mirror of
				https://github.com/Zelda64Recomp/Zelda64Recomp.git
				synced 2025-10-30 08:03:03 +00:00 
			
		
		
		
	Integrates the modding functionality in N64ModernRuntime and adds several exported functions for mods to use. Also adds a ROM decompressor so that the runtime has access to the uncompressed code in the ROM for hooking purposes.
		
			
				
	
	
		
			296 lines
		
	
	
	
		
			9.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			296 lines
		
	
	
	
		
			9.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "patches.h"
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#include "sys_cfb.h"
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#include "buffers.h"
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#include "fault.h"
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#include "audiomgr.h"
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#include "z64speed_meter.h"
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#include "z64vimode.h"
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#include "z64viscvg.h"
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#include "z64vismono.h"
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#include "z64viszbuf.h"
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#include "input.h"
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void recomp_set_current_frame_poll_id();
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void PadMgr_HandleRetrace(void);
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void PadMgr_LockPadData(void);
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void PadMgr_UnlockPadData(void);
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void PadMgr_UpdateRumble(void);
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void PadMgr_UpdateConnections(void);
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void PadMgr_UpdateInputs(void);
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void PadMgr_InitVoice(void);
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OSMesgQueue* PadMgr_AcquireSerialEventQueue(void);
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void PadMgr_ReleaseSerialEventQueue(OSMesgQueue* serialEventQueue);
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extern PadMgr* sPadMgrInstance;
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extern s32 sPadMgrRetraceCount;
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extern FaultMgr gFaultMgr;
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extern s32 sVoiceInitStatus;
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typedef enum {
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    /* 0 */ VOICE_INIT_FAILED, // voice initialization failed
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    /* 1 */ VOICE_INIT_TRY,    // try to initialize voice
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    /* 2 */ VOICE_INIT_SUCCESS // voice initialized
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} VoiceInitStatus;
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RECOMP_PATCH void PadMgr_HandleRetrace(void) {
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    // Execute rumble callback
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    if (sPadMgrInstance->rumbleRetraceCallback != NULL) {
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        sPadMgrInstance->rumbleRetraceCallback(sPadMgrInstance->rumbleRetraceArg);
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    }
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    // Try and initialize a Voice Recognition Unit if not already attempted
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    if (sVoiceInitStatus != VOICE_INIT_FAILED) {
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        PadMgr_InitVoice();
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    }
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    // Rumble Pak
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    if (gFaultMgr.msgId != 0) {
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        // If fault is active, no rumble
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        PadMgr_RumbleStop();
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    } else if (sPadMgrInstance->rumbleOffTimer > 0) {
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        // If the rumble off timer is active, no rumble
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        --sPadMgrInstance->rumbleOffTimer;
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        PadMgr_RumbleStop();
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    } else if (sPadMgrInstance->rumbleOnTimer == 0) {
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        // If the rumble on timer is inactive, no rumble
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        PadMgr_RumbleStop();
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    } else if (!sPadMgrInstance->isResetting) {
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        // If not resetting, update rumble
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        PadMgr_UpdateRumble();
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        --sPadMgrInstance->rumbleOnTimer;
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    }
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}
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extern u8 sOcarinaInstrumentId;
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void poll_inputs(void) {
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    OSMesgQueue* serialEventQueue = PadMgr_AcquireSerialEventQueue();
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    // Begin reading controller data
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    osContStartReadData(serialEventQueue);
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    bool needs_right_stick = recomp_get_analog_cam_enabled() || recomp_aiming_override_mode == RECOMP_AIMING_OVERRIDE_FORCE_RIGHT_STICK;
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    // Suppress the right analog stick if analog camera is active unless the ocarina is in use.
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    recomp_set_right_analog_suppressed(needs_right_stick && sOcarinaInstrumentId == OCARINA_INSTRUMENT_OFF);
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    // Resets this flag for the next frame;
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    recomp_aiming_override_mode = RECOMP_AIMING_OVERRIDE_OFF;
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    // Wait for controller data
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    osRecvMesg(serialEventQueue, NULL, OS_MESG_BLOCK);
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    osContGetReadData(sPadMgrInstance->pads);
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    // Clear all but controller 1
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    bzero(&sPadMgrInstance->pads[1], sizeof(*sPadMgrInstance->pads) * (MAXCONTROLLERS - 1));
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    // If in PreNMI, clear all controllers
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    if (sPadMgrInstance->isResetting) {
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        bzero(sPadMgrInstance->pads, sizeof(sPadMgrInstance->pads));
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    }
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    // Query controller statuses
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    osContStartQuery(serialEventQueue);
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    osRecvMesg(serialEventQueue, NULL, OS_MESG_BLOCK);
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    osContGetQuery(sPadMgrInstance->padStatus);
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    // Lock serial message queue
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    PadMgr_ReleaseSerialEventQueue(serialEventQueue);
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    // Update connections
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    PadMgr_UpdateConnections();
