures.
It'll call texture-page-login on each tpage, and set up texture-page field of level.
It'll call texture-page-login on each tpage, and set up texture-page field of level.
add-level-tpage-dma(pool: texture-pool, lev: level, cat: tpage-category, bucket: bucket-id) => nonesource
Add dma to upload a tpage of a level.
allocate-vram-words!(obj: texture-pool, num-words: int) => intsource
Allocate the given number of vram words.
allocate-segment(obj: texture-pool, seg: texture-pool-segment, num-words: int) => texture-pool-segmentsource
Assign vram to the given segment.
unload-page(obj: texture-pool, arg0: texture-page) => nonesource
Unload the given texture-page from the texture-page-dir.
get-common-page-slot-by-id(obj: texture-pool, tpage-id: int) => intsource
Check to see if the given tpage should go in the common page list.
If so, return the slot. Otherwise, return -1.
If so, return the slot. Otherwise, return -1.
update-warp-and-hud(obj: texture-pool) => nonesource
Redo the layout of warp/hud/map textures. This should be done when
a new level is added that needs new sprite textures, or a level
is unloaded and its sprite textures are no longer available.
a new level is added that needs new sprite textures, or a level
is unloaded and its sprite textures are no longer available.
update-sprites(obj: texture-pool) => nonesource
Redo the layout of sprite textures. This should be done when
a new level is added that needs new sprite textures, or a level
is unloaded and its sprite textures are no longer available.
a new level is added that needs new sprite textures, or a level
is unloaded and its sprite textures are no longer available.
mark-hud-warp-sprite-dirty(obj: texture-pool) => nonesource
Mark that we should update sprite/warp/hud/map before the next use.
This should happen when any level is loaded/unloaded.
This should happen when any level is loaded/unloaded.
lay-out-sprite-tex(obj: texture-pool) => nonesource
Lay out sprite textures from all levels so all can fit into
VRAM at the same time.
VRAM at the same time.
lay-out-hud-tex(obj: texture-pool) => nonesource
Lay out hud/map textures from all levels so all can fit into
VRAM at the same time.
VRAM at the same time.
lay-out-warp-tex(obj: texture-pool) => nonesource
Lay out warp textures from all levels so all can fit into
VRAM at the same time.
Also update all adgifs.
VRAM at the same time.
Also update all adgifs.
clear-ids(obj: texture-pool) => nonesource
Forget everything we have in VRAM and invalidate all caching
of common-segment textures.
of common-segment textures.
texture-relocate-later: basicsource
Fields
type: type
memcpy: symbol
dest: uint32
source: uint32
move: uint32
entry: texture-page-dir-entry
page: texture-page
Functions
texture-mip->segment(arg0: int, arg1: int) => intsource
Figure out which segment of a tpage a given mip level of a texture will be in.
arg0 is the mip level, arg1 is the total number of mips.
higher mip level is lower detail.
arg0 is the mip level, arg1 is the total number of mips.
higher mip level is lower detail.
Variables
const ct16-block-table: arraysource
const ct16s-block-table: arraysource
const ct32-24-block-table: arraysource
const mt4-block-table: arraysource
const mt8-block-table: arraysource
const mz16-block-table: arraysource
const mz16s-block-table: arraysource
const mz32-24-block-table: arraysource
Expand description
this file is loaded immediately before boot textures are loaded.
Expand description
Jak 2 texture system:
At a high level, the responsibility of the texture system is to make sure that each renderer
can use the textures it needs: the texture should be in VRAM at the right point in time, and
the renderer must know where the texture is in VRAM.
An oversimplified explanation is that each "bucket" in the rendering system needs a single
"texture page" (tpage) loaded into VRAM. Each level has a tpage for each category, where the
categories are:
tfrag (background tie/tfrag)
pris (foreground)
shrub (background shrub)
alpha
water
warp
pris2
sprite
map
sky
From the point of view of the rendering code, this oversimplification is basically true.
