#include "skate3_native_render.h" #include "native/skate3_native_diag.h" #include "native/skate3_native_entity.h" #include "native/skate3_native_guest_read.h" #include "native/skate3_native_lw.h" #include "native/skate3_native_palette.h" #include "skate3_native_scene.h" #include "generated/skate3_init.h" #include #include #include #include #include #include #include #include #if defined(_WIN32) #include #endif #include #include #include REXCVAR_DEFINE_BOOL(skate3_native_render, true, "Skate 3", "Enable the Skate 3 data-driven native renderer hook layer") .lifecycle(rex::cvar::Lifecycle::kRequiresRestart); REXCVAR_DEFINE_INT32(skate3_native_render_log_interval, 0, "Skate 3", "Frames between native-render hook liveness log lines (0 = off)") .range(0, 100000) .lifecycle(rex::cvar::Lifecycle::kHotReload); REXCVAR_DECLARE(bool, skate3_native_render_scene_perf_log); REXCVAR_DECLARE(bool, skate3_native_render_scene_occlusion_cull_guest); REXCVAR_DEFINE_DOUBLE(skate3_guest_fps_cap, 0.0, "Skate 3", "Pace the guest render loop to this frame rate (0 = uncapped). The " "guest produces frames at irregular 2-9 ms intervals; the display " "(especially with G-Sync/VRR, which follows present times directly) " "turns that variance into visible irregular judder that no content " "smoothing can fix. An even cap a few fps below the display refresh " "(e.g. 140 on a 144 Hz panel) is the standard VRR recipe: every " "frame arrives on a steady beat. Precise pacing: coarse sleep to " "~1.5 ms before the target, then spin.") .range(0.0, 1000.0) .lifecycle(rex::cvar::Lifecycle::kHotReload); REXCVAR_DEFINE_BOOL(skate3_guest_fps_cap_auto, true, "Skate 3", "Derive the guest frame cap from the display the window is on: " "cap a safety margin below the refresh rate (4 fps or 5%, " "whichever is larger; see rex::ui::Window::AutoFrameCapHz), " "the VRR recipe above, without hand-tuning per monitor. Above " "the display refresh the extra frames cannot be shown anyway; " "refreshes beat-sample the frame stream and steady motion " "judders (measured: a mathematically perfect synthetic pan " "judders at 330 fps on a 144 Hz panel and is smooth capped " "below it). The margin must also absorb swap-to-present " "jitter: presents run with tearing allowed, so a present " "landing inside the panel's minimum refresh period tears even " "under VRR. Overrides skate3_guest_fps_cap while the display " "refresh is known.") .lifecycle(rex::cvar::Lifecycle::kHotReload); namespace skate3::native_render { namespace { // One per-mesh submission. kind 0 = RenderMesh (dynamic entities: a = the // MeshContext, b = VertexProgramState, c = dynitem index+1). kind 1 = // SceneRenderView sort-list entry (a = MeshContext, b = list offset from the // view, c = view). kind 2 = world-path capture (skinned / model-space prop: // a = MeshContext, b = submitting view, c = dynitem index+1). kind 3 = // quad-list DrawVertices capture (a = synthetic key, c = dynitem index+1). using RenderMeshRecord = skate3::native_scene::SubmitRecord; std::mutex g_mutex; std::vector g_current_frame; uint64_t g_frame_index = 0; std::atomic g_announced{false}; bool Enabled() { return REXCVAR_GET(skate3_native_render); } void OnRenderMesh(uint8_t* base, uint32_t mesh_context, uint32_t vertex_program_state, bool drew_inside) { const uint32_t dyn = skate3::native_scene::CaptureDynamicState( base, mesh_context, /*world_path=*/false, drew_inside); std::lock_guard lock(g_mutex); g_current_frame.push_back({0, mesh_context, vertex_program_state, dyn}); } // SceneRenderView draw-list renderer sub_827FAF50(view, sort_vec, first, count): // sort_vec points at an eastl vector whose [0] is the entry array; entries are // 8 bytes {u32 sort_key, MeshContext*}. // // Skinned entries and rigid MODEL-SPACE props (vending machines and other // movables that never reach RenderMesh) are captured HERE, before the // dispatcher draws the list. The captures are transform-pending; the // post-draw fixup attaches the palette / world matrix at whichever draw // eventually consumes the mesh's buffers. void OnSceneDrawList(uint8_t* base, uint32_t view, uint32_t sort_vec, uint32_t first, uint32_t count) { if (count == 0 || count > 100000) { return; } skate3::native_scene::GuestReadRecoveryScope guest_read_recovery(base); const uint32_t entries = REX_LOAD_U32(sort_vec); if (entries == 0) { return; } // b = which of the view's sort lists this came from (sort_vec - view), so // the scene builder can select the primary opaque list (+20160). const uint32_t list_offset = sort_vec - view; std::lock_guard lock(g_mutex); for (uint32_t i = 0; i < count; ++i) { const uint32_t entry = entries + (first + i) * 8; const uint32_t mesh_context = REX_LOAD_U32(entry + 4); if (mesh_context == 0) { continue; } g_current_frame.push_back({1, mesh_context, list_offset, view}); const uint32_t dyn = skate3::native_scene::CaptureDynamicState(base, mesh_context, /*world_path=*/true); if (dyn != 0) { // b = the submitting view: shadow-cascade views submit their own // contexts for the same NPCs; rendering those creates ghost // duplicates (torso-less: their deferred skin passes never run). g_current_frame.push_back({2, mesh_context, view, dyn}); } } } // ---- Guest-side occlusion dispatch filter --------------------------------- // The native renderer suppresses the guest's emulated draws, so for world // statics the sorted-list dispatch below (material setup, command-packet // building) produces nothing anyone consumes - yet it is the guest render // thread's dominant per-item cost. For MeshContexts the render-side // occlusion cull proved hidden last frame (published by RenderScene), the // hook compacts the entry segment before invoking the guest dispatcher and // restores it afterwards. Capture above has already recorded every entry, // so scene.items, the shadow caster caches, and all state capture stay // complete; the only guest work skipped is packet-building for draws that // were both suppressed and occlusion-culled anyway. Guest render thread // only. struct OcclDispatchFilter { uint64_t stamp = ~0ull; // g_frame_index of the ctx snapshot std::vector ctxs; // sorted culled-ctx snapshot std::vector saved; // original segment bytes for restore uint32_t saved_addr = 0; uint32_t saved_bytes = 0; bool active = false; // a filtered dispatch is in flight }; OcclDispatchFilter g_occl_filter; // Compacts entries[first..first+count) in place, dropping culled ctxs, and // returns the kept count. Returns `count` unchanged (nothing saved) when // filtering is off, stale, empty, or nothing matched. uint32_t FilterSceneDrawList(uint8_t* base, uint32_t sort_vec, uint32_t first, uint32_t count) { OcclDispatchFilter& f = g_occl_filter; if (f.active || count == 0 || count > 100000 || !REXCVAR_GET(skate3_native_render_scene_occlusion_cull_guest)) { return count; } if (f.stamp != g_frame_index) { f.stamp = g_frame_index; skate3::native_scene::CopyOcclusionCulledCtxs(f.ctxs); } if (f.ctxs.empty()) { return count; } skate3::native_scene::GuestReadRecoveryScope guest_read_recovery(base); const uint32_t entries = REX_LOAD_U32(sort_vec); if (entries == 0) { return count; } const uint32_t seg = entries + first * 8; f.saved.assign(base + seg, base + seg + size_t(count) * 8); uint32_t kept = 0; uint32_t skipped = 0; for (uint32_t i = 0; i < count; ++i) { const uint8_t* src = f.saved.data() + size_t(i) * 8; uint32_t ctx_be; std::memcpy(&ctx_be, src + 4, 4); const uint32_t mesh_context = __builtin_bswap32(ctx_be); if (mesh_context != 0 && std::binary_search(f.ctxs.begin(), f.ctxs.end(), mesh_context)) { ++skipped; continue; } if (kept != i) { std::memcpy(base + seg + size_t(kept) * 8, src, 8); } ++kept; } if (skipped == 0) { f.saved.clear(); return count; } f.active = true; f.saved_addr = seg; f.saved_bytes = count * 8; skate3::native_scene::AddGuestOcclSkipped(skipped); return kept; } void RestoreSceneDrawList(uint8_t* base) { OcclDispatchFilter& f = g_occl_filter; if (!f.active) { return; } std::memcpy(base + f.saved_addr, f.saved.data(), f.saved_bytes); f.active = false; } // Non-indexed cloth patch draws (see native_scene::CaptureClothDraw). The // synthetic "context" key is the dynamic buffer object, stable per garment. void OnClothDraw(uint8_t* base, uint32_t r4, uint32_t r5, uint32_t r6, uint32_t r7) { uint32_t key = 0; const uint32_t dyn = skate3::native_scene::CaptureClothDraw(base, r4, r5, r6, r7, &key); if (dyn == 0) { return; } std::lock_guard lock(g_mutex); g_current_frame.push_back({3, key, 0, dyn}); } // Precise guest frame pacing (see skate3_guest_fps_cap): called on the guest // render thread at the swap boundary. Absolute-schedule pacing (target += // interval) so sleep jitter never accumulates; resyncs when the guest falls // more than one interval behind (loads, hitches). void PaceGuestFrame() { double cap = REXCVAR_GET(skate3_guest_fps_cap); if (REXCVAR_GET(skate3_guest_fps_cap_auto)) { // Refresh-derived cap (see the cvar). Falls through to the explicit cap // while the platform hasn't reported a refresh rate. const double auto_cap = double(rex::ui::Window::AutoFrameCapHz( rex::ui::Window::CachedDisplayRefreshHz())); if (auto_cap > 0.0) { cap = auto_cap; } } static std::chrono::steady_clock::time_point s_next{}; if (cap < 1.0) { s_next = {}; return; } const auto interval = std::chrono::duration_cast( std::chrono::duration(1.0 / cap)); const auto now = std::chrono::steady_clock::now(); if (s_next.time_since_epoch().count() == 0 || now > s_next + interval) { s_next = now + interval; return; } // Coarse sleep to ~1.5 ms before the target, then spin for precision. while (true) { const auto remaining = s_next - std::chrono::steady_clock::now(); if (remaining <= std::chrono::steady_clock::duration::zero()) { break; } if (remaining > std::chrono::milliseconds(2)) { std::this_thread::sleep_for(remaining - std::chrono::milliseconds(2)); } else if (remaining > std::chrono::microseconds(50)) { std::this_thread::yield(); } } s_next += interval; } void OnFrameEnd(uint8_t* base) { PaceGuestFrame(); // EMULATED-mode guest frame breakdown (emulated gameplay once regressed // from 140 to 66 fps while native stayed at cap; the native-scene perf // line only prints while the native renderer is active, so emulated // stretches had no perf visibility at all). Logs every // ~600 guest frames while the native scene is OFF: whole-frame time (the // fps), time spent inside BuildFrameScene, and the per-frame draw/upload // hook traffic. If frame_avg is ~15 ms but build/hooks are small, the // cost is in the emulated GPU/CP pipeline, not our guest-thread code. using Clock = std::chrono::steady_clock; static Clock::time_point s_bd_prev{}; static uint64_t s_bd_frames = 0; static double s_bd_frame_ns = 0, s_bd_frame_max = 0; static double s_bd_build_ns = 0, s_bd_build_max = 0; static uint64_t s_bd_draws0 = 0; const bool emu_profile = !skate3::native_scene::Enabled() && REXCVAR_GET(skate3_native_render_scene_perf_log); const auto bd_now = Clock::now(); if (emu_profile && s_bd_prev.time_since_epoch().count() != 0) { const double dt = std::chrono::duration(bd_now - s_bd_prev).count(); s_bd_frame_ns += dt; s_bd_frame_max = std::max(s_bd_frame_max, dt); } s_bd_prev = bd_now; std::lock_guard lock(g_mutex); ++g_frame_index; const size_t mesh_count = g_current_frame.size(); const auto bd_build0 = Clock::now(); skate3::native_scene::BuildFrameScene(base, g_current_frame.data(), g_current_frame.size()); if (emu_profile) { const double bns = std::chrono::duration(Clock::now() - bd_build0) .count(); s_bd_build_ns += bns; s_bd_build_max = std::max(s_bd_build_max, bns); if (++s_bd_frames >= 600) { const uint64_t draws = skate3::native_scene::DrawSequence(); // Quantum probe: a measured 1 ms sleep + the kernel's current timer // resolution. frame avg ~15 ms with build ~0 and the GPU at idle // wattage is the signature of every pacing sleep rounding up to the // 15.625 ms default Windows quantum; sleep1ms ~15.6 here proves it, // ~1-2 ms refutes it. const auto sp0 = Clock::now(); std::this_thread::sleep_for(std::chrono::milliseconds(1)); const double sleep_ms = std::chrono::duration(Clock::now() - sp0).count(); double timer_res_ms = -1.0; #if defined(_WIN32) { using NtQueryTimerResolutionFn = LONG(NTAPI*)(PULONG, PULONG, PULONG); static const auto query = reinterpret_cast( GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "NtQueryTimerResolution")); if (query != nullptr) { ULONG min_res = 0, max_res = 0, cur_res = 0; if (query(&min_res, &max_res, &cur_res) == 0) { timer_res_ms = double(cur_res) / 10000.0; // 100 ns units } } } #endif REXLOG_INFO( "native-render EMULATED breakdown: frame avg={:.2f}/max={:.2f}ms " "build avg={:.3f}/max={:.3f}ms draws/frame={} sleep1ms={:.2f}ms " "timer_res={:.2f}ms (600-frame window)", s_bd_frame_ns / s_bd_frames / 1e6, s_bd_frame_max / 1e6, s_bd_build_ns / s_bd_frames / 1e6, s_bd_build_max / 1e6, (draws - s_bd_draws0) / s_bd_frames, sleep_ms, timer_res_ms); s_bd_frames = 0; s_bd_frame_ns = s_bd_frame_max = s_bd_build_ns = s_bd_build_max = 0; s_bd_draws0 = draws; } } else { s_bd_frames = 0; s_bd_frame_ns = s_bd_frame_max = s_bd_build_ns = s_bd_build_max = 0; s_bd_draws0 = skate3::native_scene::DrawSequence(); } const int32_t log_interval = REXCVAR_GET(skate3_native_render_log_interval); if (log_interval > 0 && g_frame_index % static_cast(log_interval) == 0) { REXLOG_INFO("native-render frame={} meshes={} snapshot_done={}", g_frame_index, mesh_count, skate3::native_scene::SnapshotWritten()); } skate3::native_scene::OnCaptureFrameEnd(base, g_frame_index, g_current_frame); g_current_frame.clear(); } } // namespace void Install() { if (!Enabled()) { return; } if (!g_announced.exchange(true)) { REXLOG_INFO( "native-render hook layer enabled"); } skate3::native_scene::Install(); } } // namespace skate3::native_render // "RenderMesh" per-visible-mesh submission for dynamic entities (characters, // props). Actual convention (verified via recompiled code + snapshot): // r3 = MeshContext*, r4 = renderengine::VertexProgramState*. // // The dynamic state snapshot must be taken AFTER the original call: the // mesh's VS constants (instance world matrix, bone palette) are only flushed // through D3D::SetPending_AluConstants from inside DrawIndexedVertices // (sub_82B7AD68), i.e. during the RenderMesh body. Capturing on entry reads // the PREVIOUS draw's constants and renders every dynamic entity with the // previous entity's transform/palette. // Deferred (multi-pass) meshes draw nothing inside the call, detected via // the draw sequence counter so their transforms are left for the post-draw // fixup instead of being read from a stale constant bank. extern "C" REX_FUNC(sub_82795AD8) { const bool enabled = skate3::native_render::Enabled(); const uint32_t mesh_context = ctx.r3.u32; const uint32_t vertex_program_state = ctx.r4.u32; const uint64_t draws_before = skate3::native_scene::DrawSequence(); __imp__sub_82795AD8(ctx, base); if (enabled) { const bool drew_inside = skate3::native_scene::DrawSequence() != draws_before; skate3::native_render::OnRenderMesh(base, mesh_context, vertex_program_state, drew_inside); } } // SceneRenderView sorted draw-list renderer (world geometry): // sub_827FAF50(r3 = SceneRenderView*, r4 = eastl vector of 8-byte // {sort_key, MeshContext*} entries, r5 = first, r6 = count). Called from // SceneRenderView::Render (82 7FB158) for each of the view's key lists. extern "C" REX_FUNC(sub_827FAF50) { if (skate3::native_render::Enabled()) { skate3::native_render::OnSceneDrawList(base, ctx.r3.u32, ctx.r4.u32, ctx.r5.u32, ctx.r6.u32); // Guest-side occlusion dispatch filter: capture above saw every entry; // the dispatcher only gets the ones the occlusion cull did not prove // hidden. The segment is restored after the call (the list object // outlives this dispatch). const uint32_t kept = skate3::native_render::FilterSceneDrawList( base, ctx.r4.u32, ctx.r5.u32, ctx.r6.u32); if (kept != ctx.r6.u32) { ctx.r6.u64 = kept; __imp__sub_827FAF50(ctx, base); skate3::native_render::RestoreSceneDrawList(base); return; } } __imp__sub_827FAF50(ctx, base); } // Guest D3D Swap: frame boundary. extern "C" REX_FUNC(sub_82B82E08) { if (skate3::native_render::Enabled()) { skate3::native_render::OnFrameEnd(base); } __imp__sub_82B82E08(ctx, base); } // cProcessArenaAsset::RegisterTexture(cAssetList*, cAssetID, // renderengine::Texture*, rw::Resource&): r4 = 64-bit asset guid, // r5 = texture object. extern "C" REX_FUNC(sub_82C9A618) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnRegisterTexture(ctx.r4.u64, ctx.r5.u32); } __imp__sub_82C9A618(ctx, base); } // ---- palette snapshot hooks (native/skate3_native_palette.h). Each fires // POST-call, when m_matrices holds the settled packed upload palette. // cModelInstance::PackAndMultiplyMatricesForUpload(Matrix44& localToWorld): // post-call, m_matrices (+0x14) holds exactly the packed 4x3 column-major // upload palette the VS consumes. r3 = the cModelInstance. extern "C" REX_FUNC(sub_827E5B30) { const uint32_t instance = ctx.r3.u32; __imp__sub_827E5B30(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_palette::OnPackPalette(base, instance); } } // Sk8::UpdateBoneTransforms(cModelInstance* parts, uint count, Matrix44* // srcPalette, uint** remaps, Matrix44& out): r3 is an ARRAY of // cModelInstance part records (stride 0x28): the player skater's per-piece // palette source (its parts never reach the pack function above). extern "C" REX_FUNC(sub_827A52C8) { const uint32_t parts = ctx.r3.u32; const uint32_t count = ctx.r4.u32; __imp__sub_827A52C8(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_palette::OnBoneTransforms(base, parts, count); } } // Sk8::cLivingWorldPresEntity::Update: post-call, this+528 holds the // entity's evaluated spawn/distance fade opacity (x = alpha), this+16 the // current LOD index. Feeds the LW entity store (per-instance ctx -> // alpha/identity, the serving path). extern "C" REX_FUNC(sub_827C1188) { const uint32_t entity = ctx.r3.u32; __imp__sub_827C1188(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_lw::OnLwEntityTick(base, entity); } } // Sk8::SkaterPresEntity::StartJobs, bracketed as a pack owner: // UpdateBoneTransforms calls inside stamp their snapshots with this entity. extern "C" REX_FUNC(sub_827825B0) { const uint32_t prev_owner = skate3::native_palette::ExchangePackOwner(ctx.r3.u32); __imp__sub_827825B0(ctx, base); skate3::native_palette::ExchangePackOwner(prev_owner); } // Sk8::SkaterPresEntity::DoubleBuffer(garment index): runs once per // garment per COMPLETED cloth sim tick (the job's output memcpy + buffer // flip). The identity store's deformed-VB freshness signal: garment-table // fields persist after the sim stops, so this is the only per-tick proof // the garment is really CPU-simulated right now. extern "C" REX_FUNC(sub_82783038) { const uint32_t skater = ctx.r3.u32; const uint32_t index = ctx.r4.u32; __imp__sub_82783038(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_entity::OnRopaDoubleBuffer(base, skater, index); } } // Sk8::SkaterPresEntity::EndJobs: calls PackAndMultiplyMatricesForUpload // per instance with the tick's final locomotion (the body pose of record). // Bracketed as a pack owner so those snapshots carry the entity. extern "C" REX_FUNC(sub_82782818) { const uint32_t prev_owner = skate3::native_palette::ExchangePackOwner(ctx.r3.u32); __imp__sub_82782818(ctx, base); skate3::native_palette::ExchangePackOwner(prev_owner); } // Skater-family virtual UBT+Pack driver (vtable slot +16): the remaining // palette-write path (UpdateBoneTransforms + PackAndMultiply outside the // StartJobs/EndJobs pair). Bracketed as a pack owner. extern "C" REX_FUNC(sub_82785778) { const uint32_t prev_owner = skate3::native_palette::ExchangePackOwner(ctx.r3.u32); __imp__sub_82785778(ctx, base); skate3::native_palette::ExchangePackOwner(prev_owner); } // Sk8::RenderPresentation::AddEntityToRenderViews / RmvEntityFrmRenderViews // - r4 is the PresentationEntity being (de)registered: the identity store's // scene-membership/lifetime signal (native/skate3_native_entity.h). extern "C" REX_FUNC(sub_827A6C50) { const uint32_t entity = ctx.r4.u32; if (skate3::native_render::Enabled()) { skate3::native_entity::OnEntityViewAdd(entity); } __imp__sub_827A6C50(ctx, base); } extern "C" REX_FUNC(sub_827A6CE8) { const uint32_t entity = ctx.r4.u32; if (skate3::native_render::Enabled()) { skate3::native_entity::OnEntityViewRemove(entity); } __imp__sub_827A6CE8(ctx, base); } // Sk8::PresentationEntity::BindConstants (base override): post-call, every // MeshContext of the entity's current LOD has just received its constant // param POINTERS (world hash 0x7DDF552B -> &entity+416, etc.; the game // binds by pointer and dereferences at draw). Every subclass bind calls // this base, so the exit sees every renderable presentation entity with // its full ctx set: the ctx -> entity identity write point. extern "C" REX_FUNC(sub_827A6658) { const uint32_t entity = ctx.r3.u32; __imp__sub_827A6658(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_entity::OnBindConstants(base, entity); } } // Derived BindConstants overrides: class tags for the identity store. The // most-derived override returns last (each calls its parent first), so the // last tag to land is the entity's concrete class. extern "C" REX_FUNC(sub_82783D68) { // Sk8::SkaterPresEntity const uint32_t entity = ctx.r3.u32; __imp__sub_82783D68(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_entity::OnBindClass( entity, skate3::native_entity::EntClass::kSkater); } } extern "C" REX_FUNC(sub_82785260) { // ColorizedSkaterPresEntity const uint32_t entity = ctx.r3.u32; __imp__sub_82785260(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_entity::OnBindClass( entity, skate3::native_entity::EntClass::kColorized); } } extern "C" REX_FUNC(sub_82793F70) { // CACPresEntity (untransposed world) const uint32_t entity = ctx.r3.u32; __imp__sub_82793F70(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_entity::OnBindClass( entity, skate3::native_entity::EntClass::kCac); } } extern "C" REX_FUNC(sub_82785528) { // unnamed skater-layout class const uint32_t entity = ctx.r3.u32; __imp__sub_82785528(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_entity::OnBindClass( entity, skate3::native_entity::EntClass::kSkaterAux); } } extern "C" REX_FUNC(sub_827C1720) { // cLivingWorldPresEntity const uint32_t entity = ctx.r3.u32; __imp__sub_827C1720(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_entity::OnBindClass( entity, skate3::native_entity::EntClass::kLivingWorld); } } // pegasus::tRModelData::Fixup(void* model, rw::core::arena::ArenaIterator*) // - the rw-arena LOAD-time pointer resolve, fired once per model while its // arena streams in. (The `Unfix(void*, SizeAndAlignment*)` atoms are the // SAVE/size path; hooking tROptiMeshData::Unfix never fired during loads.) // Post-call the model's mesh table is live: queue its meshes for the // prewarm decode workers. This is the EARLY prewarm source; it fires // throughout the load's disk-streaming phase, hours of decode headroom // before the final-seconds AddRenderInstance activation burst. The atoms // dispatch indirectly through the recomp function table, which resolves to // this override at link time like any other reference. extern "C" REX_FUNC(sub_82963510) { const uint32_t model = ctx.r3.u32; __imp__sub_82963510(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_scene::OnModelFixup(base, model); } } // Sk8::Challenge::PhotoReplayController::Update(float): runs once per guest // frame while a photo-mission's photo editor is up (pick-a-photo + // depth-of-field / saturation / brightness / contrast controls). Heartbeat // for the native scene's photo-editor yield: the editor's effects are the // game's own postfx chain, which only the emulated path executes. Reached // via the recomp function table (virtual dispatch), so the override fires // like any direct call. extern "C" REX_FUNC(sub_825623F0) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnPhotoReplayUpdate(); } __imp__sub_825623F0(ctx, base); } // Sk8::FE::FrontEndState_Replay2::TakePhoto(): fires once when the player // takes a photo (replay editor / photo mission Select). The game then // renders the shot into the 1152x640 PostFX screenshot target, resolves it, // and ScreenshotBackEnd::GrabScreenshot CPU-reads the resolved guest memory // to JPEG-encode it, which is all zeros unless resolve readback is