mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-16 14:35:06 -05:00
Merge pull request #1080 from HarbourMasters/develop-zhora
zhora -> rando-next
This commit is contained in:
commit
cac6869a56
1
.gitignore
vendored
1
.gitignore
vendored
@ -442,3 +442,4 @@ CTestTestfile.cmake
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_deps
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*/extract_assets_cmake*
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/build*
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build.c
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@ -30,8 +30,8 @@ With the cmake build system you have two options for working on the project:
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#### Visual Studio
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To develop using Visual Studio you only need to use cmake to generate the solution file:
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```powershell
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# Generates Ship.sln at the root directory
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& 'C:\Program Files\CMake\bin\cmake' -S . -G "Visual Studio 17 2022" -T v142 -A x64
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# Generates Ship.sln at `build/x64`
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& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v142 -A x64
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```
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#### Visual Studio Code or another editor
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@ -53,7 +53,7 @@ cd "build/x64"
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```
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## Linux
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1. Requires `gcc, x11, curl, python3, sdl2, libpng, glew, ninja, cmake`
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1. Requires `gcc >= 10, x11, curl, python3, sdl2 >= 2.0.22, libpng, glew >= 2.2, ninja, cmake, lld`
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**Important: For maximum performance make sure you have ninja build tools installed!**
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@ -140,6 +140,7 @@ add_custom_target(
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COMMAND ${CMAKE_COMMAND} -E rm -f oot.otr
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COMMAND ${Python_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/OTRExporter/extract_assets_cmake2.py
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COMMAND ${CMAKE_COMMAND} -E copy oot.otr ${CMAKE_SOURCE_DIR}
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COMMAND ${CMAKE_COMMAND} -E copy oot.otr ${CMAKE_BINARY_DIR}/soh
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/OTRExporter
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COMMENT "Running asset extraction..."
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DEPENDS ZAPD
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@ -46,7 +46,8 @@ RUN curl -sLO https://libsdl.org/release/SDL2-${SDL2VER}.tar.gz && \
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cd SDL2-${SDL2VER} && \
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./configure --build=x86_64-linux-gnu && \
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make -j$(nproc) && make install && \
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rm ../SDL2-${SDL2VER}.tar.gz
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rm ../SDL2-${SDL2VER}.tar.gz && \
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cp -av /usr/local/lib/libSDL* /lib/x86_64-linux-gnu/
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RUN \
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ln -sf /proc/self/mounts /etc/mtab && \
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@ -456,6 +456,7 @@ if ("${CMAKE_CXX_COMPILER_ID}" MATCHES "GNU|Clang|AppleClang")
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"NDEBUG"
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">"
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"ENABLE_OPENGL;"
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"SPDLOG_ACTIVE_LEVEL=0;"
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)
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endif()
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################################################################################
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@ -239,8 +239,8 @@ static LRESULT CALLBACK gfx_dxgi_wnd_proc(HWND h_wnd, UINT message, WPARAM w_par
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dxgi.current_height = (uint32_t)(l_param >> 16);
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break;
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case WM_DESTROY:
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Ship::ExecuteHooks<Ship::ExitGame>();
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exit(0);
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PostQuitMessage(0);
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break;
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case WM_PAINT:
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if (dxgi.in_paint) {
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dxgi.recursive_paint_detected = true;
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@ -378,6 +378,8 @@ static void gfx_dxgi_main_loop(void (*run_one_game_iter)(void)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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Ship::ExecuteHooks<Ship::ExitGame>();
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}
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static void gfx_dxgi_get_dimensions(uint32_t *width, uint32_t *height) {
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@ -238,6 +238,8 @@ static void gfx_sdl_main_loop(void (*run_one_game_iter)(void)) {
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Ship::Switch::Exit();
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#endif
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Ship::ExecuteHooks<Ship::ExitGame>();
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SDL_Quit();
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}
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static void gfx_sdl_get_dimensions(uint32_t *width, uint32_t *height) {
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@ -307,9 +309,8 @@ static void gfx_sdl_handle_events(void) {
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CVar_Save();
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break;
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case SDL_QUIT:
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Ship::ExecuteHooks<Ship::ExitGame>();
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SDL_Quit(); // bandaid fix for linux window closing issue
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exit(0);
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is_running = false;
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break;
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}
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}
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}
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@ -1559,7 +1559,7 @@ set(ALL_FILES
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################################################################################
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# Target
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################################################################################
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add_executable(${PROJECT_NAME} ${ALL_FILES})
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add_executable(${PROJECT_NAME} ${ALL_FILES} ${CMAKE_CURRENT_SOURCE_DIR}/Resource.rc)
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if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
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use_props(${PROJECT_NAME} "${CMAKE_CONFIGURATION_TYPES}" "${DEFAULT_CXX_PROPS}")