Renderers use textures by sending "adgif shaders" to the GS. These tell the GS how to use
the texture (mipmapping, size, format) and the location of the texture in VRAM (tbp).
When levels load, they must "log in" their adgif shaders with the texture system, and the texture
system will modify these in place so that things work.
However, behind the scenes, there are many tricks.
Texture data falls into two categories:
- boot
- common
"boot" textures are ones that are loaded on boot, transferred to VRAM, and live there forever.
"common" textures are ones that are loaded as they are needed. There's an area in VRAM
called the "common segment" that holds these.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
basic texture page methods
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
each "texture page" is a group of textures that are (from the point of view of renderers)
loaded all at once to vram, and contain all the textures needed for one category in one level.
however, the texture system does some tricks:
texture pages are divided into three "segments". The smaller number segments contain high
resolution mipmaps of textures (needed for close up), and the high number segments contain lower ones.
by looking at the distance to the closest object, we can figure out if the near textures
are needed or not, and skip segments if needed.
additionally, some texture pages have a chunk system that allows more specific control.
At a high level, the responsibility of the texture system is to make sure that each renderer
can use the textures it needs: the texture should be in VRAM at the right point in time, and
the renderer must know where the texture is in VRAM.
An oversimplified explanation is that each "bucket" in the rendering system needs a single
"texture page" (tpage) loaded into VRAM. Each level has a tpage for each category, where the
categories are:
tfrag (background tie/tfrag)
pris (foreground)
shrub (background shrub)
alpha
water
warp
pris2
sprite
map
sky
From the point of view of the rendering code, this oversimplification is basically true.
Renderers use textures by sending "adgif shaders" to the GS. These tell the GS how to use
the texture (mipmapping, size, format) and the location of the texture in VRAM (tbp).
When levels load, they must "log in" their adgif shaders with the texture system, and the texture
system will modify these in place so that things work.
However, behind the scenes, there are many tricks.
Texture data falls into two categories:
- boot
- common
"boot" textures are ones that are loaded on boot, transferred to VRAM, and live there forever.
"common" textures are ones that are loaded as they are needed. There's an area in VRAM
called the "common segment" that holds these.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
basic texture page methods
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
each "texture page" is a group of textures that are (from the point of view of renderers)
loaded all at once to vram, and contain all the textures needed for one category in one level.
however, the texture system does some tricks:
texture pages are divided into three "segments". The smaller number segments contain high
resolution mipmaps of textures (needed for close up), and the high number segments contain lower ones.
by looking at the distance to the closest object, we can figure out if the near textures
are needed or not, and skip segments if needed.
additionally, some texture pages have a chunk system that allows more specific control.
adgif-shader-login(arg0: adgif-shader) => texturesource
Initialize an adgif-shader
confirm the texture exists, and add to texture system.
Use the level system to remap the texture-id in the adgif-shader.
If the texture doesn't exist, will load it with loado.
confirm the texture exists, and add to texture system.
Use the level system to remap the texture-id in the adgif-shader.
If the texture doesn't exist, will load it with loado.
adgif-shader-login-fast(arg0: adgif-shader) => texturesource
Initialize an adgif-shader and register with texture system, but doesn't handle missing textures.
Will remap with level info.
Will remap with level info.
adgif-shader-login-no-remap(arg0: adgif-shader) => texturesource
Initialize an adgif-shader like adgif-shader-login, but skips
the level-remap-texture system.
the level-remap-texture system.
adgif-shader-login-no-remap-fast(arg0: adgif-shader) => texturesource
Initialize an adgif-shader and register with texture system, but doesn't handle missing textures.
Does not remap with level info.