forced // (the invisible-final-photo bug: an F11 capture showed the grab texture // 0x04911000 memory fully zero). Arms the photo-grab readback window. extern "C" REX_FUNC(sub_826147C8) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnTakePhoto(); } __imp__sub_826147C8(ctx, base); } // Sk8::BE::ScreenshotBackEnd::GrabScreenshot(bool), the actual grab: the // game CPU-reads the resolved screenshot target from guest memory and // JPEG-encodes it. Fires in EVERY grab flow; the photo-mission Select // confirm does NOT go through FrontEndState_Replay2::TakePhoto (a logged // full photo-mission run never opened the card compose window), so this is // the canonical shutter heartbeat. Right after the grab // the FE composes the framed display card (white border / caption / logo) // over the JPEG texture in a ONE-SHOT RTT pass; the card compose window // (UpdatePhotoGrabWindow) keys off this timestamp so that pass executes and // its resolve lands in CPU guest memory for the native 2D decoder. extern "C" REX_FUNC(sub_824FD550) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnTakePhoto(); } __imp__sub_824FD550(ctx, base); // Post-call: the grab has CPU-read the shot; the card compose that // follows reads already-copied memory. Event-closes the shutter burst. if (skate3::native_render::Enabled()) { skate3::native_scene::OnPhotoGrabDone(); } } // Sk8::BE::ScreenshotBackEnd grab REQUEST (sets the grab params + arms the // request flag; called by the FE photo flows 1-2 frames BEFORE the game // renders the shot + card-composite frame sequence whose resolves // GrabScreenshot/OnScreenShot then CPU-read). This is the only PREDICTIVE // shutter signal; the GrabScreenshot hook above fires AFTER those frames // already rendered (suppressed). Arms the shutter burst: suppression lifted // + full small-resolve readbacks for ~1.5 s so the card-build's inputs are // real (a logged control run showed the composite CPU copies land exactly // in this window; every post-hoc window/bound missed them). extern "C" REX_FUNC(sub_824FD4B0) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnPhotoGrabRequest(); } __imp__sub_824FD4B0(ctx, base); } namespace skate3::native_scene { // Fault-guarded guest read (defined in skate3_native_scene.cpp). bool GuestTryLoadU32(uint8_t* base, uint32_t addr, uint32_t* out); } // namespace skate3::native_scene REXCVAR_DEFINE_BOOL( skate3_autoexposure_pin, true, "Skate 3", "Pin the game's auto-exposure at its per-zone maximum. The game " "adapts world exposure from a GPU luminance measurement it reads " "back from memory; with resolve readbacks disabled (the native " "renderer's standard configuration) that measurement reads empty and " "exposure settles at the maximum anyway - but windows that " "temporarily enable readbacks (the photo shutter) can leak one real " "measurement of a bright frame, after which the frozen measurement " "drags exposure to the minimum clamp permanently (the stuck world " "darkening after photo missions). Pinning removes the dependence on " "measurement availability. Turn OFF only when running with full " "resolve readbacks enabled, where live per-frame measurements make " "the game's own adaptation behave as on console.") .lifecycle(rex::cvar::Lifecycle::kHotReload); // World auto-exposure evaluator (per frame): reads the GPU luminance // measurement (sum / area of a resolved measurement surface), adapts the // scene exposure toward the target luminance and clamps it to the // per-zone [min, max] from the tuning block at [this+2468]+120..132 // (target, min, max, rate). Without resolve readbacks the measurement // reads empty and exposure settles at the maximum; a readback window // that briefly lets one bright measurement through (the photo shutter // burst) leaves a frozen too-bright measurement that drags exposure to // the minimum clamp permanently. The hook re-pins the adapted exposure // (the evaluator's internal state and both published outputs, honoring // the same ownership gates the game checks) to the per-zone maximum. extern "C" REX_FUNC(sub_827F0D00) { const uint32_t self = ctx.r3.u32; __imp__sub_827F0D00(ctx, base); if (!REXCVAR_GET(skate3_autoexposure_pin) || self < 0x10000) { return; } uint32_t aux = 0, inst_a = 0, inst_b = 0, max_bits = 0; if (!skate3::native_scene::GuestTryLoadU32(base, self + 2468, &aux) || aux < 0x10000 || !skate3::native_scene::GuestTryLoadU32(base, aux + 128, &max_bits) || !skate3::native_scene::GuestTryLoadU32(base, self + 2484, &inst_a) || !skate3::native_scene::GuestTryLoadU32(base, self + 2500, &inst_b)) { return; } float max_expo; std::memcpy(&max_expo, &max_bits, sizeof(max_expo)); if (!