Zelda64Recomp/patches/input_latency.c
Wiseguy 3c34fa63c1
Adds analog camera and other controller options (#264)
* Added analog cam and camera inversion options to menu, initial implementation of analog cam
* Automatically suppress inputs on the right stick while analog cam is active
* Return to automatic camera mode when pressing target
* Add aiming inversion options
* Add analog camera inversion options
2024-05-26 09:34:26 -04:00

294 lines
9.2 KiB
C

#include "patches.h"
#include "sys_cfb.h"
#include "buffers.h"
#include "fault.h"
#include "audiomgr.h"
#include "z64speed_meter.h"
#include "z64vimode.h"
#include "z64viscvg.h"
#include "z64vismono.h"
#include "z64viszbuf.h"
#include "input.h"
void recomp_set_current_frame_poll_id();
void PadMgr_HandleRetrace(void);
void PadMgr_LockPadData(void);
void PadMgr_UnlockPadData(void);
void PadMgr_UpdateRumble(void);
void PadMgr_UpdateConnections(void);
void PadMgr_UpdateInputs(void);
void PadMgr_InitVoice(void);
OSMesgQueue* PadMgr_AcquireSerialEventQueue(void);
void PadMgr_ReleaseSerialEventQueue(OSMesgQueue* serialEventQueue);
extern PadMgr* sPadMgrInstance;
extern s32 sPadMgrRetraceCount;
extern FaultMgr gFaultMgr;
extern s32 sVoiceInitStatus;
typedef enum {
/* 0 */ VOICE_INIT_FAILED, // voice initialization failed
/* 1 */ VOICE_INIT_TRY, // try to initialize voice
/* 2 */ VOICE_INIT_SUCCESS // voice initialized
} VoiceInitStatus;
void PadMgr_HandleRetrace(void) {
// Execute rumble callback
if (sPadMgrInstance->rumbleRetraceCallback != NULL) {
sPadMgrInstance->rumbleRetraceCallback(sPadMgrInstance->rumbleRetraceArg);
}
// Try and initialize a Voice Recognition Unit if not already attempted
if (sVoiceInitStatus != VOICE_INIT_FAILED) {
PadMgr_InitVoice();
}
// Rumble Pak
if (gFaultMgr.msgId != 0) {
// If fault is active, no rumble
PadMgr_RumbleStop();
} else if (sPadMgrInstance->rumbleOffTimer > 0) {
// If the rumble off timer is active, no rumble
--sPadMgrInstance->rumbleOffTimer;
PadMgr_RumbleStop();
} else if (sPadMgrInstance->rumbleOnTimer == 0) {
// If the rumble on timer is inactive, no rumble
PadMgr_RumbleStop();
} else if (!sPadMgrInstance->isResetting) {
// If not resetting, update rumble
PadMgr_UpdateRumble();
--sPadMgrInstance->rumbleOnTimer;
}
}
extern u8 sOcarinaInstrumentId;
void poll_inputs(void) {
OSMesgQueue* serialEventQueue = PadMgr_AcquireSerialEventQueue();
// Begin reading controller data
osContStartReadData(serialEventQueue);
// Suppress the right analog stick if analog camera is active unless the ocarina is in use.
recomp_set_right_analog_suppressed(recomp_analog_cam_enabled() && sOcarinaInstrumentId == OCARINA_INSTRUMENT_OFF);
// Wait for controller data
osRecvMesg(serialEventQueue, NULL, OS_MESG_BLOCK);
osContGetReadData(sPadMgrInstance->pads);
// Clear all but controller 1
bzero(&sPadMgrInstance->pads[1], sizeof(*sPadMgrInstance->pads) * (MAXCONTROLLERS - 1));
// If in PreNMI, clear all controllers
if (sPadMgrInstance->isResetting) {
bzero(sPadMgrInstance->pads, sizeof(sPadMgrInstance->pads));
}
// Query controller statuses
osContStartQuery(serialEventQueue);
osRecvMesg(serialEventQueue, NULL, OS_MESG_BLOCK);
osContGetQuery(sPadMgrInstance->padStatus);
// Lock serial message queue
PadMgr_ReleaseSerialEventQueue(serialEventQueue);
// Update connections
PadMgr_UpdateConnections();
// Lock input data
PadMgr_LockPadData();
// Update input data
PadMgr_UpdateInputs();
// Execute input callback
if (sPadMgrInstance->inputRetraceCallback != NULL) {
sPadMgrInstance->inputRetraceCallback(sPadMgrInstance->inputRetraceArg);
}
// Unlock input data
PadMgr_UnlockPadData();
sPadMgrRetraceCount++;
}
// @recomp Patched to do the actual input polling.
