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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-25 14:16:58 +01:00
Fixed issue with latency patch not always starting with the correct behavior
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parent
1651298a2c
commit
31d2424774
@ -2,7 +2,12 @@
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#include "sys_cfb.h"
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#include "buffers.h"
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#include "fault.h"
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#include "audiomgr.h"
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#include "z64speed_meter.h"
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#include "z64vimode.h"
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#include "z64viscvg.h"
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#include "z64vismono.h"
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#include "z64viszbuf.h"
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void recomp_set_current_frame_poll_id();
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void PadMgr_HandleRetrace(void);
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@ -34,6 +39,7 @@ void PadMgr_GetInput2(Input* inputs, s32 gameRequest) {
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extern CfbInfo sGraphCfbInfos[3];
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u32 recomp_time_us();
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void recomp_measure_latency();
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void* osViGetCurrentFramebuffer_recomp();
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OSMesgQueue *rdp_queue_ptr = NULL;
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@ -51,13 +57,10 @@ void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
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static IrqMgrClient irq_client = {0};
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static OSMesgQueue vi_queue = {0};
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static OSMesg vi_buf[8] = {0};
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static OSMesgQueue rdp_queue = {0};
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static OSMesg rdp_mesg = NULL;
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static bool created = false;
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if (!created) {
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created = true;
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osCreateMesgQueue(&vi_queue, vi_buf, ARRAY_COUNT(vi_buf));
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osCreateMesgQueue(&rdp_queue, &rdp_mesg, 1);
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extern IrqMgr gIrqMgr;
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IrqMgr_AddClient(&gIrqMgr, &irq_client, &vi_queue);
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}
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@ -65,9 +68,7 @@ void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
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// @recomp Disable the wait here so that it can be moved after task submission for minimizing latency.
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// retry:
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// osSetTimer(&timer, OS_USEC_TO_CYCLES(3 * 1000 * 1000), 0, &gfxCtx->queue, (OSMesg)666);
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u32 count_before = recomp_time_us();
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osRecvMesg(&gfxCtx->queue, &msg, OS_MESG_BLOCK);
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u32 count_after = recomp_time_us();
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// osRecvMesg(&gfxCtx->queue, &msg, OS_MESG_BLOCK);
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// osStopTimer(&timer);
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// if (msg == (OSMesg)666) {
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@ -143,66 +144,51 @@ void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
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osRecvMesg(&gfxCtx->queue, NULL, OS_MESG_NOBLOCK);
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}
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// @recomp Set up the dedicated RDP complete message queue pointer for the scheduler.
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rdp_queue_ptr = &rdp_queue;
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gfxCtx->schedMsgQ = &gSchedContext.cmdQ;
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recomp_measure_latency();
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osSendMesg(&gSchedContext.cmdQ, scTask, OS_MESG_BLOCK);
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Sched_SendEntryMsg(&gSchedContext);
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// @recomp Wait for the RDP complete message to mitigate waiting between creating the next task and submitting it.
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osRecvMesg(&rdp_queue, NULL, OS_MESG_BLOCK);
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rdp_queue_ptr = NULL;
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// @recomp Immediately wait on the task to complete to minimize latency for the next one.
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osRecvMesg(&gfxCtx->queue, &msg, OS_MESG_BLOCK);
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// @recomp Manually wait the required number of VI periods after submitting the task
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// so that the next frame doesn't need to wait before submitting its task.
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u32 vi_count_before = recomp_time_us();
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for (int i = 0; i < cfb->updateRate; i++) {
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// @recomp Wait on the VI framebuffer to change if this task has a framebuffer swap.
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if (scTask->flags & OS_SC_SWAPBUFFER) {
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while (osViGetCurrentFramebuffer_recomp() != cfb->fb1) {
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osRecvMesg(&vi_queue, NULL, OS_MESG_BLOCK);
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}
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// Wait one extra VI afterwards.
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osRecvMesg(&vi_queue, NULL, OS_MESG_BLOCK);
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}
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// @recomp Flush any excess VI messages that came in.
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// @recomp Flush any extra messages from the VI queue.
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while (osRecvMesg(&vi_queue, NULL, OS_MESG_NOBLOCK) == 0) {
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;
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}
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u32 vi_count_after = recomp_time_us();
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// recomp_printf("recv wait added %d us\nVI wait: %d us\n", count_after - count_before, vi_count_after - vi_count_before);
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}
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extern OSTime sRDPStartTime;
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extern SpeedMeter sGameSpeedMeter;
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extern VisCvg sGameVisCvg;
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extern VisZbuf sGameVisZbuf;
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extern VisMono sGameVisMono;
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extern ViMode sGameViMode;
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// @recomp Patched to send a message to the dedicated RDP complete message queue.
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void Sched_HandleRDPDone(SchedContext* sched) {
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OSScTask* curRDP;
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OSScTask* nextRSP = NULL;
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OSScTask* nextRDP = NULL;
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s32 state;
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void GameState_Destroy(GameState* gameState) {
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AudioMgr_StopAllSfxExceptSystem();
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Audio_Update();
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if (sched->curRDPTask == NULL) {
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osSyncPrintf("__scHandleRDP:sc->curRDPTask == NULL\n");
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return;
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// @recomp The wait for the gfx task was moved to directly after submission, so it's not needed here.
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// osRecvMesg(&gameState->gfxCtx->queue, NULL, OS_MESG_BLOCK);
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if (gameState->destroy != NULL) {
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gameState->destroy(gameState);
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}
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// Log run time
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gRDPTimeAcc = osGetTime() - sRDPStartTime;
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// Mark task done
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curRDP = sched->curRDPTask;
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sched->curRDPTask = NULL;
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curRDP->state &= ~OS_SC_DP;
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// @recomp Send a message to the dedicated RDP complete message queue if it's currently set up.
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if (rdp_queue_ptr) {
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osSendMesg(rdp_queue_ptr, NULL, OS_MESG_BLOCK);
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}
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Sched_NotifyDone(sched, curRDP);
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// Schedule and run next task
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state = ((sched->curRSPTask == NULL) << 1) | (sched->curRDPTask == NULL);
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if (Sched_Schedule(sched, &nextRSP, &nextRDP, state) != state) {
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Sched_RunTask(sched, nextRSP, nextRDP);
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}
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Rumble_Destroy();
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SpeedMeter_Destroy(&sGameSpeedMeter);
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VisCvg_Destroy(&sGameVisCvg);
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VisZbuf_Destroy(&sGameVisZbuf);
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VisMono_Destroy(&sGameVisMono);
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ViMode_Destroy(&sGameViMode);
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THA_Destroy(&gameState->tha);
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GameAlloc_Cleanup(&gameState->alloc);
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}
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@ -25,3 +25,4 @@ osCreateMesgQueue_recomp = 0x8F000048;
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recomp_set_current_frame_poll_id = 0x8F00004C;
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recomp_time_us = 0x8F000050;
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recomp_measure_latency = 0x8F000054;
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osViGetCurrentFramebuffer_recomp = 0x8F000058;
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@ -320,6 +320,7 @@ void gfx_thread_func(uint8_t* rdram, std::atomic_flag* thread_ready, ultramodern
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// is finished as well, so sending this early shouldn't be an issue in most cases.
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// If this causes issues then the logic can be replaced with responding to yield requests.
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sp_complete();
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ultramodern::measure_input_latency();
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auto rt64_start = std::chrono::system_clock::now();
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RT64SendDL(rdram, &task_action->task);
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