(max_expo > 0.0f) || max_expo > 16.0f) { return; } skate3::native_scene::GuestReadRecoveryScope guest_read_recovery(base); uint32_t prev_bits = REX_LOAD_U32(self + 3240); float prev; std::memcpy(&prev, &prev_bits, sizeof(prev)); static std::atomic s_last_log_ns{-1}; if (prev > 0.0f && prev < max_expo * 0.98f) { const int64_t now_ns = std::chrono::duration_cast( std::chrono::steady_clock::now().time_since_epoch()) .count(); const int64_t last = s_last_log_ns.load(std::memory_order_relaxed); if (last < 0 || now_ns - last > 60'000'000'000) { s_last_log_ns.store(now_ns, std::memory_order_relaxed); REXLOG_INFO( "native-render: auto-exposure re-pinned at zone max {:.3f} " "(adaptation had moved it to {:.3f}; luminance measurement " "unavailable without resolve readbacks)", max_expo, prev); } } REX_STORE_U32(self + 3240, max_bits); REX_STORE_U32(self + 3392, max_bits); const uint32_t own_a = REX_LOAD_U8(self + 3397); const uint32_t own_b = REX_LOAD_U8(self + 3396); if (own_a == 0 && inst_a >= 0x10000) { REX_STORE_U32(inst_a + 48, max_bits); } if (own_b == 0 && inst_b >= 0x10000) { REX_STORE_U32(inst_b + 56, max_bits); } } // rw::movie::MovieDecoder::Decode(int, VideoRenderable**, // SubtitleRenderable*): fires per decoded FMV frame while any movie plays // (boot intro logos and all other rw::movie playback). Heartbeat for the // native scene's FMV yield: the video frame is CPU-decoded into a texture // and reaches the screen through the game's postfx chain + swap without a // capturable 2D draw, so only the emulated path can show it. extern "C" REX_FUNC(sub_82A92DC8) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnMovieDecode(); } __imp__sub_82A92DC8(ctx, base); } // VideoRenderer_RwTexture::Render(VideoRenderable*, int): fills the three // YUV plane textures (members this+12/+124/+68) with the decoded FMV frame // via Texture::Lock/FillTextureData/Unlock. Post-call, the planes hold the // finished frame: publish their fetch words for the native FMV blit. extern "C" REX_FUNC(sub_8263C498) { const uint32_t self = ctx.r3.u32; __imp__sub_8263C498(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_scene::OnMovieFrame(base, self); } } // Sk8::WorldPresentation::AddRenderInstance(pegasus::tInstance*): the world // registry add, fired per placed instance while a map loads (r4 = tInstance). // The prewarm's primary mesh source: the instance's tRModelData mesh table // is walked (validated offsets) and every optimesh queued for the // loading-screen decode. extern "C" REX_FUNC(sub_82791290) { const uint32_t instance = ctx.r4.u32; __imp__sub_82791290(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_scene::OnAddRenderInstance(base, instance); } } // D3D::SetPending_AluConstants(device, u64 dirty_group_mask, bank, ptr): // bank 0x4000 = vertex constants. Called from inside the Draw* functions; // ptr is the device's positional constant shadow bank. extern "C" REX_FUNC(sub_82B83FE0) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnVsConstantUpload(base, ctx.r4.u64, ctx.r5.u32, ctx.r6.u32, ctx.r3.u32); } __imp__sub_82B83FE0(ctx, base); } // D3DDevice_SetIndices(device, ib) / D3DDevice_SetStreamSource(device, // stream, vb, offset, stride): track the currently bound guest buffers so // draws can be matched back to captured skinned items. extern "C" REX_FUNC(sub_82B79190) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnSetIndices(ctx.r4.u32); } __imp__sub_82B79190(ctx, base); } extern "C" REX_FUNC(sub_82B78FF0) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnSetStreamSource(ctx.r4.u32, ctx.r5.u32, ctx.r6.u32, ctx.r7.u32); } __imp__sub_82B78FF0(ctx, base); } // D3DDevice_DrawIndexedVertices: post-call, the draw's VS constants are now // in the shadow bank; refresh any pending skinned item bound to these // buffers (deferred multi-pass meshes only draw here). extern "C" REX_FUNC(sub_82B7AD68) { const bool enabled = skate3::native_render::Enabled(); const uint32_t r4 = ctx.r4.u32; const uint32_t r5 = ctx.r5.u32; const uint32_t r6 = ctx.r6.u32; const uint32_t r7 = ctx.r7.u32; __imp__sub_82B7AD68(ctx, base); if (enabled) { skate3::native_scene::OnDrawDone(base, 0, r4, r5, r6, r7); } } // D3DDevice_DrawVertices, non-indexed draw path: cloth-simulated garments // (captured live as world-space quad items) and character shadow proxies. extern "C" REX_FUNC(sub_82B7A970) { const bool enabled = skate3::native_render::Enabled(); const uint32_t r4 = ctx.r4.u32; const uint32_t r5 = ctx.r5.u32; const uint32_t r6 = ctx.r6.u32; const uint32_t r7 = ctx.r7.u32; __imp__sub_82B7A970(ctx, base); if (enabled) { skate3::native_scene::OnDrawDone(base, 1, r4, r5, r6, r7); skate3::native_render::OnClothDraw(base, r4, r5, r6, r7); } } // ---- 2D / APT (Flash-converted HUD) reconnaissance hooks ----------------- // Every HUD/menu 2D element is a Flash SWF converted to EA APT, rendered by // Sk8::FE::AptRenderingIntegration through the same guest D3D draw functions // hooked above. These brackets tag draws issued inside the 2D pass so the // recorder can capture and the future native 2D pass can replay them. // Sk8::FE::FrontEndManager::Render2D(unsigned int): the