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tr1/inject: improve texture injection performance #2414

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Jan 29, 2025
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Binary file modified data/tr1/ship/data/injections/colosseum_door.bin
Binary file not shown.
1 change: 1 addition & 0 deletions docs/tr1/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -46,6 +46,7 @@
- fixed `/demo` command crashing the game if no demos are present (regression from 4.1)
- fixed Lara not being able to jump or stop swimming if the related responsive config options are enabled, but enhanced animations are not present (#2397, regression from 4.6)
- improved pause screen compatibility with PS1 (#2248)
- improved level loading times with respect to injection processing

## [4.7.1](https://github.com/LostArtefacts/TRX/compare/tr1-4.7...tr1-4.7.1) - 2024-12-21
- changed the inventory examine UI to auto-hide if the item description is empty (#2097)
Expand Down
55 changes: 13 additions & 42 deletions src/tr1/game/inject.c
Original file line number Diff line number Diff line change
Expand Up @@ -124,10 +124,8 @@ static void M_AlignTextureReferences(
const OBJECT *object, const uint16_t *palette_map, int32_t tex_info_base);

static void M_LoadTexturePages(
INJECTION *injection, LEVEL_INFO *level_info, uint16_t *palette_map,
RGBA_8888 *page_ptr);
static void M_TextureData(
INJECTION *injection, LEVEL_INFO *level_info, int32_t page_base);
const INJECTION *injection, LEVEL_INFO *level_info, uint16_t *palette_map);
static void M_TextureData(const INJECTION *injection, LEVEL_INFO *level_info);
static void M_MeshData(const INJECTION *injection, LEVEL_INFO *level_info);
static void M_AnimData(INJECTION *injection, LEVEL_INFO *level_info);
static void M_AnimRangeEdits(INJECTION *injection);
Expand Down Expand Up @@ -352,8 +350,8 @@ static void M_LoadFromFile(INJECTION *injection, const char *filename)
}

static void M_LoadTexturePages(
INJECTION *injection, LEVEL_INFO *level_info, uint16_t *palette_map,
RGBA_8888 *page_ptr)
const INJECTION *const injection, LEVEL_INFO *const level_info,
uint16_t *const palette_map)
{
BENCHMARK *const benchmark = Benchmark_Start();

Expand Down Expand Up @@ -382,7 +380,9 @@ static void M_LoadTexturePages(
uint8_t *indices = Memory_Alloc(pixel_count);
VFile_Read(fp, indices, pixel_count);
uint8_t *input = indices;
RGBA_8888 *output = page_ptr;
RGBA_8888 *output =
&level_info->textures
.pages_32[TEXTURE_PAGE_SIZE * level_info->textures.page_count];
for (size_t i = 0; i < pixel_count; i++) {
const uint8_t index = *input++;
if (index == 0) {
Expand All @@ -401,14 +401,15 @@ static void M_LoadTexturePages(
}

static void M_TextureData(
INJECTION *injection, LEVEL_INFO *level_info, int32_t page_base)
const INJECTION *const injection, LEVEL_INFO *const level_info)
{
BENCHMARK *const benchmark = Benchmark_Start();

INJECTION_INFO *inj_info = injection->info;
VFILE *const fp = injection->fp;

// Read the tex_infos and align them to the end of the page list.
const int32_t page_base = level_info->textures.page_count;
Level_ReadObjectTextures(
level_info->textures.object_count, page_base, inj_info->texture_count,
fp);
Expand Down Expand Up @@ -1625,23 +1626,16 @@ void Inject_AllInjections(LEVEL_INFO *level_info)
BENCHMARK *const benchmark = Benchmark_Start();

uint16_t palette_map[256];
RGBA_8888 *source_pages = Memory_Alloc(
m_Aggregate->texture_page_count * TEXTURE_PAGE_SIZE
* sizeof(RGBA_8888));
int32_t source_page_count = 0;
int32_t tpage_base = level_info->textures.page_count;

for (int32_t i = 0; i < m_NumInjections; i++) {
INJECTION *injection = &m_Injections[i];
if (!injection->relevant) {
continue;
}

M_LoadTexturePages(
injection, level_info, palette_map,
source_pages + (source_page_count * TEXTURE_PAGE_SIZE));
// TODO: use texture packing for unoptimized pages.
M_LoadTexturePages(injection, level_info, palette_map);

