Zelda64Recomp/portultra/events.cpp

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