mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-18 03:39:16 +01:00
461 lines
15 KiB
C++
461 lines
15 KiB
C++
#include <thread>
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#include <atomic>
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#include <chrono>
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#include <cinttypes>
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#include <variant>
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#include <unordered_map>
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#include <utility>
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#include <mutex>
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#include <queue>
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#include <cstring>
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#include "blockingconcurrentqueue.h"
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#include "ultra64.h"
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#include "multilibultra.hpp"
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#include "recomp.h"
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#include "rsp.h"
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struct SpTaskAction {
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OSTask task;
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};
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struct SwapBuffersAction {
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uint32_t origin;
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};
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using Action = std::variant<SpTaskAction, SwapBuffersAction>;
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static struct {
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struct {
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std::thread thread;
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PTR(OSMesgQueue) mq = NULLPTR;
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PTR(void) current_buffer = NULLPTR;
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PTR(void) next_buffer = NULLPTR;
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OSMesg msg = (OSMesg)0;
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int retrace_count = 1;
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} vi;
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struct {
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std::thread gfx_thread;
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std::thread task_thread;
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PTR(OSMesgQueue) mq = NULLPTR;
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OSMesg msg = (OSMesg)0;
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} sp;
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struct {
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std::thread thread;
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PTR(OSMesgQueue) mq = NULLPTR;
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OSMesg msg = (OSMesg)0;
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} dp;
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struct {
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std::thread thread;
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PTR(OSMesgQueue) mq = NULLPTR;
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OSMesg msg = (OSMesg)0;
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} ai;
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struct {
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std::thread thread;
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PTR(OSMesgQueue) mq = NULLPTR;
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OSMesg msg = (OSMesg)0;
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} si;
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// The same message queue may be used for multiple events, so share a mutex for all of them
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std::mutex message_mutex;
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uint8_t* rdram;
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moodycamel::BlockingConcurrentQueue<Action> action_queue{};
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std::atomic<OSTask*> sp_task = nullptr;
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} events_context{};
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extern "C" void osSetEventMesg(RDRAM_ARG OSEvent event_id, PTR(OSMesgQueue) mq_, OSMesg msg) {
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OSMesgQueue* mq = TO_PTR(OSMesgQueue, mq_);
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std::lock_guard lock{ events_context.message_mutex };
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switch (event_id) {
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case OS_EVENT_SP:
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events_context.sp.msg = msg;
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events_context.sp.mq = mq_;
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break;
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case OS_EVENT_DP:
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events_context.dp.msg = msg;
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events_context.dp.mq = mq_;
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break;
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case OS_EVENT_AI:
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events_context.ai.msg = msg;
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events_context.ai.mq = mq_;
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break;
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case OS_EVENT_SI:
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events_context.si.msg = msg;
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events_context.si.mq = mq_;
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}
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}
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extern "C" void osViSetEvent(RDRAM_ARG PTR(OSMesgQueue) mq_, OSMesg msg, u32 retrace_count) {
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std::lock_guard lock{ events_context.message_mutex };
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events_context.vi.mq = mq_;
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events_context.vi.msg = msg;
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events_context.vi.retrace_count = retrace_count;
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}
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uint64_t total_vis = 0;
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void vi_thread_func() {
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Multilibultra::set_native_thread_name("VI Thread");
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// This thread should be prioritized over every other thread in the application, as it's what allows
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// the game to generate new audio and gfx lists.
