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sm64/src/pc/pc_main.c

233 lines
5.8 KiB
C

#include <stdlib.h>
#ifdef TARGET_WEB
#include <emscripten.h>
#include <emscripten/html5.h>
#endif
#include "sm64.h"
#include "game/memory.h"
#include "audio/external.h"
#include "gfx/gfx_pc.h"
#include "gfx/gfx_opengl.h"
#include "gfx/gfx_direct3d11.h"
#include "gfx/gfx_direct3d12.h"
#include "gfx/gfx_dxgi.h"
#include "gfx/gfx_glx.h"
#include "gfx/gfx_sdl.h"
#include "gfx/gfx_dummy.h"
#include "gfx/gfx_vulkan.h"
#include "audio/audio_api.h"
#include "audio/audio_wasapi.h"
#include "audio/audio_pulse.h"
#include "audio/audio_alsa.h"
#include "audio/audio_sdl.h"
#include "audio/audio_null.h"
#include "controller/controller_keyboard.h"
#include "configfile.h"
#include "compat.h"
#define CONFIG_FILE "sm64config.txt"
OSMesg gMainReceivedMesg;
OSMesgQueue gSIEventMesgQueue;
s8 gResetTimer;
s8 gNmiResetBarsTimer;
s8 gDebugLevelSelect;
s8 gShowProfiler;
s8 gShowDebugText;
static struct AudioAPI *audio_api;
static struct GfxWindowManagerAPI *wm_api;
static struct GfxRenderingAPI *rendering_api;
extern void gfx_run(Gfx *commands);
extern void thread5_game_loop(void *arg);
extern void create_next_audio_buffer(s16 *samples, u32 num_samples);
void game_loop_one_iteration(void);
void dispatch_audio_sptask(UNUSED struct SPTask *spTask) {
}
void set_vblank_handler(UNUSED s32 index, UNUSED struct VblankHandler *handler, UNUSED OSMesgQueue *queue, UNUSED OSMesg *msg) {
}
static uint8_t inited = 0;
#include "game/game_init.h" // for gGlobalTimer
void exec_display_list(struct SPTask *spTask) {
if (!inited) {
return;
}
gfx_run((Gfx *)spTask->task.t.data_ptr);
}
#define printf
#ifdef VERSION_EU
#define SAMPLES_HIGH 656
#define SAMPLES_LOW 640
#else
#define SAMPLES_HIGH 544
#define SAMPLES_LOW 528
#endif
void produce_one_frame(void) {
gfx_start_frame();
game_loop_one_iteration();
int samples_left = audio_api->buffered();
u32 num_audio_samples = samples_left < audio_api->get_desired_buffered() ? SAMPLES_HIGH : SAMPLES_LOW;
//printf("Audio samples: %d %u\n", samples_left, num_audio_samples);
s16 audio_buffer[SAMPLES_HIGH * 2 * 2];
for (int i = 0; i < 2; i++) {
/*if (audio_cnt-- == 0) {
audio_cnt = 2;
}
u32 num_audio_samples = audio_cnt < 2 ? 528 : 544;*/
create_next_audio_buffer(audio_buffer + i * (num_audio_samples * 2), num_audio_samples);
}
//printf("Audio samples before submitting: %d\n", audio_api->buffered());
audio_api->play((u8 *)audio_buffer, 2 * num_audio_samples * 4);
gfx_end_frame();
}
#ifdef TARGET_WEB
static void em_main_loop(void) {
}
static void request_anim_frame(void (*func)(double time)) {
EM_ASM(requestAnimationFrame(function(time) {
dynCall("vd", $0, [time]);
}), func);
}
static void on_anim_frame(double time) {
static double target_time;
time *= 0.03; // milliseconds to frame count (33.333 ms -> 1)
if (time >= target_time + 10.0) {
// We are lagging 10 frames behind, probably due to coming back after inactivity,
// so reset, with a small margin to avoid potential jitter later.
target_time = time - 0.010;
}
for (int i = 0; i < 2; i++) {
// If refresh rate is 15 Hz or something we might need to generate two frames
if (time >= target_time) {
produce_one_frame();
target_time = target_time + 1.0;
}
}
request_anim_frame(on_anim_frame);
}
#endif
static void save_config(void) {
configfile_save(CONFIG_FILE);
}
static void on_fullscreen_changed(bool is_now_fullscreen) {
configFullscreen = is_now_fullscreen;
}
void main_func(void) {
#ifdef USE_SYSTEM_MALLOC
main_pool_init();
gGfxAllocOnlyPool = alloc_only_pool_init();
#else
static u64 pool[0x165000/8 / 4 * sizeof(void *)];
main_pool_init(pool, pool + sizeof(pool) / sizeof(pool[0]));
#endif
gEffectsMemoryPool = mem_pool_init(0x4000, MEMORY_POOL_LEFT);
configfile_load(CONFIG_FILE);
atexit(save_config);
#ifdef TARGET_WEB
emscripten_set_main_loop(em_main_loop, 0, 0);
request_anim_frame(on_anim_frame);
#endif
#if defined(ENABLE_DX12)
rendering_api = &gfx_direct3d12_api;
wm_api = &gfx_dxgi_api;
#elif defined(ENABLE_DX11)
rendering_api = &gfx_direct3d11_api;
wm_api = &gfx_dxgi_api;
#elif defined(ENABLE_OPENGL)
rendering_api = &gfx_opengl_api;
wm_api = &gfx_sdl;
#elif defined(ENABLE_GFX_DUMMY)
rendering_api = &gfx_dummy_renderer_api;
wm_api = &gfx_dummy_wm_api;
#endif
gfx_init(wm_api, rendering_api, "Super Mario 64 PC-Port", configFullscreen);
wm_api->set_fullscreen_changed_callback(on_fullscreen_changed);
wm_api->set_keyboard_callbacks(keyboard_on_key_down, keyboard_on_key_up, keyboard_on_all_keys_up);
#if HAVE_WASAPI
if (audio_api == NULL && audio_wasapi.init()) {
audio_api = &audio_wasapi;
}
#endif
#if HAVE_PULSE_AUDIO
if (audio_api == NULL && audio_pulse.init()) {
audio_api = &audio_pulse;
}
#endif
#if HAVE_ALSA
if (audio_api == NULL && audio_alsa.init()) {
audio_api = &audio_alsa;
}
#endif
#ifdef TARGET_WEB
if (audio_api == NULL && audio_sdl.init()) {
audio_api = &audio_sdl;
}
#endif
if (audio_api == NULL) {
audio_api = &audio_null;
}
audio_init();
sound_init();
thread5_game_loop(NULL);
#ifdef TARGET_WEB
/*for (int i = 0; i < atoi(argv[1]); i++) {
game_loop_one_iteration();
}*/
inited = 1;
#else
inited = 1;
while (1) {
wm_api->main_loop(produce_one_frame);
}
#endif
}
#if defined(_WIN32) || defined(_WIN64)
#include <windows.h>
int WINAPI WinMain(UNUSED HINSTANCE hInstance, UNUSED HINSTANCE hPrevInstance, UNUSED LPSTR pCmdLine, UNUSED int nCmdShow) {
main_func();
return 0;
}
#else
int main(UNUSED int argc, UNUSED char *argv[]) {
main_func();
return 0;
}
#endif