#include #include #include #include #include #include #include #include #include #include #include "blockingconcurrentqueue.h" #include "utils.hpp" #include "ultra64.h" #include "ultramodern.hpp" #include "config.hpp" #include "rt64_layer.h" #include "recomp.h" #include "recomp_ui.h" #include "recomp_input.h" #include "rsp.h" struct SpTaskAction { OSTask task; }; struct SwapBuffersAction { uint32_t origin; }; struct UpdateConfigAction { }; struct LoadShaderCacheAction { std::span data; }; using Action = std::variant; 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 { PTR(OSMesgQueue) mq = NULLPTR; OSMesg msg = (OSMesg)0; } dp; struct { PTR(OSMesgQueue) mq = NULLPTR; OSMesg msg = (OSMesg)0; } ai; struct { 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_queue{}; moodycamel::BlockingConcurrentQueue sp_task_queue{}; moodycamel::ConcurrentQueue deleted_threads{}; } 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; extern std::atomic_bool exited; void set_dummy_vi(); void vi_thread_func() { ultramodern::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. ultramodern::set_native_thread_priority(ultramodern::ThreadPriority::Critical); using namespace std::chrono_literals; int remaining_retraces = events_context.vi.retrace_count; while (!exited) { // Determine the next VI time (more accurate than adding 16ms each VI interrupt) auto next = ultramodern::get_start() + (total_vis * 1000000us) / (60 * ultramodern::get_speed_multiplier()); //if (next > std::chrono::high_resolution_clock::now()) { // printf("Sleeping for %" PRIu64 " us to get from %" PRIu64 " us to %" PRIu64 " us \n", // (next - std::chrono::high_resolution_clock::now()) / 1us, // (std::chrono::high_resolution_clock::now() - events_context.start) / 1us, // (next - events_context.start) / 1us); //} else { // printf("No need to sleep\n"); //} // Detect if there's more than a second to wait and wait a fixed amount instead for the next VI if so, as that usually means the system clock went back in time. if (std::chrono::floor(next - std::chrono::high_resolution_clock::now()) > 1s) { // printf("Skipping the next VI wait\n"); next = std::chrono::high_resolution_clock::now(); } ultramodern::sleep_until(next); // Calculate how many VIs have passed uint64_t new_total_vis = (ultramodern::time_since_start() * (60 * ultramodern::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 (ultramodern::is_game_started()) { 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"); } } } else { set_dummy_vi(); static bool swap = false; uint32_t vi_origin = 0x400 + 0x280; // Skip initial RDRAM contents and add the usual origin offset // Offset by one FB every other frame so RT64 continues drawing if (swap) { vi_origin += 0x25800; } osViSwapBuffer(rdram, vi_origin); swap = !swap; } } 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"); } } } // TODO move recomp code out of ultramodern. recomp::update_rumble(); } } 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); } 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, moodycamel::LightweightSemaphore* thread_ready) { ultramodern::set_native_thread_name("SP Task Thread"); ultramodern::set_native_thread_priority(ultramodern::ThreadPriority::Normal); // Notify the caller thread that this thread is ready. thread_ready->signal(); while (true) { // Wait until an RSP task has been sent OSTask* task; events_context.sp_task_queue.wait_dequeue(task); if (task == nullptr) { return; } // 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 std::atomic cur_config{}; void ultramodern::set_graphics_config(const ultramodern::GraphicsConfig& config) { cur_config = config; events_context.action_queue.enqueue(UpdateConfigAction{}); } ultramodern::GraphicsConfig ultramodern::get_graphics_config() { return cur_config; } std::atomic_uint32_t display_refresh_rate = 60; uint32_t ultramodern::get_target_framerate(uint32_t original) { ultramodern::GraphicsConfig graphics_config = ultramodern::get_graphics_config(); switch (graphics_config.rr_option) { case RT64::UserConfiguration::RefreshRate::Original: default: return original; case