mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-14 02:05:05 +01:00
200 lines
6.3 KiB
C
200 lines
6.3 KiB
C
#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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#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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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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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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// @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 Additional static members for extra scheduling purposes.
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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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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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// @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 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 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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int viCounter = 0;
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while (osViGetCurrentFramebuffer() != cfb->fb1) {
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osRecvMesg(&vi_queue, NULL, OS_MESG_BLOCK);
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viCounter++;
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}
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// If we didn't wait the full number of VIs needed between frames then wait one extra VI afterwards.
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if (viCounter < gameState->framerateDivisor) {
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osRecvMesg(&vi_queue, NULL, OS_MESG_BLOCK);
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}
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}
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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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}
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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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void GameState_Destroy(GameState* gameState) {
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AudioMgr_StopAllSfxExceptSystem();
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Audio_Update();
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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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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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