Zelda64Recomp/ultramodern/ultramodern.hpp
Reonu 23eb6b7eea
Support for high precision framebuffers and dither noise (RT64) (#252)
* 64 bit framebuffer for rt64

* Remove mention of motion blur cap from readme

* Add graphics.json option to control high precision framebuffers, disable clamping alpha for accumulation blur when using high precision FBs

* Increase dither noise strength at higher resolutions to make it more noticeable

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Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
2024-05-26 01:24:46 -04:00

167 lines
4.9 KiB
C++

#ifndef __ultramodern_HPP__
#define __ultramodern_HPP__
#include <thread>
#include <cassert>
#include <stdexcept>
#include <span>
#undef MOODYCAMEL_DELETE_FUNCTION
#define MOODYCAMEL_DELETE_FUNCTION = delete
#include "lightweightsemaphore.h"
#include "ultra64.h"
#if defined(_WIN32)
# define WIN32_LEAN_AND_MEAN
# include <Windows.h>
#elif defined(__ANDROID__)
# include "android/native_window.h"
#elif defined(__linux__)
# include "X11/Xlib.h"
# undef None
# undef Status
# undef LockMask
# undef Always
# undef Success
#endif
struct UltraThreadContext {
std::thread host_thread;
moodycamel::LightweightSemaphore running;
moodycamel::LightweightSemaphore initialized;
};
namespace ultramodern {
#if defined(_WIN32)
// Native HWND handle to the target window.
struct WindowHandle {
HWND window;
DWORD thread_id = (DWORD)-1;
auto operator<=>(const WindowHandle&) const = default;
};
#elif defined(__ANDROID__)
using WindowHandle = ANativeWindow*;
#elif defined(__linux__)
struct WindowHandle {
Display* display;
Window window;
auto operator<=>(const WindowHandle&) const = default;
};
#endif
// We need a place in rdram to hold the PI handles, so pick an address in extended rdram
constexpr uint32_t rdram_size = 1024 * 1024 * 16; // 16MB to give extra room for anything custom
constexpr int32_t cart_handle = 0x80800000;
constexpr int32_t drive_handle = (int32_t)(cart_handle + sizeof(OSPiHandle));
constexpr int32_t flash_handle = (int32_t)(drive_handle + sizeof(OSPiHandle));
constexpr uint32_t save_size = 1024 * 1024 / 8; // Maximum save size, 1Mbit for flash
// Initialization.
void preinit(RDRAM_ARG WindowHandle window_handle);
void init_saving(RDRAM_ARG1);
void init_events(RDRAM_ARG WindowHandle window_handle);
void init_timers(RDRAM_ARG1);
void init_thread_cleanup();
// Thread queues.
constexpr PTR(PTR(OSThread)) running_queue = (PTR(PTR(OSThread)))-1;
void thread_queue_insert(RDRAM_ARG PTR(PTR(OSThread)) queue, PTR(OSThread) toadd);
PTR(OSThread) thread_queue_pop(RDRAM_ARG PTR(PTR(OSThread)) queue);
bool thread_queue_remove(RDRAM_ARG PTR(PTR(OSThread)) queue_, PTR(OSThread) t_);
bool thread_queue_empty(RDRAM_ARG PTR(PTR(OSThread)) queue);
PTR(OSThread) thread_queue_peek(RDRAM_ARG PTR(PTR(OSThread)) queue);
// Message queues.
void wait_for_external_message(RDRAM_ARG1);
// Thread scheduling.
void check_running_queue(RDRAM_ARG1);
void run_next_thread_and_wait(RDRAM_ARG1);
void resume_thread_and_wait(RDRAM_ARG OSThread* t);
void schedule_running_thread(RDRAM_ARG PTR(OSThread) t);
void cleanup_thread(UltraThreadContext* thread_context);
uint32_t permanent_thread_count();
uint32_t temporary_thread_count();
struct thread_terminated : std::exception {};
enum class ThreadPriority {
Low,
Normal,
High,
VeryHigh,
Critical
};
void set_native_thread_name(const std::string& name);
void set_native_thread_priority(ThreadPriority pri);
PTR(OSThread) this_thread();
void set_main_thread();
bool is_game_thread();
void submit_rsp_task(RDRAM_ARG PTR(OSTask) task);
void send_si_message(RDRAM_ARG1);
uint32_t get_speed_multiplier();
// Time
std::chrono::high_resolution_clock::time_point get_start();
std::chrono::high_resolution_clock::duration time_since_start();
void measure_input_latency();
void sleep_milliseconds(uint32_t millis);
void sleep_until(const std::chrono::high_resolution_clock::time_point& time_point);
// Graphics
uint32_t get_target_framerate(uint32_t original);
uint32_t get_display_refresh_rate();
float get_resolution_scale();
void load_shader_cache(std::span<const char> cache_data);
// Audio
void init_audio();
void set_audio_frequency(uint32_t freq);
void queue_audio_buffer(RDRAM_ARG PTR(s16) audio_data, uint32_t byte_count);
uint32_t get_remaining_audio_bytes();
struct audio_callbacks_t {
using queue_samples_t = void(int16_t*, size_t);
using get_samples_remaining_t = size_t();
using set_frequency_t = void(uint32_t);
queue_samples_t* queue_samples;
get_samples_remaining_t* get_frames_remaining;
set_frequency_t* set_frequency;
};
// Input
struct input_callbacks_t {
using poll_input_t = void(void);
using get_input_t = void(uint16_t*, float*, float*);
using set_rumble_t = void(bool);
poll_input_t* poll_input;
get_input_t* get_input;
set_rumble_t* set_rumble;
};
struct gfx_callbacks_t {
using gfx_data_t = void*;
using create_gfx_t = gfx_data_t();
using create_window_t = WindowHandle(gfx_data_t);
using update_gfx_t = void(gfx_data_t);
create_gfx_t* create_gfx;
create_window_t* create_window;
update_gfx_t* update_gfx;
};
bool is_game_started();
void quit();
void join_event_threads();
void join_thread_cleaner_thread();
void join_saving_thread();
} // namespace ultramodern
#define MIN(a, b) ((a) < (b) ? (a) : (b))
#define debug_printf(...)
//#define debug_printf(...) printf(__VA_ARGS__);
#endif