Game bss and cleanup (#1356)

* Game bss and cleanup

* Match Oot with rdp time variables

* PR review

* Namefixer
This commit is contained in:
Derek Hensley
2023-08-21 18:44:28 -07:00
committed by GitHub
parent 312fcafe2d
commit 8059537150
22 changed files with 135 additions and 120 deletions
+54 -54
View File
@@ -5,38 +5,39 @@
#include "system_malloc.h"
#include "z64debug_text.h"
#include "z64rumble.h"
#include "z64speed_meter.h"
#include "z64vimode.h"
#include "z64viscvg.h"
#include "z64vismono.h"
#include "z64viszbuf.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
extern UNK_TYPE1 D_801F7FF0;
extern VisCvg sGameVisCvg;
extern VisZbuf sGameVisZbuf;
extern VisMono sGameVisMono;
extern ViMode sGameViMode;
s32 gFramerateDivisor = 1;
f32 gFramerateDivisorF = 1.0f;
f32 gFramerateDivisorHalf = 1.0f / 2.0f;
f32 gFramerateDivisorThird = 1.0f / 3.0f;
void Game_UpdateFramerateVariables(s32 divisor) {
SpeedMeter sGameSpeedMeter;
VisCvg sGameVisCvg;
VisZbuf sGameVisZbuf;
VisMono sGameVisMono;
ViMode sGameViMode;
void GameState_UpdateFramerateDivisors(s32 divisor) {
gFramerateDivisor = divisor;
gFramerateDivisorF = divisor;
gFramerateDivisorHalf = divisor / 2.0f;
gFramerateDivisorThird = divisor / 3.0f;
}
void Game_SetFramerateDivisor(GameState* gameState, s32 divisor) {
R_UPDATE_RATE = (s16)divisor;
void GameState_SetFramerateDivisor(GameState* gameState, s32 divisor) {
R_UPDATE_RATE = divisor;
gameState->framerateDivisor = divisor;
Game_UpdateFramerateVariables(divisor);
GameState_UpdateFramerateDivisors(divisor);
}
void GameState_SetFBFilter(Gfx** gfx, void* zbuffer) {
Gfx* dlist = *gfx;
void GameState_SetFBFilter(Gfx** gfxP, void* zbuffer) {
Gfx* gfx = *gfxP;
if ((R_FB_FILTER_TYPE > 0) && (R_FB_FILTER_TYPE < 5)) {
sGameVisCvg.type = R_FB_FILTER_TYPE;
@@ -44,7 +45,7 @@ void GameState_SetFBFilter(Gfx** gfx, void* zbuffer) {
sGameVisCvg.color.g = R_FB_FILTER_PRIM_COLOR(1);
sGameVisCvg.color.b = R_FB_FILTER_PRIM_COLOR(2);
sGameVisCvg.color.a = R_FB_FILTER_A;
VisCvg_Draw(&sGameVisCvg, &dlist);
VisCvg_Draw(&sGameVisCvg, &gfx);
} else if ((R_FB_FILTER_TYPE == 5) || (R_FB_FILTER_TYPE == 6)) {
sGameVisZbuf.useRgba = (R_FB_FILTER_TYPE == 6);
sGameVisZbuf.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
@@ -55,7 +56,7 @@ void GameState_SetFBFilter(Gfx** gfx, void* zbuffer) {
sGameVisZbuf.envColor.g = R_FB_FILTER_ENV_COLOR(1);
sGameVisZbuf.envColor.b = R_FB_FILTER_ENV_COLOR(2);
sGameVisZbuf.envColor.a = R_FB_FILTER_A;
VisZbuf_Draw(&sGameVisZbuf, &dlist, zbuffer);
VisZbuf_Draw(&sGameVisZbuf, &gfx, zbuffer);
} else if (R_FB_FILTER_TYPE == 7) {
sGameVisMono.unk_00 = 0;
sGameVisMono.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
@@ -66,43 +67,43 @@ void GameState_SetFBFilter(Gfx** gfx, void* zbuffer) {
sGameVisMono.envColor.g = R_FB_FILTER_ENV_COLOR(1);
sGameVisMono.envColor.b = R_FB_FILTER_ENV_COLOR(2);
sGameVisMono.envColor.a = R_FB_FILTER_A;
VisMono_Draw(&sGameVisMono, &dlist);
VisMono_Draw(&sGameVisMono, &gfx);
}
*gfx = dlist;
*gfxP = gfx;
}
void Game_Nop80173534(GameState* gameState) {
void GameState_Noop(GameState* gameState) {
}
void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx) {
Gfx* nextDisplayList;
Gfx* polyOpa;
Gfx* gfx;
Gfx* gfxHead;
