mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-05 22:35:06 +01:00
Reduced input latency and improved gyro by moving input polling to main game thread and moving frame wait to after DL submission, fixed bluetooth dualsense gyro
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parent
8db2c655c3
commit
976bfa1969
@ -53,7 +53,7 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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temp3 = ((play->state.input[0].rel.stick_y >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(play->state.input[0].rel.stick_y * 0xC8)) * 1500.0f);
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this->actor.focus.rot.x += temp3 + (s32)((target_gyro_x - applied_gyro_x) * -3.0f);
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this->actor.focus.rot.x += temp3 + (s32)((target_gyro_x - applied_gyro_x) * -1.5f);
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applied_gyro_x = target_gyro_x;
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if (this->stateFlags1 & PLAYER_STATE1_800000) {
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@ -66,7 +66,7 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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var_s0 = this->actor.focus.rot.y - this->actor.shape.rot.y;
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temp3 = ((play->state.input[0].rel.stick_x >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(play->state.input[0].rel.stick_x * 0xC8)) * -1500.0f);
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var_s0 += temp3 + (s32)((target_gyro_y - applied_gyro_y) * 3.0f);
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var_s0 += temp3 + (s32)((target_gyro_y - applied_gyro_y) * 1.5f);
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applied_gyro_y = target_gyro_y;
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this->actor.focus.rot.y = CLAMP(var_s0, -0x4AAA, 0x4AAA) + this->actor.shape.rot.y;
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147
patches/input_latency.c
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147
patches/input_latency.c
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@ -0,0 +1,147 @@
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#include "patches.h"
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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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void recomp_set_current_frame_poll_id();
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void PadMgr_HandleRetrace(void);
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void PadMgr_LockPadData(void);
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void PadMgr_UnlockPadData(void);
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void PadMgr_ThreadEntry() {
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// @recomp Controller polling was moved to the main thread, so there's nothing to do here.
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}
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// @recomp Patched to do the actual input polling.
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void PadMgr_GetInput(Input* inputs, s32 gameRequest) {
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// @recomp Do an actual poll if gameRequest is true.
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if (gameRequest) {
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PadMgr_HandleRetrace();
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// @recomp Tag the current frame's input polling id for latency tracking.
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recomp_set_current_frame_poll_id();
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}
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PadMgr_LockPadData();
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PadMgr_GetInputNoLock(inputs, gameRequest);
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PadMgr_UnlockPadData();
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}
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// @recomp Just call PadMgr_GetInput.
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void PadMgr_GetInput2(Input* inputs, s32 gameRequest) {
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PadMgr_GetInput(inputs, gameRequest);
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}
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extern CfbInfo sGraphCfbInfos[3];
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// @recomp Immediately sends the graphics task instead of queueing it in the scheduler.
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void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
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static s32 retryCount = 10;
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static s32 cfbIdx = 0;
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OSTask_t* task = &gfxCtx->task.list.t;
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OSScTask* scTask = &gfxCtx->task;
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OSTimer timer;
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OSMesg msg;
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CfbInfo* cfb;
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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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// 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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// osSyncPrintf("GRAPH SP TIMEOUT\n");
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// if (retryCount >= 0) {
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// retryCount--;
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// Sched_SendGfxCancelMsg(&gSchedContext);
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// goto retry;
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// } else {
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// // graph.c: No more! die!
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// osSyncPrintf("graph.c:もうダメ!死ぬ!\n");
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// Fault_AddHungupAndCrashImpl("RCP is HUNG UP!!", "Oh! MY GOD!!");
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// }
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// }
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gfxCtx->masterList = gGfxMasterDL;
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if (gfxCtx->callback != NULL) {
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gfxCtx->callback(gfxCtx, gfxCtx->callbackArg);
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}
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task->type = M_GFXTASK;
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task->flags = OS_SC_DRAM_DLIST;
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task->ucodeBoot = SysUcode_GetUCodeBoot();
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task->ucodeBootSize = SysUcode_GetUCodeBootSize();
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task->ucode = SysUcode_GetUCode();
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task->ucodeData = SysUcode_GetUCodeData();
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task->ucodeSize = SP_UCODE_SIZE;
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task->ucodeDataSize = SP_UCODE_DATA_SIZE;
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task->dramStack = (u64*)gGfxSPTaskStack;
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task->dramStackSize = sizeof(gGfxSPTaskStack);
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task->outputBuff = gGfxSPTaskOutputBufferPtr;
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task->outputBuffSize = gGfxSPTaskOutputBufferEnd;
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task->dataPtr = (u64*)gGfxMasterDL;
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task->dataSize = 0;
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task->yieldDataPtr = (u64*)gGfxSPTaskYieldBuffer;
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task->yieldDataSize = sizeof(gGfxSPTaskYieldBuffer);
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scTask->next = NULL;
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scTask->flags = OS_SC_RCP_MASK | OS_SC_SWAPBUFFER | OS_SC_LAST_TASK;
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if (SREG(33) & 1) {
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SREG(33) &= ~1;
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scTask->flags &= ~OS_SC_SWAPBUFFER;
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gfxCtx->framebufferIndex--;
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}
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scTask->msgQ = &gfxCtx->queue;
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scTask->msg = NULL;
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{ s32 pad; }
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cfb = &sGraphCfbInfos[cfbIdx];
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cfbIdx = (cfbIdx + 1) % ARRAY_COUNT(sGraphCfbInfos);
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cfb->fb1 = gfxCtx->curFrameBuffer;
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cfb->swapBuffer = gfxCtx->curFrameBuffer;