void PadMgr_GetInput(Input* inputs, s32 gameRequest) {
// @recomp Do an actual poll if gameRequest is true.
if (gameRequest) {
poll_inputs();
// @recomp Tag the current frame's input polling id for latency tracking.
recomp_set_current_frame_poll_id();
}
PadMgr_LockPadData();
PadMgr_GetInputNoLock(inputs, gameRequest);
PadMgr_UnlockPadData();
}
// @recomp Just call PadMgr_GetInput.
void PadMgr_GetInput2(Input* inputs, s32 gameRequest) {
PadMgr_GetInput(inputs, gameRequest);
}
extern CfbInfo sGraphCfbInfos[3];
u32 recomp_time_us();
void recomp_measure_latency();
void* osViGetCurrentFramebuffer_recomp();
OSMesgQueue *rdp_queue_ptr = NULL;
// @recomp Immediately sends the graphics task instead of queueing it in the scheduler.
void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
static s32 retryCount = 10;
static s32 cfbIdx = 0;
OSTask_t* task = &gfxCtx->task.list.t;
OSScTask* scTask = &gfxCtx->task;
OSTimer timer;
OSMesg msg;
CfbInfo* cfb;
// @recomp Additional static members for extra scheduling purposes.
static IrqMgrClient irq_client = {0};
static OSMesgQueue vi_queue = {0};
static OSMesg vi_buf[8] = {0};
static bool created = false;
if (!created) {
created = true;
osCreateMesgQueue(&vi_queue, vi_buf, ARRAY_COUNT(vi_buf));
extern IrqMgr gIrqMgr;
IrqMgr_AddClient(&gIrqMgr, &irq_client, &vi_queue);
}
// @recomp Disable the wait here so that it can be moved after task submission for minimizing latency.
// retry:
// osSetTimer(&timer, OS_USEC_TO_CYCLES(3 * 1000 * 1000), 0, &gfxCtx->queue, (OSMesg)666);
// osRecvMesg(&gfxCtx->queue, &msg, OS_MESG_BLOCK);
// osStopTimer(&timer);
// if (msg == (OSMesg)666) {
// osSyncPrintf("GRAPH SP TIMEOUT\n");
// if (retryCount >= 0) {
// retryCount--;
// Sched_SendGfxCancelMsg(&gSchedContext);
// goto retry;
// } else {
// // graph.c: No more! die!