OPEN_DISPS(gfxCtx);
nextDisplayList = Graph_GfxPlusOne(polyOpa = POLY_OPA_DISP);
gSPDisplayList(OVERLAY_DISP++, nextDisplayList);
gfx = Graph_GfxPlusOne(gfxHead = POLY_OPA_DISP);
gSPDisplayList(OVERLAY_DISP++, gfx);
if (R_FB_FILTER_TYPE && R_FB_FILTER_ENV_COLOR(3) == 0) {
GameState_SetFBFilter(&nextDisplayList, gfxCtx->zbuffer);
if ((R_FB_FILTER_TYPE != 0) && (R_FB_FILTER_ENV_COLOR(3) == 0)) {
GameState_SetFBFilter(&gfx, gfxCtx->zbuffer);
}
if (R_ENABLE_ARENA_DBG < 0) {
R_ENABLE_ARENA_DBG = 0;
}
gSPEndDisplayList(nextDisplayList++);
Graph_BranchDlist(polyOpa, nextDisplayList);
POLY_OPA_DISP = nextDisplayList;
gSPEndDisplayList(gfx++);
Graph_BranchDlist(gfxHead, gfx);
POLY_OPA_DISP = gfx;
CLOSE_DISPS(gfxCtx);
Debug_DrawText(gfxCtx);
if (R_ENABLE_ARENA_DBG != 0) {
SpeedMeter_DrawTimeEntries(&D_801F7FF0, gfxCtx);
SpeedMeter_DrawAllocEntries(&D_801F7FF0, gfxCtx, gameState);
SpeedMeter_DrawTimeEntries(&sGameSpeedMeter, gfxCtx);
SpeedMeter_DrawAllocEntries(&sGameSpeedMeter, gfxCtx, gameState);
}
}
@@ -119,27 +120,27 @@ void GameState_SetFrameBuffer(GraphicsContext* gfxCtx) {
CLOSE_DISPS(gfxCtx);
}
void func_801736DC(GraphicsContext* gfxCtx) {
Gfx* nextDisplayList;
Gfx* polyOpa;
void GameState_DrawEnd(GraphicsContext* gfxCtx) {
Gfx* gfx;
Gfx* gfxHead;
OPEN_DISPS(gfxCtx);
nextDisplayList = Graph_GfxPlusOne(polyOpa = gfxCtx->polyOpa.p);
gSPDisplayList(OVERLAY_DISP++, nextDisplayList);
gSPEndDisplayList(nextDisplayList++);
Graph_BranchDlist(polyOpa, nextDisplayList);
gfx = Graph_GfxPlusOne(gfxHead = POLY_OPA_DISP);
gSPDisplayList(OVERLAY_DISP++, gfx);
gSPEndDisplayList(gfx++);
Graph_BranchDlist(gfxHead, gfx);
POLY_OPA_DISP = nextDisplayList;
POLY_OPA_DISP = gfx;
CLOSE_DISPS(gfxCtx);
}
void Game_UpdateInput(GameState* gameState) {
void GameState_GetInput(GameState* gameState) {
PadMgr_GetInput(gameState->input, true);
}
void Game_Update(GameState* gameState) {
void GameState_Update(GameState* gameState) {
GraphicsContext* gfxCtx = gameState->gfxCtx;
GameState_SetFrameBuffer(gameState->gfxCtx);
@@ -148,12 +149,12 @@ void Game_Update(GameState* gameState) {
if (R_PAUSE_BG_PRERENDER_STATE != PAUSE_BG_PRERENDER_PROCESS) {
GameState_Draw(gameState, gfxCtx);
func_801736DC(gfxCtx);
GameState_DrawEnd(gfxCtx);
}
}
void Game_IncrementFrameCount(GameState* gameState) {
Game_Nop80173534(gameState);
void GameState_IncrementFrameCount(GameState* gameState) {
GameState_Noop(gameState);
gameState->frames++;
}
@@ -171,27 +172,26 @@ void GameState_InitArena(GameState* gameState, size_t size) {
}
void GameState_Realloc(GameState* gameState, size_t size) {
GameAlloc* alloc;
GameAlloc* alloc = &gameState->alloc;
void* gameArena;
size_t systemMaxFree;
size_t bytesFree;
size_t bytesAllocated;
void* heapStart;
void* heapStart = gameState->heap.start;
heapStart = gameState->heap.start;
alloc = &gameState->alloc;
THA_Destroy(&gameState->heap);
GameAlloc_Free(alloc, heapStart);
SystemArena_GetSizes(&systemMaxFree, &bytesFree, &bytesAllocated);
size = ((systemMaxFree - (sizeof(ArenaNode))) < size) ? (0) : (size);
size = ((systemMaxFree - sizeof(ArenaNode)) < size) ? 0 : size;
if (size == 0) {
size = systemMaxFree - (sizeof(ArenaNode));
size = systemMaxFree - sizeof(ArenaNode);
}