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if (gfxCtx->updateViMode) {
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gfxCtx->updateViMode = false;
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cfb->viMode = gfxCtx->viMode;
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cfb->features = gfxCtx->viConfigFeatures;
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cfb->xScale = gfxCtx->xScale;
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cfb->yScale = gfxCtx->yScale;
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} else {
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cfb->viMode = NULL;
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}
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cfb->unk_10 = 0;
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cfb->updateRate = gameState->framerateDivisor;
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scTask->framebuffer = cfb;
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while (gfxCtx->queue.validCount != 0) {
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osRecvMesg(&gfxCtx->queue, NULL, OS_MESG_NOBLOCK);
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}
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gfxCtx->schedMsgQ = &gSchedContext.cmdQ;
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osSendMesg(&gSchedContext.cmdQ, scTask, OS_MESG_BLOCK);
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Sched_SendEntryMsg(&gSchedContext);
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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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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 bool created = false;
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// Create the message queue and install the VI irq manager
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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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extern IrqMgr gIrqMgr;
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IrqMgr_AddClient(&gIrqMgr, &irq_client, &vi_queue);
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}
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for (int i = 0; i < cfb->updateRate; i++) {
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osRecvMesg(&vi_queue, NULL, OS_MESG_BLOCK);
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}
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}
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@ -2,6 +2,7 @@
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#define __PATCHES_H__
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// TODO fix renaming symbols in patch recompilation
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#define osCreateMesgQueue osCreateMesgQueue_recomp
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#define osRecvMesg osRecvMesg_recomp
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#define osSendMesg osSendMesg_recomp
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#define sinf __sinf_recomp
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@ -1,4 +1,4 @@
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RAMBASE = 0x80800100; /* Used to hold any new symbols */
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RAMBASE = 0x80801000; /* Used to hold any new symbols */
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EXTRA_RAM_SIZE = 0x01000000; /* Amount of extra ram allocated by recomp */
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MEMORY {
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@ -21,3 +21,6 @@ recomp_get_bgm_volume = 0x8F000030;
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recomp_get_low_health_beeps_enabled = 0x8F000034;
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__sinf_recomp = 0x8F000038;
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__cosf_recomp = 0x8F00003C;
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osCreateMesgQueue_recomp = 0x8F000048;
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recomp_set_current_frame_poll_id = 0x8F00004C;
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@ -42,6 +42,8 @@ void exit_error(const char* str, Ts ...args) {
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ultramodern::gfx_callbacks_t::gfx_data_t create_gfx() {
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SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2");
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) > 0) {
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exit_error("Failed to initialize SDL2: %s\n", SDL_GetError());
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}
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static ultramodern::input_callbacks_t input_callbacks;
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constexpr size_t num_poll_ids = 8;
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std::chrono::system_clock::time_point input_poll_times[num_poll_ids];
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s32 cur_poll_id = 0;
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s32 cur_frame_poll_id = 0;
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void update_poll_time() {
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cur_poll_id = (cur_poll_id + 1) % num_poll_ids;
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input_poll_times[cur_poll_id] = std::chrono::system_clock::now();
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}
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extern "C" void recomp_set_current_frame_poll_id(uint8_t* rdram, recomp_context* ctx) {
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cur_frame_poll_id = cur_poll_id;
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}
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void ultramodern::measure_input_latency() {
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// printf("Delta: %ld micros\n", std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::system_clock::now() - input_poll_times[cur_frame_poll_id]));
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}
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void set_input_callbacks(const ultramodern::input_callbacks_t& callbacks) {
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input_callbacks = callbacks;
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}
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@ -36,6 +54,7 @@ extern "C" void osContStartReadData_recomp(uint8_t* rdram, recomp_context* ctx)
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if (input_callbacks.poll_input) {
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input_callbacks.poll_input();
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}
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update_poll_time();
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ultramodern::send_si_message();
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}
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@ -330,7 +330,7 @@ void init(uint8_t* rdram, recomp_context* ctx) {
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recomp::do_rom_read(rdram, entrypoint, 0x10001000, 0x100000);
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// Read in any extra data from patches
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read_patch_data(rdram, (gpr)(s32)0x80800100);
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read_patch_data(rdram, (gpr)(s32)0x80801000);
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// Set up stack pointer
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ctx->r29 = 0xFFFFFFFF803FFFF0u;
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@ -316,6 +316,7 @@ void gfx_thread_func(uint8_t* rdram, std::atomic_flag* thread_ready, ultramodern
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RT64EnableInstantPresent(application);
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enabled_instant_present = true;
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}
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ultramodern::measure_input_latency();
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// Tell the game that the RSP completed instantly. This will allow it to queue other task types, but it won't
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// start another graphics task until the RDP is also complete. Games usually preserve the RSP inputs until the RDP
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// is finished as well, so sending this early shouldn't be an issue in most cases.
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@ -96,6 +96,7 @@ std::chrono::system_clock::time_point get_start();
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std::chrono::system_clock::duration time_since_start();
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void get_window_size(uint32_t& width, uint32_t& height);
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uint32_t get_target_framerate(uint32_t original);
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void measure_input_latency();
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// Audio
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void init_audio();
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