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Multilibultra::set_native_thread_priority(Multilibultra::ThreadPriority::Critical);
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using namespace std::chrono_literals;
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int remaining_retraces = events_context.vi.retrace_count;
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while (true) {
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// Determine the next VI time (more accurate than adding 16ms each VI interrupt)
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auto next = Multilibultra::get_start() + (total_vis * 1000000us) / (60 * Multilibultra::get_speed_multiplier());
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//if (next > std::chrono::system_clock::now()) {
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// printf("Sleeping for %" PRIu64 " us to get from %" PRIu64 " us to %" PRIu64 " us \n",
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// (next - std::chrono::system_clock::now()) / 1us,
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// (std::chrono::system_clock::now() - events_context.start) / 1us,
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// (next - events_context.start) / 1us);
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//} else {
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// printf("No need to sleep\n");
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//}
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std::this_thread::sleep_until(next);
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// Calculate how many VIs have passed
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uint64_t new_total_vis = (Multilibultra::time_since_start() * (60 * Multilibultra::get_speed_multiplier()) / 1000ms) + 1;
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if (new_total_vis > total_vis + 1) {
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//printf("Skipped % " PRId64 " frames in VI interupt thread!\n", new_total_vis - total_vis - 1);
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}
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total_vis = new_total_vis;
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remaining_retraces--;
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{
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std::lock_guard lock{ events_context.message_mutex };
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uint8_t* rdram = events_context.rdram;
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if (remaining_retraces == 0) {
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remaining_retraces = events_context.vi.retrace_count;
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if (events_context.vi.mq != NULLPTR) {
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if (osSendMesg(PASS_RDRAM events_context.vi.mq, events_context.vi.msg, OS_MESG_NOBLOCK) == -1) {
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//printf("Game skipped a VI frame!\n");
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}
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}
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}
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if (events_context.ai.mq != NULLPTR) {
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if (osSendMesg(PASS_RDRAM events_context.ai.mq, events_context.ai.msg, OS_MESG_NOBLOCK) == -1) {
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//printf("Game skipped a AI frame!\n");
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}
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}
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}
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}
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}
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void sp_complete() {
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uint8_t* rdram = events_context.rdram;
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std::lock_guard lock{ events_context.message_mutex };
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osSendMesg(PASS_RDRAM events_context.sp.mq, events_context.sp.msg, OS_MESG_NOBLOCK);
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}
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void dp_complete() {
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uint8_t* rdram = events_context.rdram;
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std::lock_guard lock{ events_context.message_mutex };
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osSendMesg(PASS_RDRAM events_context.dp.mq, events_context.dp.msg, OS_MESG_NOBLOCK);
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}
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void RT64Init(uint8_t* rom, uint8_t* rdram, Multilibultra::WindowHandle window_handle);
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void RT64SendDL(uint8_t* rdram, const OSTask* task);
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void RT64UpdateScreen(uint32_t vi_origin);
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void RT64ChangeWindow();
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uint8_t dmem[0x1000];
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uint16_t rspReciprocals[512];
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uint16_t rspInverseSquareRoots[512];
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using RspUcodeFunc = RspExitReason(uint8_t* rdram);
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extern RspUcodeFunc njpgdspMain;
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extern RspUcodeFunc aspMain;
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// From Ares emulator. For license details, see rsp_vu.h
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void rsp_constants_init() {
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rspReciprocals[0] = u16(~0);
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for (u16 index = 1; index < 512; index++) {
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u64 a = index + 512;
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u64 b = (u64(1) << 34) / a;
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rspReciprocals[index] = u16(b + 1 >> 8);
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}
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for (u16 index = 0; index < 512; index++) {
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u64 a = index + 512 >> ((index % 2 == 1) ? 1 : 0);
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u64 b = 1 << 17;
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//find the largest b where b < 1.0 / sqrt(a)
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while (a * (b + 1) * (b + 1) < (u64(1) << 44)) b++;
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rspInverseSquareRoots[index] = u16(b >> 1);
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}
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}
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// Runs a recompiled RSP microcode
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void run_rsp_microcode(uint8_t* rdram, const OSTask* task, RspUcodeFunc* ucode_func) {
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// Load the OSTask into DMEM
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memcpy(&dmem[0xFC0], task, sizeof(OSTask));
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// Load the ucode data into DMEM
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dma_rdram_to_dmem(rdram, 0x0000, task->t.ucode_data, 0xF80 - 1);
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// Run the ucode
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RspExitReason exit_reason = ucode_func(rdram);
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// Ensure that the ucode exited correctly
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assert(exit_reason == RspExitReason::Broke);
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}
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void task_thread_func(uint8_t* rdram, uint8_t* rom, std::atomic_flag* thread_ready) {
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Multilibultra::set_native_thread_name("SP Task Thread");
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Multilibultra::set_native_thread_priority(Multilibultra::ThreadPriority::Normal);
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// Notify the caller thread that this thread is ready.
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thread_ready->test_and_set();
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thread_ready->notify_all();
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while (1) {
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// Wait until an RSP task has been sent
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events_context.sp_task.wait(nullptr);
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// Retrieve the task pointer and clear the pending RSP task
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OSTask* task = events_context.sp_task;
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events_context.sp_task.store(nullptr);
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// Run the correct function based on the task type
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if (task->t.type == M_AUDTASK) {
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run_rsp_microcode(rdram, task, aspMain);
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}
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else if (task->t.type == M_NJPEGTASK) {
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run_rsp_microcode(rdram, task, njpgdspMain);
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}
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else {
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fprintf(stderr, "Unknown task type: %" PRIu32 "\n", task->t.type);
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assert(false);
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std::quick_exit(EXIT_FAILURE);
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}
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// Tell the game that the RSP has completed
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sp_complete();
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}
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}
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static Multilibultra::gfx_callbacks_t gfx_callbacks;
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void Multilibultra::set_gfx_callbacks(const gfx_callbacks_t* callbacks) {
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if (callbacks != nullptr) {
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gfx_callbacks = *callbacks;
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}
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}
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void gfx_thread_func(uint8_t* rdram, uint8_t* rom, std::atomic_flag* thread_ready, Multilibultra::WindowHandle window_handle) {
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using namespace std::chrono_literals;
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Multilibultra::gfx_callbacks_t::gfx_data_t gfx_data{};
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Multilibultra::set_native_thread_name("Gfx Thread");
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Multilibultra::set_native_thread_priority(Multilibultra::ThreadPriority::Normal);
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if (gfx_callbacks.create_gfx != nullptr) {
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gfx_data = gfx_callbacks.create_gfx();
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}
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if (gfx_callbacks.create_window != nullptr) {
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window_handle = gfx_callbacks.create_window(gfx_data);
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}
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RT64Init(rom, rdram, window_handle);
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rsp_constants_init();
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// Notify the caller thread that this thread is ready.