Does not remap with level info.
adgif-shader-update!(arg0: adgif-shader, arg1: texture) => nonesource
Update an adgif shader in response to a texture uv-dist change.
adgif-shader<-texture!(arg0: adgif-shader, arg1: texture) => adgif-shadersource
Set up an adgif-shader from a texture.
adgif-shader<-texture-simple!(arg0: adgif-shader, arg1: texture) => adgif-shadersource
dma-buffer-add-ref-texture(dma-buf: dma-buffer, tex-data-ptr: pointer, width: int, height: int, tex-fmt: gs-psm) => nonesource
Add a texture upload to a dma buffer that refers to texture data.
This does not copy the texture data, but instead inserts a refernce.
This also assumes that the GS is currently set up for the right type of image upload.
This does not copy the texture data, but instead inserts a refernce.
This also assumes that the GS is currently set up for the right type of image upload.
gs-block-height(arg0: gs-psm) => intsource
gs-block-width(arg0: gs-psm) => intsource
gs-blocks-used(arg0: int, arg1: int, arg2: gs-psm) => intsource
gs-find-block(bx: int, by: int, fmt: gs-psm) => intsource
gs-largest-block(arg0: int, arg1: int, arg2: gs-psm) => intsource
gs-page-height(arg0: gs-psm) => intsource
gs-page-width(arg0: gs-psm) => intsource
hack-texture(arg0: texture) => floatsource
Some sort of uv hack for hi-res mode
link-texture-by-id(arg0: texture-id, arg1: adgif-shader) => texture-page-dir-entrysource
Link the adgif-shader to the texture specified.
lookup-level-texture-by-name(arg0: string, arg1: level, arg2: pointer) => texturesource
Like lookup-texture-by-name, but will check texture-pages listed in this level first.
Unclear why these wouldn't be part of the texture-page-dir.
Unclear why these wouldn't be part of the texture-page-dir.
lookup-texture-by-id(arg0: texture-id) => texturesource
Get a texture for the given texture-id.
This will do a load that only succeeds on development hardware if it doesn't exist.
This will do a load that only succeeds on development hardware if it doesn't exist.
lookup-texture-by-id-fast(arg0: texture-id) => texturesource
Get a texture for the given id. return #f if it doesn't exist.
lookup-texture-by-name(arg0: string, arg1: string, arg2: pointer) => texturesource
Get texture by name. Slow. Return #f if it doesn't exist.
lookup-texture-id-by-name(arg0: string, arg1: string) => texture-idsource
Get texture id by name. Slow. Return 0 if it doesn't exist.
physical-address(ptr: pointer) => pointersource
Convert a pointer (possibly to the uncached mapping) to a 'physical address' that
relocate-later() => symbolsource
The other half to texture-relocate-later: this function does the pending memcpy.
set-dirty-mask!(arg0: level, arg1: int, arg2: int, arg3: int) => nonesource
Set dirty bits for a levels textures. This tells the texture system to reupload the texture.
even if the old version is still in vram.
Sets bits arg2 -> arg3 for page arg1.
even if the old version is still in vram.
Sets bits arg2 -> arg3 for page arg1.
set-skull-gem-masks() => nonesource
Set the default-level texture-mask to include masks from three skull gem textures.
texture-bpp(tex-fmt: gs-psm) => intsource
Get the number of bits per pixel for a texture format.
texture-page-common-allocate(pool: texture-pool, tpage: texture-page, heap: kheap, tpage-id: int) => texture-pagesource
Set up a texture that will be uploaded to VRAM as needed by the texture system.
These will go in the 'common' segment.
No upload is actually done.
These will go in the 'common' segment.
No upload is actually done.
texture-page-common-boot-allocate(pool: texture-pool, tpage: texture-page, heap: kheap, tpage-id: int) => texture-pagesource
Set up texture that is loaded at boot.
texture-page-default-allocate(pool: texture-pool, tpage: texture-page, heap: kheap, tpage-id: int) => texture-pagesource
Allocate a texture to be permanently stored in VRAM, and remove it from main memory.
This is only safe to call if the most recently loaded thing is this texture.
