mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-07-10 15:14:20 -04:00
Implemented proper ROM selection menu
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@@ -218,7 +218,7 @@ void run_rsp_microcode(uint8_t* rdram, const OSTask* task, RspUcodeFunc* ucode_f
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}
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void task_thread_func(uint8_t* rdram, uint8_t* rom, std::atomic_flag* thread_ready) {
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void task_thread_func(uint8_t* rdram, std::atomic_flag* thread_ready) {
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ultramodern::set_native_thread_name("SP Task Thread");
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ultramodern::set_native_thread_priority(ultramodern::ThreadPriority::Normal);
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@@ -284,7 +284,7 @@ uint32_t ultramodern::get_target_framerate(uint32_t original) {
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}
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}
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void gfx_thread_func(uint8_t* rdram, uint8_t* rom, std::atomic_flag* thread_ready, ultramodern::WindowHandle window_handle) {
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void gfx_thread_func(uint8_t* rdram, std::atomic_flag* thread_ready, ultramodern::WindowHandle window_handle) {
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bool enabled_instant_present = false;
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using namespace std::chrono_literals;
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@@ -293,7 +293,7 @@ void gfx_thread_func(uint8_t* rdram, uint8_t* rom, std::atomic_flag* thread_read
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ultramodern::GraphicsConfig old_config;
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RT64::Application* application = RT64Init(rom, rdram, window_handle, cur_config.load().developer_mode);
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RT64::Application* application = RT64Init(rdram, window_handle, cur_config.load().developer_mode);
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if (application == nullptr) {
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throw std::runtime_error("Failed to initialize RT64!");
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@@ -511,12 +511,12 @@ void ultramodern::send_si_message() {
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osSendMesg(PASS_RDRAM events_context.si.mq, events_context.si.msg, OS_MESG_NOBLOCK);
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}
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void ultramodern::init_events(uint8_t* rdram, uint8_t* rom, ultramodern::WindowHandle window_handle) {
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void ultramodern::init_events(uint8_t* rdram, ultramodern::WindowHandle window_handle) {
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std::atomic_flag gfx_thread_ready;
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std::atomic_flag task_thread_ready;
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events_context.rdram = rdram;
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events_context.sp.gfx_thread = std::thread{ gfx_thread_func, rdram, rom, &gfx_thread_ready, window_handle };
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events_context.sp.task_thread = std::thread{ task_thread_func, rdram, rom, &task_thread_ready };
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events_context.sp.gfx_thread = std::thread{ gfx_thread_func, rdram, &gfx_thread_ready, window_handle };
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events_context.sp.task_thread = std::thread{ task_thread_func, rdram, &task_thread_ready };
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// Wait for the two sp threads to be ready before continuing to prevent the game from
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// running before we're able to handle RSP tasks.
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