RT64::UserConfiguration::RefreshRate::Manual: return graphics_config.rr_manual_value; case RT64::UserConfiguration::RefreshRate::Display: return display_refresh_rate.load(); } } uint32_t ultramodern::get_display_refresh_rate() { return display_refresh_rate.load(); } void ultramodern::load_shader_cache(std::span cache_data) { events_context.action_queue.enqueue(LoadShaderCacheAction{cache_data}); } void gfx_thread_func(uint8_t* rdram, moodycamel::LightweightSemaphore* thread_ready, ultramodern::WindowHandle window_handle) { bool enabled_instant_present = false; using namespace std::chrono_literals; ultramodern::set_native_thread_name("Gfx Thread"); ultramodern::set_native_thread_priority(ultramodern::ThreadPriority::Normal); ultramodern::GraphicsConfig old_config = ultramodern::get_graphics_config(); ultramodern::RT64Context rt64{rdram, window_handle, cur_config.load().developer_mode}; if (!rt64.valid()) { throw std::runtime_error("Failed to initialize RT64!"); } // TODO move recomp code out of ultramodern. recomp::update_supported_options(); rsp_constants_init(); // Notify the caller thread that this thread is ready. thread_ready->signal(); while (!exited) { // Try to pull an action from the queue Action action; if (events_context.action_queue.wait_dequeue_timed(action, 1ms)) { match(action, [&](const SpTaskAction& action){ // Turn on instant present if the game has been started and it hasn't been turned on yet. if (ultramodern::is_game_started() && !enabled_instant_present) { rt64.enable_instant_present(); enabled_instant_present = true; } // 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(); ultramodern::measure_input_latency(); auto rt64_start = std::chrono::high_resolution_clock::now(); rt64.send_dl(&task_action->task); auto rt64_end = std::chrono::high_resolution_clock::now(); dp_complete(); }, [&](const SwapBuffersAction &action) { events_context.vi.current_buffer = events_context.vi.next_buffer; rt64.update_screen(swap_action->origin); display_refresh_rate = rt64.get_display_framerate(); }, [&](const UpdateConfigAction &action) { ultramodern::GraphicsConfig new_config = cur_config; if (old_config == new_config) return; rt64.update_config(old_config, new_config); old_config = new_config; }, [&](const LoadShaderCacheAction &action) { rt64.load_shader_cache(load_shader_cache_action->data); } ); } } // TODO move recomp code out of ultramodern. recomp::destroy_ui(); rt64.shutdown(); } 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; uint32_t vi_origin_offset = 320 * sizeof(uint16_t); bool vi_black = false; void set_dummy_vi() { VI_STATUS_REG = 0x311E; VI_WIDTH_REG = 0x140; VI_V_SYNC_REG = 0x20D; VI_H_SYNC_REG = 0xC15; VI_LEAP_REG = 0x0C150C15; hstart = 0x006C02EC; VI_X_SCALE_REG = 0x200; VI_V_CURRENT_LINE_REG = 0x0; vi_origin_offset = 0x280; VI_Y_SCALE_REG = 0x400; VI_V_START_REG = 0x2501FF; VI_V_BURST_REG = 0xE0204; VI_INTR_REG = 0x2; } 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; 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; 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 ultramodern::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_queue.enqueue(task); } } void ultramodern::send_si_message(RDRAM_ARG1) { osSendMesg(PASS_RDRAM events_context.si.mq, events_context.si.msg, OS_MESG_NOBLOCK); } void ultramodern::init_events(RDRAM_ARG ultramodern::WindowHandle window_handle) { moodycamel::LightweightSemaphore gfx_thread_ready; moodycamel::LightweightSemaphore task_thread_ready; events_context.rdram = rdram; events_context.sp.gfx_thread = std::thread{ gfx_thread_func, rdram, &gfx_thread_ready, window_handle }; events_context.sp.task_thread = std::thread{ task_thread_func, rdram, &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(); task_thread_ready.wait(); events_context.vi.thread = std::thread{ vi_thread_func }; } void ultramodern::join_event_threads() { events_context.sp.gfx_thread.join(); events_context.vi.thread.join(); // Send a null RSP task to indicate that the RSP task thread should exit. events_context.sp_task_queue.enqueue(nullptr); events_context.sp.task_thread.join(); }