game's whole 2D // pass (FE movies + HUD). extern "C" REX_FUNC(sub_825D9168) { const bool enabled = skate3::native_render::Enabled(); if (enabled) skate3::native_scene::On2dPhase(0, true); __imp__sub_825D9168(ctx, base); if (enabled) skate3::native_scene::On2dPhase(0, false); } // Sk8::FE::AptMovieIntegration::Render(unsigned int): one APT movie. extern "C" REX_FUNC(sub_825D67D8) { const bool enabled = skate3::native_render::Enabled(); if (enabled) skate3::native_scene::On2dPhase(1, true); __imp__sub_825D67D8(ctx, base); if (enabled) skate3::native_scene::On2dPhase(1, false); } // Sk8::FE::AptRenderingIntegration::DrawRenderingUnit(void*, AptRenderInfo // const*): one APT display-list element (texture quad / vector shape). extern "C" REX_FUNC(sub_825D4490) { const bool enabled = skate3::native_render::Enabled(); if (enabled) skate3::native_scene::On2dPhase(2, true); __imp__sub_825D4490(ctx, base); if (enabled) skate3::native_scene::On2dPhase(2, false); } // Sk8::FE::AptRenderingIntegration::UpdateRenderToTexture(unsigned int): // in gameplay this renders the whole HUD into a screen-sized overlay // texture at true screen coordinates (the game composites it later through // the suppressed emulated pass). Diagnostic bracket only. extern "C" REX_FUNC(sub_825D4E50) { const bool enabled = skate3::native_render::Enabled(); if (enabled) skate3::native_scene::On2dPhase(3, true); __imp__sub_825D4E50(ctx, base); if (enabled) skate3::native_scene::On2dPhase(3, false); } // Sk8::Render::cFont::DrawstringLocal / : the glyph // text emitter (trick names, scores). Text can flush OUTSIDE the APT // brackets, so it gets its own bit. extern "C" REX_FUNC(sub_82808388) { const bool enabled = skate3::native_render::Enabled(); if (enabled) skate3::native_scene::On2dPhase(4, true); __imp__sub_82808388(ctx, base); if (enabled) skate3::native_scene::On2dPhase(4, false); } extern "C" REX_FUNC(sub_82808708) { const bool enabled = skate3::native_render::Enabled(); if (enabled) skate3::native_scene::On2dPhase(4, true); __imp__sub_82808708(ctx, base); if (enabled) skate3::native_scene::On2dPhase(4, false); } // Sk8::Render::SimpleDraw::DrawParameters::Draw: the game's immediate-mode // quad/tri utility (chase arrows, in-world guide markers/beams, debug // draws). Bottoms out in BeginVertices like the APT path. extern "C" REX_FUNC(sub_82804168) { const bool enabled = skate3::native_render::Enabled(); if (enabled) skate3::native_scene::On2dPhase(5, true); __imp__sub_82804168(ctx, base); if (enabled) skate3::native_scene::On2dPhase(5, false); } // D3DDevice_SetPixelShader / SetVertexShader (r4 = guest shader object): // recorded per draw to group the 2D stream by shader variant. extern "C" REX_FUNC(sub_82B7F408) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnSetShader(true, ctx.r4.u32); } __imp__sub_82B7F408(ctx, base); } extern "C" REX_FUNC(sub_82B7F150) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnSetShader(false, ctx.r4.u32); } __imp__sub_82B7F150(ctx, base); } // D3D::SetPending_RenderStates(device, u64 dirty mask, bank, ptr): the // render-state shadow bank (blend/depth state for 2D draws lives here). extern "C" REX_FUNC(sub_82B83C48) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnRenderStateUpload(ctx.r4.u64, ctx.r5.u32, ctx.r6.u32); } __imp__sub_82B83C48(ctx, base); } // D3DDevice_SetViewport(device, D3DVIEWPORT*) / SetScissorRect(device, // RECT*): recorded per draw (render-to-texture APT passes and mask rects). extern "C" REX_FUNC(sub_82B74310) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnSetViewport(base, ctx.r4.u32); } __imp__sub_82B74310(ctx, base); } extern "C" REX_FUNC(sub_82B769C0) { if (skate3::native_render::Enabled()) { skate3::native_scene::OnSetScissor(base, ctx.r4.u32); } __imp__sub_82B769C0(ctx, base); } // D3DDevice_BeginVertices: inline (write-through-ring) vertex path; the // CPU writes computed vertices directly. Post-call r3 = guest write pointer. extern "C" REX_FUNC(sub_82B79FC0) { const bool enabled = skate3::native_render::Enabled(); const uint32_t r4 = ctx.r4.u32; const uint32_t r5 = ctx.r5.u32; const uint32_t r6 = ctx.r6.u32; const uint32_t r7 = ctx.r7.u32; __imp__sub_82B79FC0(ctx, base); if (enabled) { skate3::native_scene::OnDrawDone(base, 2, r4, r5, r6, ctx.r3.u32 != 0 ? ctx.r3.u32 : r7); } } // LivingWorld batch pack writer (unnamed; called per entity per sim tick // from the tail of cLivingWorldPresEntityManager::Update), the LOD- // pedestrian skinning-palette source: fused UpdateBoneTransforms+Pack // writing the concatenated per-mesh 4x3 palettes into // cModelInstance.m_matrices. r3 = the cLivingWorldPresEntity-derived // entity; post-call m_matrices holds the packed rows. extern "C" REX_FUNC(sub_827C1D38) { const uint32_t entity = ctx.r3.u32; __imp__sub_827C1D38(ctx, base); if (skate3::native_render::Enabled()) { skate3::native_palette::OnLwPack(base, entity); } }