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thread_ready->test_and_set();
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thread_ready->notify_all();
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while (true) {
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// Try to pull an action from the queue
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Action action;
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if (events_context.action_queue.wait_dequeue_timed(action, 1ms)) {
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// Determine the action type and act on it
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if (const auto* task_action = std::get_if<SpTaskAction>(&action)) {
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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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// If this causes issues then the logic can be replaced with responding to yield requests.
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sp_complete();
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RT64SendDL(rdram, &task_action->task);
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dp_complete();
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} else if (const auto* swap_action = std::get_if<SwapBuffersAction>(&action)) {
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events_context.vi.current_buffer = events_context.vi.next_buffer;
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RT64UpdateScreen(swap_action->origin);
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}
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}
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if (gfx_callbacks.update_gfx != nullptr) {
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gfx_callbacks.update_gfx(nullptr);
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}
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}
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}
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extern unsigned int VI_STATUS_REG;
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extern unsigned int VI_ORIGIN_REG;
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extern unsigned int VI_WIDTH_REG;
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extern unsigned int VI_INTR_REG;
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extern unsigned int VI_V_CURRENT_LINE_REG;
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extern unsigned int VI_TIMING_REG;
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extern unsigned int VI_V_SYNC_REG;
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extern unsigned int VI_H_SYNC_REG;
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extern unsigned int VI_LEAP_REG;
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extern unsigned int VI_H_START_REG;
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extern unsigned int VI_V_START_REG;
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extern unsigned int VI_V_BURST_REG;
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extern unsigned int VI_X_SCALE_REG;
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extern unsigned int VI_Y_SCALE_REG;
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uint32_t hstart = 0;
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uint32_t vi_origin_offset = 320 * sizeof(uint16_t);
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bool vi_black = false;
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extern "C" void osViSwapBuffer(RDRAM_ARG PTR(void) frameBufPtr) {
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if (vi_black) {
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VI_H_START_REG = 0;
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} else {
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VI_H_START_REG = hstart;
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}
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events_context.vi.next_buffer = frameBufPtr;
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events_context.action_queue.enqueue(SwapBuffersAction{ osVirtualToPhysical(frameBufPtr) + vi_origin_offset });
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}
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extern "C" void osViSetMode(RDRAM_ARG PTR(OSViMode) mode_) {
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OSViMode* mode = TO_PTR(OSViMode, mode_);
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VI_STATUS_REG = mode->comRegs.ctrl;
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VI_WIDTH_REG = mode->comRegs.width;
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// burst
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VI_V_SYNC_REG = mode->comRegs.vSync;
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VI_H_SYNC_REG = mode->comRegs.hSync;
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VI_LEAP_REG = mode->comRegs.leap;
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hstart = mode->comRegs.hStart;
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VI_X_SCALE_REG = mode->comRegs.xScale;
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VI_V_CURRENT_LINE_REG = mode->comRegs.vCurrent;
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// TODO swap these every VI to account for fields changing
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vi_origin_offset = mode->fldRegs[0].origin;
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VI_Y_SCALE_REG = mode->fldRegs[0].yScale;
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VI_V_START_REG = mode->fldRegs[0].vStart;
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VI_V_BURST_REG = mode->fldRegs[0].vBurst;
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VI_INTR_REG = mode->fldRegs[0].vIntr;
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}
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#define VI_CTRL_TYPE_16 0x00002
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#define VI_CTRL_TYPE_32 0x00003
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#define VI_CTRL_GAMMA_DITHER_ON 0x00004
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#define VI_CTRL_GAMMA_ON 0x00008
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#define VI_CTRL_DIVOT_ON 0x00010
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#define VI_CTRL_SERRATE_ON 0x00040
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#define VI_CTRL_ANTIALIAS_MASK 0x00300
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#define VI_CTRL_ANTIALIAS_MODE_1 0x00100
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#define VI_CTRL_ANTIALIAS_MODE_2 0x00200
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#define VI_CTRL_ANTIALIAS_MODE_3 0x00300
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#define VI_CTRL_PIXEL_ADV_MASK 0x01000
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#define VI_CTRL_PIXEL_ADV_1 0x01000
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#define VI_CTRL_PIXEL_ADV_2 0x02000
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#define VI_CTRL_PIXEL_ADV_3 0x03000
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#define VI_CTRL_DITHER_FILTER_ON 0x10000