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@ -1,8 +1,9 @@
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#pragma once
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static struct {
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std::thread thread;
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std::condition_variable cv_to_thread, cv_from_thread;
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std::mutex mutex;
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bool initialized;
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bool running;
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bool processing;
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} audio;
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@ -83,11 +83,73 @@ extern "C" void ResourceMgr_CacheDirectory(const char* resName);
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extern "C" SequenceData ResourceMgr_LoadSeqByName(const char* path);
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std::unordered_map<std::string, ExtensionEntry> ExtensionCache;
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void OTRAudio_Thread() {
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while (audio.running) {
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{
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std::unique_lock<std::mutex> Lock(audio.mutex);
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while (!audio.processing && audio.running) {
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audio.cv_to_thread.wait(Lock);
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}
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if (!audio.running) {
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break;
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}
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}
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std::unique_lock<std::mutex> Lock(audio.mutex);
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//AudioMgr_ThreadEntry(&gAudioMgr);
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// 528 and 544 relate to 60 fps at 32 kHz 32000/60 = 533.333..
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// in an ideal world, one third of the calls should use num_samples=544 and two thirds num_samples=528
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//#define SAMPLES_HIGH 560
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//#define SAMPLES_LOW 528
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// PAL values
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//#define SAMPLES_HIGH 656
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//#define SAMPLES_LOW 624
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// 44KHZ values
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#define SAMPLES_HIGH 752
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#define SAMPLES_LOW 720
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#define AUDIO_FRAMES_PER_UPDATE (R_UPDATE_RATE > 0 ? R_UPDATE_RATE : 1 )
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#define NUM_AUDIO_CHANNELS 2
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int samples_left = AudioPlayer_Buffered();
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u32 num_audio_samples = samples_left < AudioPlayer_GetDesiredBuffered() ? SAMPLES_HIGH : SAMPLES_LOW;
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// 3 is the maximum authentic frame divisor.
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s16 audio_buffer[SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3];
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for (int i = 0; i < AUDIO_FRAMES_PER_UPDATE; i++) {
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AudioMgr_CreateNextAudioBuffer(audio_buffer + i * (num_audio_samples * NUM_AUDIO_CHANNELS), num_audio_samples);
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}
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AudioPlayer_Play((u8*)audio_buffer, num_audio_samples * (sizeof(int16_t) * NUM_AUDIO_CHANNELS * AUDIO_FRAMES_PER_UPDATE));
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audio.processing = false;
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audio.cv_from_thread.notify_one();
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}
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}
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// C->C++ Bridge
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extern "C" void OTRAudio_Init()
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{
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// Precache all our samples, sequences, etc...
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ResourceMgr_CacheDirectory("audio");
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if (!audio.running) {
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audio.running = true;
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audio.thread = std::thread(OTRAudio_Thread);
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}
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}
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extern "C" void OTRAudio_Exit() {
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// Tell the audio thread to stop
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{
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std::unique_lock<std::mutex> Lock(audio.mutex);
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audio.running = false;
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}
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audio.cv_to_thread.notify_all();
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// Wait until the audio thread quit
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audio.thread.join();
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}
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extern "C" void OTRExtScanner() {
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@ -128,6 +190,10 @@ extern "C" void InitOTR() {
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OTRExtScanner();
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}
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extern "C" void DeinitOTR() {
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OTRAudio_Exit();
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}
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#ifdef _WIN32
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extern "C" uint64_t GetFrequency() {
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LARGE_INTEGER nFreq;
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@ -227,56 +293,10 @@ extern "C" void Graph_StartFrame() {
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// C->C++ Bridge
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extern "C" void Graph_ProcessGfxCommands(Gfx* commands) {
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#ifndef __SWITCH__
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if (!audio.initialized) {
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audio.initialized = true;
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std::thread([]() {
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for (;;) {
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{
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std::unique_lock<std::mutex> Lock(audio.mutex);
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while (!audio.processing) {
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audio.cv_to_thread.wait(Lock);
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}
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}
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std::unique_lock<std::mutex> Lock(audio.mutex);
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//AudioMgr_ThreadEntry(&gAudioMgr);
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// 528 and 544 relate to 60 fps at 32 kHz 32000/60 = 533.333..