// osSyncPrintf("graph.c:もうダメ!死ぬ!\n");
// Fault_AddHungupAndCrashImpl("RCP is HUNG UP!!", "Oh! MY GOD!!");
// }
// }
gfxCtx->masterList = gGfxMasterDL;
if (gfxCtx->callback != NULL) {
gfxCtx->callback(gfxCtx, gfxCtx->callbackArg);
}
task->type = M_GFXTASK;
task->flags = OS_SC_DRAM_DLIST;
task->ucodeBoot = SysUcode_GetUCodeBoot();
task->ucodeBootSize = SysUcode_GetUCodeBootSize();
task->ucode = SysUcode_GetUCode();
task->ucodeData = SysUcode_GetUCodeData();
task->ucodeSize = SP_UCODE_SIZE;
task->ucodeDataSize = SP_UCODE_DATA_SIZE;
task->dramStack = (u64*)gGfxSPTaskStack;
task->dramStackSize = sizeof(gGfxSPTaskStack);
task->outputBuff = gGfxSPTaskOutputBufferPtr;
task->outputBuffSize = gGfxSPTaskOutputBufferEnd;
task->dataPtr = (u64*)gGfxMasterDL;
task->dataSize = 0;
task->yieldDataPtr = (u64*)gGfxSPTaskYieldBuffer;
task->yieldDataSize = sizeof(gGfxSPTaskYieldBuffer);
scTask->next = NULL;
scTask->flags = OS_SC_RCP_MASK | OS_SC_SWAPBUFFER | OS_SC_LAST_TASK;
if (SREG(33) & 1) {
SREG(33) &= ~1;
scTask->flags &= ~OS_SC_SWAPBUFFER;
gfxCtx->framebufferIndex--;
}
scTask->msgQ = &gfxCtx->queue;
scTask->msg = NULL;
{ s32 pad; }
cfb = &sGraphCfbInfos[cfbIdx];
cfbIdx = (cfbIdx + 1) % ARRAY_COUNT(sGraphCfbInfos);
cfb->fb1 = gfxCtx->curFrameBuffer;
cfb->swapBuffer = gfxCtx->curFrameBuffer;
if (gfxCtx->updateViMode) {
gfxCtx->updateViMode = false;
cfb->viMode = gfxCtx->viMode;
cfb->features = gfxCtx->viConfigFeatures;
cfb->xScale = gfxCtx->xScale;
cfb->yScale = gfxCtx->yScale;
} else {
cfb->viMode = NULL;
}
cfb->unk_10 = 0;
cfb->updateRate = gameState->framerateDivisor;
scTask->framebuffer = cfb;
while (gfxCtx->queue.validCount != 0) {
osRecvMesg(&gfxCtx->queue, NULL, OS_MESG_NOBLOCK);
}
gfxCtx->schedMsgQ = &gSchedContext.cmdQ;
osSendMesg(&gSchedContext.cmdQ, scTask, OS_MESG_BLOCK);
Sched_SendEntryMsg(&gSchedContext);
// @recomp Immediately wait on the task to complete to minimize latency for the next one.
osRecvMesg(&gfxCtx->queue, &msg, OS_MESG_BLOCK);
// @recomp Wait on the VI framebuffer to change if this task has a framebuffer swap.
if (scTask->flags & OS_SC_SWAPBUFFER) {
int viCounter = 0;
while (osViGetCurrentFramebuffer() != cfb->fb1) {
osRecvMesg(&vi_queue, NULL, OS_MESG_BLOCK);
viCounter++;
}
// If we didn't wait the full number of VIs needed between frames then wait one extra VI afterwards.
if (viCounter < gameState->framerateDivisor) {
osRecvMesg(&vi_queue, NULL, OS_MESG_BLOCK);
}
}
// @recomp Flush any extra messages from the VI queue.
while (osRecvMesg(&vi_queue, NULL, OS_MESG_NOBLOCK) == 0) {
;
}
}
extern SpeedMeter sGameSpeedMeter;
extern VisCvg sGameVisCvg;
extern VisZbuf sGameVisZbuf;
extern VisMono sGameVisMono;
extern ViMode sGameViMode;
void GameState_Destroy(GameState* gameState) {
AudioMgr_StopAllSfxExceptSystem();
Audio_Update();
// @recomp The wait for the gfx task was moved to directly after submission, so it's not needed here.
// osRecvMesg(&gameState->gfxCtx->queue, NULL, OS_MESG_BLOCK);
if (gameState->destroy != NULL) {
gameState->destroy(gameState);
}
Rumble_Destroy();
SpeedMeter_Destroy(&sGameSpeedMeter);
VisCvg_Destroy(&sGameVisCvg);
VisZbuf_Destroy(&sGameVisZbuf);
VisMono_Destroy(&sGameVisMono);
ViMode_Destroy(&sGameViMode);
THA_Destroy(&gameState->tha);
GameAlloc_Cleanup(&gameState->alloc);
}