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#define OS_VI_GAMMA_ON 0x0001
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#define OS_VI_GAMMA_OFF 0x0002
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#define OS_VI_GAMMA_DITHER_ON 0x0004
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#define OS_VI_GAMMA_DITHER_OFF 0x0008
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#define OS_VI_DIVOT_ON 0x0010
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#define OS_VI_DIVOT_OFF 0x0020
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#define OS_VI_DITHER_FILTER_ON 0x0040
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#define OS_VI_DITHER_FILTER_OFF 0x0080
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extern "C" void osViSetSpecialFeatures(uint32_t func) {
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if ((func & OS_VI_GAMMA_ON) != 0) {
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VI_STATUS_REG |= VI_CTRL_GAMMA_ON;
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}
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if ((func & OS_VI_GAMMA_OFF) != 0) {
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VI_STATUS_REG &= ~VI_CTRL_GAMMA_ON;
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}
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if ((func & OS_VI_GAMMA_DITHER_ON) != 0) {
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VI_STATUS_REG |= VI_CTRL_GAMMA_DITHER_ON;
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}
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if ((func & OS_VI_GAMMA_DITHER_OFF) != 0) {
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VI_STATUS_REG &= ~VI_CTRL_GAMMA_DITHER_ON;
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}
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if ((func & OS_VI_DIVOT_ON) != 0) {
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VI_STATUS_REG |= VI_CTRL_DIVOT_ON;
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}
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if ((func & OS_VI_DIVOT_OFF) != 0) {
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VI_STATUS_REG &= ~VI_CTRL_DIVOT_ON;
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}
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if ((func & OS_VI_DITHER_FILTER_ON) != 0) {
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VI_STATUS_REG |= VI_CTRL_DITHER_FILTER_ON;
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VI_STATUS_REG &= ~VI_CTRL_ANTIALIAS_MASK;
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}
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if ((func & OS_VI_DITHER_FILTER_OFF) != 0) {
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VI_STATUS_REG &= ~VI_CTRL_DITHER_FILTER_ON;
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//VI_STATUS_REG |= __osViNext->modep->comRegs.ctrl & VI_CTRL_ANTIALIAS_MASK;
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}
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}
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extern "C" void osViBlack(uint8_t active) {
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vi_black = active;
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}
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extern "C" void osViSetXScale(float scale) {
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if (scale != 1.0f) {
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assert(false);
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}
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}
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extern "C" void osViSetYScale(float scale) {
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if (scale != 1.0f) {
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assert(false);
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}
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}
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extern "C" PTR(void) osViGetNextFramebuffer() {
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return events_context.vi.next_buffer;
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}
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extern "C" PTR(void) osViGetCurrentFramebuffer() {
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return events_context.vi.current_buffer;
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}
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void Multilibultra::submit_rsp_task(RDRAM_ARG PTR(OSTask) task_) {
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OSTask* task = TO_PTR(OSTask, task_);
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// Send gfx tasks to the graphics action queue
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if (task->t.type == M_GFXTASK) {
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events_context.action_queue.enqueue(SpTaskAction{ *task });
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}
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// Set all other tasks as the RSP task
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else {
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events_context.sp_task.store(task);
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events_context.sp_task.notify_all();
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}
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}
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void Multilibultra::send_si_message() {
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uint8_t* rdram = events_context.rdram;
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osSendMesg(PASS_RDRAM events_context.si.mq, events_context.si.msg, OS_MESG_NOBLOCK);
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}
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void Multilibultra::init_events(uint8_t* rdram, uint8_t* rom, Multilibultra::WindowHandle window_handle) {
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std::atomic_flag gfx_thread_ready;
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std::atomic_flag task_thread_ready;
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events_context.rdram = rdram;
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events_context.sp.gfx_thread = std::thread{ gfx_thread_func, rdram, rom, &gfx_thread_ready, window_handle };
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events_context.sp.task_thread = std::thread{ task_thread_func, rdram, rom, &task_thread_ready };
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// Wait for the two sp threads to be ready before continuing to prevent the game from
|
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// running before we're able to handle RSP tasks.
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gfx_thread_ready.wait(false);
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task_thread_ready.wait(false);
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events_context.vi.thread = std::thread{ vi_thread_func };
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}
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