M_TextureData(injection, level_info, tpage_base);
M_TextureData(injection, level_info);
M_MeshData(injection, level_info);
M_AnimData(injection, level_info);
M_ObjectData(injection, level_info, palette_map);
Expand All @@ -1666,30 +1660,7 @@ void Inject_AllInjections(LEVEL_INFO *level_info)
level_info->anims.anim_count += inj_info->anim_count;
level_info->mesh_ptr_count += inj_info->mesh_ptr_count;
level_info->textures.object_count += inj_info->texture_count;
source_page_count += inj_info->texture_page_count;
tpage_base += inj_info->texture_page_count;
}

if (source_page_count != 0) {
PACKER_DATA data = {
.level.page_count = level_info->textures.page_count,
.level.pages_32 = level_info->textures.pages_32,
.level.pages_24 = NULL,
.level.palette_24 = NULL,
.source.page_count = source_page_count,
.source.pages_32 = source_pages,
.source.pages_24 = NULL,
.source.palette_24 = NULL,
.object_count = level_info->textures.object_count,
.sprite_count = level_info->textures.sprite_count,
};

if (Packer_Pack(&data)) {
level_info->textures.page_count += Packer_GetAddedPageCount();
level_info->textures.pages_32 = data.level.pages_32;
}

Memory_FreePointer(&source_pages);
level_info->textures.page_count += inj_info->texture_page_count;
}

Benchmark_End(benchmark, NULL);
Expand Down
35 changes: 18 additions & 17 deletions src/tr1/game/level.c
Original file line number Diff line number Diff line change
Expand Up @@ -787,8 +787,8 @@ static void M_CompleteSetup(const GAME_FLOW_LEVEL *const level)

// Expand paletted texture data to RGB
m_LevelInfo.textures.pages_32 = Memory_Alloc(
m_LevelInfo.textures.page_count * TEXTURE_PAGE_SIZE
* sizeof(RGBA_8888));
(m_LevelInfo.textures.page_count + m_InjectionInfo->texture_page_count)
* TEXTURE_PAGE_SIZE * sizeof(RGBA_8888));
RGBA_8888 *output = m_LevelInfo.textures.pages_32;
const uint8_t *input = m_LevelInfo.textures.pages_24;
for (int32_t i = 0; i < m_LevelInfo.textures.page_count; i++) {
Expand Down Expand Up @@ -843,22 +843,23 @@ static void M_CompleteSetup(const GAME_FLOW_LEVEL *const level)
LOG_INFO("Maximum vertices: %d", max_vertices);
Output_ReserveVertexBuffer(max_vertices);

// Move the prepared texture pages into g_TexturePagePtrs.
RGBA_8888 *final_texture_data = GameBuf_Alloc(
m_LevelInfo.textures.page_count * TEXTURE_PAGE_SIZE * sizeof(RGBA_8888),
GBUF_TEXTURE_PAGES);
memcpy(
final_texture_data, m_LevelInfo.textures.pages_32,
m_LevelInfo.textures.page_count * TEXTURE_PAGE_SIZE
* sizeof(RGBA_8888));
for (int i = 0; i < m_LevelInfo.textures.page_count; i++) {
g_TexturePagePtrs[i] = &final_texture_data[i * TEXTURE_PAGE_SIZE];
{
// Move the prepared texture pages into g_TexturePagePtrs.
const int32_t num_pages = m_LevelInfo.textures.page_count;
const int32_t page_size = TEXTURE_PAGE_SIZE * sizeof(RGBA_8888);
RGBA_8888 *const pages =
GameBuf_Alloc(num_pages * page_size, GBUF_TEXTURE_PAGES);
memcpy(pages, m_LevelInfo.textures.pages_32, num_pages * page_size);
for (int32_t i = 0; i < num_pages; i++) {
g_TexturePagePtrs[i] = &pages[i * TEXTURE_PAGE_SIZE];
}
Output_DownloadTextures(m_LevelInfo.textures.page_count);
Output_SetPalette(
m_LevelInfo.palette.data_24, m_LevelInfo.palette.size);
Memory_FreePointer(&m_LevelInfo.textures.pages_24);
Memory_FreePointer(&m_LevelInfo.textures.pages_32);
Memory_FreePointer(&m_LevelInfo.palette.data_24);
}
Output_DownloadTextures(m_LevelInfo.textures.page_count);
Output_SetPalette(m_LevelInfo.palette.data_24, m_LevelInfo.palette.size);
Memory_FreePointer(&m_LevelInfo.textures.pages_24);
Memory_FreePointer(&m_LevelInfo.textures.pages_32);
Memory_FreePointer(&m_LevelInfo.palette.data_24);

// Initialise the sound effects.
const int32_t sample_count = m_LevelInfo.samples.offset_count;
Expand Down