Increase Render Chunk Size

This commit is contained in:
TheBrokenRail 2024-10-17 18:02:46 -04:00
parent 8bc335b479
commit e7b0932f60
3 changed files with 57 additions and 1 deletions

View File

@ -49,6 +49,7 @@
* `3D Dropped Items` (Enabled By Default) * `3D Dropped Items` (Enabled By Default)
* `Render Entity Shadows` (Enabled By Default) * `Render Entity Shadows` (Enabled By Default)
* `Render Vignette` (Enabled By Default) * `Render Vignette` (Enabled By Default)
* `Increase Render Chunk Size` (Enabled By Default)
* Existing Functionality (All Enabled By Default) * Existing Functionality (All Enabled By Default)
* `Fix Screen Rendering When Hiding HUD` * `Fix Screen Rendering When Hiding HUD`
* `Sanitize Usernames` * `Sanitize Usernames`

View File

@ -112,3 +112,4 @@ TRUE Click Buttons On Mouse Down
TRUE 3D Dropped Items TRUE 3D Dropped Items
TRUE Render Entity Shadows TRUE Render Entity Shadows
TRUE Render Vignette TRUE Render Vignette
TRUE Increase Render Chunk Size

View File

@ -467,6 +467,15 @@ static void Gui_renderProgressIndicator_injection(Gui_renderProgressIndicator_t
original(self, is_touch, width, height, a); original(self, is_touch, width, height, a);
} }
// Increase Render Chunk Size
static void adjust_mov_shift(void *addr, const uint32_t new_shift) {
uint32_t instruction = *(uint32_t *) addr;
instruction &= ~0x00000f80;
instruction |= (new_shift << 7);
unsigned char *x = (unsigned char *) &instruction;
patch(addr, x);
}
// Init // Init
void _init_misc_graphics() { void _init_misc_graphics() {
// Disable V-Sync // Disable V-Sync
@ -571,6 +580,51 @@ void _init_misc_graphics() {
overwrite_calls(Gui_renderProgressIndicator, Gui_renderProgressIndicator_injection); overwrite_calls(Gui_renderProgressIndicator, Gui_renderProgressIndicator_injection);
} }
// Increase Render Chunk Size
if (feature_has("Increase Render Chunk Size", server_disabled)) {
constexpr int chunk_size = 16;
// LevelRenderer::LevelRenderer
int a = 512 / chunk_size + 1;
a = a * a * (128 / chunk_size) * 3;
patch_address((void *) 0x4e748, (void *) a);
a *= sizeof(int);
patch_address((void *) 0x4e74c, (void *) a);
// LevelRenderer::allChanged
constexpr int b = 128 / chunk_size;
unsigned char render_chunk_patch_one[] = {(unsigned char) b, 0x20, 0xa0, 0xe3}; // "mov r2, #b"
patch((void *) 0x4fbec, render_chunk_patch_one);
adjust_mov_shift((void *) 0x4fbfc, std::log2(b));
const int c = std::log2(chunk_size);
adjust_mov_shift((void *) 0x4fbf0, c);
adjust_mov_shift((void *) 0x4fc74, c);
adjust_mov_shift((void *) 0x4fd60, c);
adjust_mov_shift((void *) 0x4fd40, c);
unsigned char render_chunk_patch_two[] = {(unsigned char) chunk_size, 0x20, 0xa0, 0xe3}; // "mov r2, #chunk_size"
patch((void *) 0x4fc80, render_chunk_patch_two);
// LevelRenderer::resortChunks
adjust_mov_shift((void *) 0x4f534, c);
constexpr int d = chunk_size / 2;
unsigned char render_chunk_patch_three[] = {(unsigned char) d, 0x10, 0x61, 0xe2}; // "rsb r1, r1, #d"
patch((void *) 0x4f548, render_chunk_patch_three);
adjust_mov_shift((void *) 0x4f58c, c);
unsigned char render_chunk_patch_four[] = {(unsigned char) d, 0x90, 0x63, 0xe2}; // "rsb r9, r3, #d"
patch((void *) 0x4f5d0, render_chunk_patch_four);
adjust_mov_shift((void *) 0x4f5f4, c);
adjust_mov_shift((void *) 0x4f638, c);
unsigned char render_chunk_patch_five[] = {(unsigned char) chunk_size, 0x90, 0x89, 0xe2}; // "add r9, r9, #chunk_size"
patch((void *) 0x4f6c0, render_chunk_patch_five);
unsigned char render_chunk_patch_six[] = {(unsigned char) chunk_size, 0x30, 0x83, 0xe2}; // "add r3, r3, #chunk_size"
patch((void *) 0x4f6ec, render_chunk_patch_six);
// LevelRenderer::setDirty
unsigned char render_chunk_patch_seven[] = {(unsigned char) chunk_size, 0x10, 0xa0, 0xe3}; // "mov r1, #chunk_size"
patch((void *) 0x4f1bc, render_chunk_patch_seven);
patch((void *) 0x4f1cc, render_chunk_patch_seven);
patch((void *) 0x4f1dc, render_chunk_patch_seven);
patch((void *) 0x4f1ec, render_chunk_patch_seven);
patch((void *) 0x4f1fc, render_chunk_patch_seven);
patch((void *) 0x4f20c, render_chunk_patch_seven);
}
// Don't Render Game In Headless Mode // Don't Render Game In Headless Mode
if (reborn_is_headless()) { if (reborn_is_headless()) {
overwrite_calls(GameRenderer_render, nop<GameRenderer_render_t, GameRenderer *, float>); overwrite_calls(GameRenderer_render, nop<GameRenderer_render_t, GameRenderer *, float>);