mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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122 lines
4.1 KiB
C++
122 lines
4.1 KiB
C++
// Quicksaving is disabled for now
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#if 0
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#include "recomp_helpers.h"
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#include "recomp_input.h"
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#include "../ultramodern/ultramodern.hpp"
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enum class QuicksaveAction {
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None,
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Save,
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Load
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};
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std::atomic<QuicksaveAction> cur_quicksave_action = QuicksaveAction::None;
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void recomp::quicksave_save() {
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cur_quicksave_action.store(QuicksaveAction::Save);
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}
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void recomp::quicksave_load() {
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cur_quicksave_action.store(QuicksaveAction::Load);
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}
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uint8_t saved_rdram[ultramodern::rdram_size];
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thread_local recomp_context saved_context;
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void save_context(recomp_context* ctx) {
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saved_context = *ctx;
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}
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void load_context(recomp_context* ctx) {
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*ctx = saved_context;
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// Restore the pointer to the odd floats for correctly handling mips3 float mode.
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if (ctx->mips3_float_mode) {
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// FR = 1, odd single floats point to their own registers
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ctx->f_odd = &ctx->f1.u32l;
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}
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else {
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// FR = 0, odd single floats point to the upper half of the previous register
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ctx->f_odd = &ctx->f0.u32h;
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}
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}
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extern "C" void recomp_handle_quicksave_actions(uint8_t* rdram, recomp_context* ctx) {
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QuicksaveAction action = cur_quicksave_action.load();
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if (action != QuicksaveAction::None) {
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PTR(OSMesgQueue) quicksave_enter_mq = _arg<0, PTR(OSMesgQueue)>(rdram, ctx);
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PTR(OSMesgQueue) quicksave_exit_mq = _arg<1, PTR(OSMesgQueue)>(rdram, ctx);
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printf("saving context for thread %d\n", TO_PTR(OSThread, ultramodern::this_thread())->id);
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// Save or load the thread's context as needed based on the action.
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if (action == QuicksaveAction::Save) {
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save_context(ctx);
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}
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else if (action == QuicksaveAction::Load) {
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load_context(ctx);
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}
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else {
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assert(false);
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}
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// Tell the main thread that one of the other permanent threads is ready for performing a quicksave action.
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osSendMesg(rdram, quicksave_enter_mq, NULLPTR, OS_MESG_NOBLOCK);
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// Wait for the main thread to signal that other permanent threads are safe to continue.
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osRecvMesg(rdram, quicksave_exit_mq, NULLPTR, OS_MESG_BLOCK);
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}
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}
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extern "C" void wake_threads_for_quicksave_action(uint8_t* rdram, recomp_context* ctx);
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extern "C" void recomp_handle_quicksave_actions_main(uint8_t* rdram, recomp_context* ctx) {
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QuicksaveAction action = cur_quicksave_action.load();
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if (action != QuicksaveAction::None) {
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PTR(OSMesgQueue) quicksave_enter_mq = _arg<0, PTR(OSMesgQueue)>(rdram, ctx);
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PTR(OSMesgQueue) quicksave_exit_mq = _arg<1, PTR(OSMesgQueue)>(rdram, ctx);
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wake_threads_for_quicksave_action(rdram, ctx);
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// Wait for all other permanent threads (hence the minus 1) to signal that they're ready for a quicksave action.
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for (uint32_t i = 0; i < ultramodern::permanent_thread_count() - 1; i++) {
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osRecvMesg(rdram, quicksave_enter_mq, NULLPTR, OS_MESG_BLOCK);
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}
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// Allow any temporary threads to complete by lowering this thread's priority to 0.
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// TODO this won't cause all temporary threads to complete if any are blocked by permanent threads
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// or events like timers. Situations like that will need to be handed on a case-by-case basis for a given game.
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if (ultramodern::temporary_thread_count() != 0) {
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OSPri old_pri = osGetThreadPri(rdram, NULLPTR);
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osSetThreadPri(rdram, NULLPTR, 0);
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osSetThreadPri(rdram, NULLPTR, old_pri);
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}
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if (action == QuicksaveAction::Save) {
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std::copy(rdram, rdram + ultramodern::rdram_size, saved_rdram);
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}
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else if (action == QuicksaveAction::Load) {
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std::copy(saved_rdram, saved_rdram + ultramodern::rdram_size, rdram);
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}
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else {
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assert(false);
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}
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printf("Quicksave action complete\n");
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cur_quicksave_action.store(QuicksaveAction::None);
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// Tell all other permanent threads that they're good to continue.
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for (uint32_t i = 0; i < ultramodern::permanent_thread_count() - 1; i++) {
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osSendMesg(rdram, quicksave_exit_mq, NULLPTR, OS_MESG_BLOCK);
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}
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}
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}
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#endif
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