mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp.git
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144 lines
4.0 KiB
C++
144 lines
4.0 KiB
C++
#ifndef __ultramodern_HPP__
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#define __ultramodern_HPP__
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#include <thread>
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#include <atomic>
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#include <mutex>
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#include <algorithm>
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#include "ultra64.h"
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#if defined(_WIN32)
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# define WIN32_LEAN_AND_MEAN
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# include <Windows.h>
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#elif defined(__ANDROID__)
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# include "android/native_window.h"
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#elif defined(__linux__)
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# include "X11/Xlib.h"
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# undef None
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# undef Status
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# undef LockMask
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#endif
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struct UltraThreadContext {
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std::thread host_thread;
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std::atomic_bool running;
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std::atomic_bool initialized;
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};
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namespace ultramodern {
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#if defined(_WIN32)
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// Native HWND handle to the target window.
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struct WindowHandle {
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HWND window;
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DWORD thread_id = (DWORD)-1;
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auto operator<=>(const WindowHandle&) const = default;
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};
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#elif defined(__ANDROID__)
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using WindowHandle = ANativeWindow*;
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#elif defined(__linux__)
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struct WindowHandle {
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Display* display;
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Window window;
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auto operator<=>(const WindowHandle&) const = default;
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};
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#endif
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// We need a place in rdram to hold the PI handles, so pick an address in extended rdram
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constexpr uint32_t rdram_size = 1024 * 1024 * 16; // 16MB to give extra room for anything custom
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constexpr int32_t cart_handle = 0x80800000;
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constexpr int32_t flash_handle = (int32_t)(cart_handle + sizeof(OSPiHandle));
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constexpr uint32_t save_size = 1024 * 1024 / 8; // Maximum save size, 1Mbit for flash
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void preinit(uint8_t* rdram, uint8_t* rom, WindowHandle window_handle);
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void save_init();
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void init_scheduler();
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void init_events(uint8_t* rdram, uint8_t* rom, WindowHandle window_handle);
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void init_timers(RDRAM_ARG1);
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void set_self_paused(RDRAM_ARG1);
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void yield_self(RDRAM_ARG1);
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void block_self(RDRAM_ARG1);
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void unblock_thread(OSThread* t);
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void wait_for_resumed(RDRAM_ARG1);
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void swap_to_thread(RDRAM_ARG OSThread *to);
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void pause_thread_impl(OSThread *t);
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void resume_thread_impl(OSThread* t);
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void schedule_running_thread(OSThread *t);
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void pause_self(RDRAM_ARG1);
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void halt_self(RDRAM_ARG1);
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void stop_thread(OSThread *t);
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void cleanup_thread(OSThread *t);
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uint32_t permanent_thread_count();
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uint32_t temporary_thread_count();
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enum class ThreadPriority {
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Low,
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Normal,
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High,
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VeryHigh,
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Critical
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};
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void set_native_thread_name(const std::string& name);
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void set_native_thread_priority(ThreadPriority pri);
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PTR(OSThread) this_thread();
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void disable_preemption();
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void enable_preemption();
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void notify_scheduler();
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void reprioritize_thread(OSThread *t, OSPri pri);
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void set_main_thread();
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bool is_game_thread();
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void submit_rsp_task(RDRAM_ARG PTR(OSTask) task);
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void send_si_message();
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uint32_t get_speed_multiplier();
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std::chrono::system_clock::time_point get_start();
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std::chrono::system_clock::duration time_since_start();
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// Audio
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void init_audio();
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void set_audio_frequency(uint32_t freq);
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void queue_audio_buffer(RDRAM_ARG PTR(s16) audio_data, uint32_t byte_count);
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uint32_t get_remaining_audio_bytes();
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struct audio_callbacks_t {
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using queue_samples_t = void(int16_t*, size_t);
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using get_samples_remaining_t = size_t();
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using set_frequency_t = void(uint32_t);
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queue_samples_t* queue_samples;
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get_samples_remaining_t* get_frames_remaining;
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set_frequency_t* set_frequency;
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};
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// Input
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struct input_callbacks_t {
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using poll_input_t = void(void);
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using get_input_t = void(uint16_t*, float*, float*);
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poll_input_t* poll_input;
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get_input_t* get_input;
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};
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struct gfx_callbacks_t {
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using gfx_data_t = void*;
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using create_gfx_t = gfx_data_t();
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using create_window_t = WindowHandle(gfx_data_t);
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using update_gfx_t = void(gfx_data_t);
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create_gfx_t* create_gfx;
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create_window_t* create_window;
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update_gfx_t* update_gfx;
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};
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void start(WindowHandle window_handle, const audio_callbacks_t& audio_callbacks, const input_callbacks_t& input_callbacks, const gfx_callbacks_t& gfx_callbacks);
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void start_game(int game);
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bool is_game_started();
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void quit();
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void join_event_threads();
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} // namespace ultramodern
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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#define debug_printf(...)
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//#define debug_printf(...) printf(__VA_ARGS__);
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#endif
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