if ((gameArena = GameAlloc_Malloc(alloc, size)) != NULL) {
gameArena = GameAlloc_Malloc(alloc, size);
if (gameArena != NULL) {
THA_Init(&gameState->heap, gameArena, size);
} else {
THA_Init(&gameState->heap, 0, 0);
THA_Init(&gameState->heap, NULL, 0);
__assert("../game.c", 1074);
}
}
@@ -201,7 +201,7 @@ void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* g
gameState->frames = 0;
gameState->main = NULL;
gameState->destroy = NULL;
gameState->running = 1;
gameState->running = true;
gfxCtx->viMode = gActiveViMode;
gfxCtx->viConfigFeatures = gViConfigFeatures;
gfxCtx->xScale = gViConfigXScale;
@@ -216,7 +216,7 @@ void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* g
}
GameState_InitArena(gameState, 0x100000);
Game_SetFramerateDivisor(gameState, 3);
GameState_SetFramerateDivisor(gameState, 3);
init(gameState);
@@ -224,7 +224,7 @@ void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* g
VisZbuf_Init(&sGameVisZbuf);
VisMono_Init(&sGameVisMono);
ViMode_Init(&sGameViMode);
func_801773A0(&D_801F7FF0);
SpeedMeter_Init(&sGameSpeedMeter);
Rumble_Init();
osSendMesg(&gameState->gfxCtx->queue, NULL, OS_MESG_BLOCK);
@@ -240,7 +240,7 @@ void GameState_Destroy(GameState* gameState) {
}
Rumble_Destroy();
func_801773C4(&D_801F7FF0);
SpeedMeter_Destroy(&sGameSpeedMeter);
VisCvg_Destroy(&sGameVisCvg);
VisZbuf_Destroy(&sGameVisZbuf);
VisMono_Destroy(&sGameVisMono);
@@ -266,7 +266,7 @@ s32 GameState_GetArenaSize(GameState* gameState) {
}
s32 func_80173B48(GameState* gameState) {
s32 result = OS_CYCLES_TO_NSEC(gameState->framerateDivisor * sIrqMgrRetraceTime) - OS_CYCLES_TO_NSEC(D_801FBAF0);
s32 result = OS_CYCLES_TO_NSEC(gameState->framerateDivisor * sIrqMgrRetraceTime) - OS_CYCLES_TO_NSEC(gRDPTimeTotal);
return result;
}
+5 -5
View File
@@ -228,8 +228,8 @@ retry:
}
void Graph_UpdateGame(GameState* gameState) {
Game_UpdateInput(gameState);
Game_IncrementFrameCount(gameState);
GameState_GetInput(gameState);
GameState_IncrementFrameCount(gameState);
if (SREG(20) < 3) {
Audio_Update();
}
@@ -245,7 +245,7 @@ void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
gameState->unk_A3 = 0;
Graph_SetNextGfxPool(gfxCtx);
Game_Update(gameState);
GameState_Update(gameState);
OPEN_DISPS(gfxCtx);
@@ -312,10 +312,10 @@ void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
D_801FBAE8 = sRSPGFXTotalTime;
D_801FBAE0 = gRSPAudioTotalTime;
D_801FBAF0 = gRDPTotalTime;
gRDPTimeTotal = gRDPTimeAcc;
sRSPGFXTotalTime = 0;
gRSPAudioTotalTime = 0;
gRDPTotalTime = 0;
gRDPTimeAcc = 0;
if (sGraphTaskStartTime != 0) {
lastRenderFrameDuration = time - sGraphTaskStartTime;
+1 -1
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@@ -481,7 +481,7 @@ void Sched_HandleRDPDone(SchedContext* sched) {
}
// Log run time
gRDPTotalTime = osGetTime() - sRDPStartTime;
gRDPTimeAcc = osGetTime() - sRDPStartTime;
// Mark task done
curRDP = sched->curRDPTask;
+3 -2
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@@ -1,12 +1,13 @@
#include "global.h"
#include "z64speed_meter.h"
#include "z64view.h"
#include "system_malloc.h"