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// in an ideal world, one third of the calls should use num_samples=544 and two thirds num_samples=528
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//#define SAMPLES_HIGH 560
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//#define SAMPLES_LOW 528
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// PAL values
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//#define SAMPLES_HIGH 656
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//#define SAMPLES_LOW 624
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// 44KHZ values
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#define SAMPLES_HIGH 752
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#define SAMPLES_LOW 720
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#define AUDIO_FRAMES_PER_UPDATE (R_UPDATE_RATE > 0 ? R_UPDATE_RATE : 1 )
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#define NUM_AUDIO_CHANNELS 2
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int samples_left = AudioPlayer_Buffered();
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u32 num_audio_samples = samples_left < AudioPlayer_GetDesiredBuffered() ? SAMPLES_HIGH : SAMPLES_LOW;
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// 3 is the maximum authentic frame divisor.
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s16 audio_buffer[SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3];
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for (int i = 0; i < AUDIO_FRAMES_PER_UPDATE; i++) {
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AudioMgr_CreateNextAudioBuffer(audio_buffer + i * (num_audio_samples * NUM_AUDIO_CHANNELS), num_audio_samples);
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}
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AudioPlayer_Play((u8*)audio_buffer, num_audio_samples * (sizeof(int16_t) * NUM_AUDIO_CHANNELS * AUDIO_FRAMES_PER_UPDATE));
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audio.processing = false;
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audio.cv_from_thread.notify_one();
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}
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}).detach();
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}
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{
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std::unique_lock<std::mutex> Lock(audio.mutex);
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audio.processing = true;
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}
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#endif
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audio.cv_to_thread.notify_one();
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std::vector<std::unordered_map<Mtx*, MtxF>> mtx_replacements;
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@ -319,14 +339,12 @@ extern "C" void Graph_ProcessGfxCommands(Gfx* commands) {
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last_fps = fps;
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last_update_rate = R_UPDATE_RATE;
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#ifndef __SWITCH__
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{
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std::unique_lock<std::mutex> Lock(audio.mutex);
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while (audio.processing) {
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audio.cv_from_thread.wait(Lock);
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}
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}
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#endif
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// OTRTODO: FIGURE OUT END FRAME POINT
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/* if (OTRGlobals::Instance->context->GetWindow()->lastScancode != -1)
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@ -481,22 +481,6 @@ static void RunFrame()
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uint64_t ticksA, ticksB;
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ticksA = GetPerfCounter();
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#ifdef __SWITCH__
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#define SAMPLES_HIGH 752
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#define SAMPLES_LOW 720
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#define AUDIO_FRAMES_PER_UPDATE (R_UPDATE_RATE > 0 ? R_UPDATE_RATE : 1 )
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#define NUM_AUDIO_CHANNELS 2
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int samples_left = AudioPlayer_Buffered();
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u32 num_audio_samples = samples_left < AudioPlayer_GetDesiredBuffered() ? SAMPLES_HIGH : SAMPLES_LOW;
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s16 audio_buffer[SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 3];
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for (int i = 0; i < AUDIO_FRAMES_PER_UPDATE; i++) {
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AudioMgr_CreateNextAudioBuffer(audio_buffer + i * (num_audio_samples * NUM_AUDIO_CHANNELS), num_audio_samples);
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}
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AudioPlayer_Play((u8*)audio_buffer, num_audio_samples * (sizeof(int16_t) * NUM_AUDIO_CHANNELS * AUDIO_FRAMES_PER_UPDATE));
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#endif
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Graph_StartFrame();
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// TODO: Workaround for rumble being too long. Implement os thread functions.
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@ -36,12 +36,14 @@ void Main_LogSystemHeap(void) {
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osSyncPrintf(VT_RST);
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}
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void main(int argc, char** argv)
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int main(int argc, char** argv)
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{
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GameConsole_Init();
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InitOTR();
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BootCommands_Init();
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Main(0);
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DeinitOTR();
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return 0;
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}
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void Main(void* arg) {
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