This will perform texture uploads, so this should not be called during drawing.
This is only safe to call if the most recently loaded thing is this texture.
This will perform texture uploads, so this should not be called during drawing.
texture-page-dir-inspect(arg0: texture-page-dir, arg1: symbol) => nonesource
texture-page-font-allocate(pool: texture-pool, tpage: texture-page, heap: kheap, tpage-id: int) => texture-pagesource
Special allocation for the font textures.
These are temporarily loaded to the common segment, then later moved.
These are temporarily loaded to the common segment, then later moved.
texture-page-level-allocate(pool: texture-pool, tpage: texture-page, heap: kheap, tpage-id: int) => texture-pagesource
Allocate function for level textures.
texture-page-login(tex-id: texture-id, alloc-func: function, heap: kheap) => texture-page-dir-entrysource
Get a texture-page-dir-entry for the given texture.
If the texture page is not loaded, it will attempt to load it with loado, which
would only succeed on development machines.
If the texture page is not loaded, it will attempt to load it with loado, which
would only succeed on development machines.
texture-page-size-check(pool: texture-pool, lev: level, silent: symbol) => intsource
Check sizes for level textures, return a mask with a bit set for each failing tpage.
texture-qwc(width: int, height: int, tex-fmt: gs-psm) => intsource
Get the number of quadwords (16-bytes), rounded up, for a given texture size/format.
texture-relocate(dma-buff: dma-buffer, tex: texture, dest-loc: int, dest-fmt: gs-psm, clut-dst: int) => dma-buffersource
Move a texture in VRAM. Unrelated to the texture-relocate-later, which moves textures in RAM.
Will try to move the whole thing, including the clut, assuming you provide a destination for it.
Note that this uses the format/width stuff properly, so it will be slower, but won't scramble your texture.
Will try to move the whole thing, including the clut, assuming you provide a destination for it.
Note that this uses the format/width stuff properly, so it will be slower, but won't scramble your texture.
update-vram-pages(pool: texture-pool, dest-seg: texture-pool-segment, tpage: texture-page, mode: tex-upload-mode) => intsource
Copy-pasta version of the above function that just sets ids, but does no uploads.
upload-textures(arg0: texture-pool) => nonesource
Build DMA for all texture uploads.
This should be called after all drawing is done and all masks/distances are set.
This should be called after all drawing is done and all masks/distances are set.
upload-vram-data(buf: dma-buffer, dest: int, data: pointer, height: int, width: int) => nonesource
Generate DMA data to upload texture. This simply sets up a texture upload to happen in the future.
The texture data itself is referenced, not copied into the dma-buffer.
The texture data itself is referenced, not copied into the dma-buffer.
upload-vram-pages(pool: texture-pool, dest-seg: texture-pool-segment, tpage: texture-page, mode: tex-upload-mode, bucket: bucket-id) => intsource
Build DMA for uploading the given texture-page, only uploading as needed.
upload-vram-pages-pris(pool: texture-pool, dest-seg: texture-pool-segment, tpage: texture-page, bucket: bucket-id, mask: pointer) => intsource
Does nothing on PC.
Build DMA for uploading the given texture-page, only uploading as needed.
Unlike the normal upload-vram-pages, this just takes an array of mask bits,
and only uploads seg 0 (there is no upload mode).
See upload-vram-pages for some more details.
Build DMA for uploading the given texture-page, only uploading as needed.
Unlike the normal upload-vram-pages, this just takes an array of mask bits,
and only uploads seg 0 (there is no upload mode).
See upload-vram-pages for some more details.
upload-vram-pages-pris-pc(pool: texture-pool, dest-seg: texture-pool-segment, tpage: texture-page, bucket: bucket-id, mask: pointer) => intsource
Build DMA for uploading the given texture-page in pc format.
We don't use the mask system of the original game properly.
We don't use the mask system of the original game properly.