#pragma GLOBAL_ASM("asm/non_matchings/code/speed_meter/func_80177390.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/speed_meter/func_801773A0.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/speed_meter/SpeedMeter_Init.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/speed_meter/func_801773C4.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/speed_meter/SpeedMeter_Destroy.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/speed_meter/SpeedMeter_DrawTimeEntries.s")
+1 -1
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@@ -110,7 +110,7 @@ void KaleidoSetup_Update(PlayState* play) {
}
if (pauseCtx->state == PAUSE_STATE_OPENING_0) {
Game_SetFramerateDivisor(&play->state, 2);
GameState_SetFramerateDivisor(&play->state, 2);
if (ShrinkWindow_Letterbox_GetSizeTarget() != 0) {
ShrinkWindow_Letterbox_SetSizeTarget(0);
}
+7 -7
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@@ -728,7 +728,7 @@ void Play_UpdateTransition(PlayState* this) {
if (gTransitionTileState == TRANS_TILE_READY) {
TransitionTile_Destroy(&sTransitionTile);
gTransitionTileState = TRANS_TILE_OFF;
Game_SetFramerateDivisor(&this->state, 3);
GameState_SetFramerateDivisor(&this->state, 3);
}
}
this->transitionTrigger = TRANS_TRIGGER_OFF;
@@ -775,7 +775,7 @@ void Play_UpdateTransition(PlayState* this) {
if (sTransitionFillTimer >= 20) {
gTransitionTileState = TRANS_TILE_OFF;
Game_SetFramerateDivisor(&this->state, 3);
GameState_SetFramerateDivisor(&this->state, 3);
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
this->envCtx.fillScreen = false;
@@ -809,7 +809,7 @@ void Play_UpdateTransition(PlayState* this) {
this->transitionMode = TRANS_MODE_OFF;
} else {
gTransitionTileState = TRANS_TILE_OFF;
Game_SetFramerateDivisor(&this->state, 3);
GameState_SetFramerateDivisor(&this->state, 3);
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
@@ -838,7 +838,7 @@ void Play_UpdateTransition(PlayState* this) {
if (this->transitionTrigger == TRANS_TRIGGER_END) {
if (this->envCtx.sandstormPrimA < 110) {
gTransitionTileState = TRANS_TILE_OFF;
Game_SetFramerateDivisor(&this->state, 3);
GameState_SetFramerateDivisor(&this->state, 3);
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
@@ -874,7 +874,7 @@ void Play_UpdateTransition(PlayState* this) {
if (this->transitionTrigger == TRANS_TRIGGER_END) {
if (this->envCtx.sandstormPrimA <= 0) {
gTransitionTileState = TRANS_TILE_OFF;
Game_SetFramerateDivisor(&this->state, 3);
GameState_SetFramerateDivisor(&this->state, 3);
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
@@ -897,7 +897,7 @@ void Play_UpdateTransition(PlayState* this) {
if (gSaveContext.cutsceneTransitionControl <= 100) {
gTransitionTileState = TRANS_TILE_OFF;
Game_SetFramerateDivisor(&this->state, 3);
GameState_SetFramerateDivisor(&this->state, 3);
this->transitionTrigger = TRANS_TRIGGER_OFF;
this->transitionMode = TRANS_MODE_OFF;
}
@@ -945,7 +945,7 @@ void Play_UpdateMain(PlayState* this) {
} else {
sTransitionTile.zBuffer = gZBufferPtr;
gTransitionTileState = TRANS_TILE_READY;
Game_SetFramerateDivisor(&this->state, 1);
GameState_SetFramerateDivisor(&this->state, 1);
}
break;
+1 -1
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@@ -50,5 +50,5 @@ void PreNMI_Init(GameState* thisx) {
this->timer = 30;
this->unk_A8 = 10;
Game_SetFramerateDivisor(&this->state, 1);
GameState_SetFramerateDivisor(&this->state, 1);
}