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    // Lock input data
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    PadMgr_LockPadData();
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    // Update input data
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    PadMgr_UpdateInputs();
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    // Execute input callback
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    if (sPadMgrInstance->inputRetraceCallback != NULL) {
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        sPadMgrInstance->inputRetraceCallback(sPadMgrInstance->inputRetraceArg);
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    }
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    // Unlock input data
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    PadMgr_UnlockPadData();
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    sPadMgrRetraceCount++;
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}
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// @recomp Patched to do the actual input polling.
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RECOMP_PATCH void PadMgr_GetInput(Input* inputs, s32 gameRequest) {
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    // @recomp Do an actual poll if gameRequest is true.
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    if (gameRequest) {
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        poll_inputs();
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        // @recomp Tag the current frame's input polling id for latency tracking.
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        recomp_set_current_frame_poll_id();
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    }
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    PadMgr_LockPadData();
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    PadMgr_GetInputNoLock(inputs, gameRequest);
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    PadMgr_UnlockPadData();
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}
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// @recomp Just call PadMgr_GetInput.
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RECOMP_PATCH void PadMgr_GetInput2(Input* inputs, s32 gameRequest) {
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    PadMgr_GetInput(inputs, gameRequest);
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}
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extern CfbInfo sGraphCfbInfos[3];
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u32 recomp_time_us();
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void recomp_measure_latency();
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void* osViGetCurrentFramebuffer_recomp();
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OSMesgQueue *rdp_queue_ptr = NULL;
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// @recomp Immediately sends the graphics task instead of queueing it in the scheduler.
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RECOMP_PATCH void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
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    static s32 retryCount = 10;
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    static s32 cfbIdx = 0;
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    OSTask_t* task = &gfxCtx->task.list.t;
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    OSScTask* scTask = &gfxCtx->task;
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    OSTimer timer;
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    OSMesg msg;
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    CfbInfo* cfb;
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    // @recomp Additional static members for extra scheduling purposes.
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    static IrqMgrClient irq_client = {0};
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    static OSMesgQueue vi_queue = {0};
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    static OSMesg vi_buf[8] = {0};
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    static bool created = false;
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    if (!created) {
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        created = true;
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        osCreateMesgQueue(&vi_queue, vi_buf, ARRAY_COUNT(vi_buf));
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        extern IrqMgr gIrqMgr;
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        IrqMgr_AddClient(&gIrqMgr, &irq_client, &vi_queue);
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    }
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    // @recomp Disable the wait here so that it can be moved after task submission for minimizing latency.
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// retry:
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//     osSetTimer(&timer, OS_USEC_TO_CYCLES(3 * 1000 * 1000), 0, &gfxCtx->queue, (OSMesg)666);
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//     osRecvMesg(&gfxCtx->queue, &msg, OS_MESG_BLOCK);
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//     osStopTimer(&timer);
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//     if (msg == (OSMesg)666) {
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//         osSyncPrintf("GRAPH SP TIMEOUT\n");
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//         if (retryCount >= 0) {
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//             retryCount--;
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//             Sched_SendGfxCancelMsg(&gSchedContext);
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//             goto retry;
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//         } else {
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//             // graph.c: No more! die!
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//             osSyncPrintf("graph.c:もうダメ!死ぬ!\n");
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//             Fault_AddHungupAndCrashImpl("RCP is HUNG UP!!", "Oh! MY GOD!!");
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//         }
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//     }
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    gfxCtx->masterList = gGfxMasterDL;
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    if (gfxCtx->callback != NULL) {
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        gfxCtx->callback(gfxCtx, gfxCtx->callbackArg);
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    }
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    task->type = M_GFXTASK;
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    task->flags = OS_SC_DRAM_DLIST;
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    task->ucodeBoot = SysUcode_GetUCodeBoot();
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    task->ucodeBootSize = SysUcode_GetUCodeBootSize();
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    task->ucode = SysUcode_GetUCode();
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    task->ucodeData = SysUcode_GetUCodeData();
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    task->ucodeSize = SP_UCODE_SIZE;
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    task->ucodeDataSize = SP_UCODE_DATA_SIZE;
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    task->dramStack = (u64*)gGfxSPTaskStack;
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    task->dramStackSize = sizeof(gGfxSPTaskStack);
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    task->outputBuff = gGfxSPTaskOutputBufferPtr;
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    task->outputBuffSize = gGfxSPTaskOutputBufferEnd;
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    task->dataPtr = (u64*)gGfxMasterDL;
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    task->dataSize = 0;
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    task->yieldDataPtr = (u64*)gGfxSPTaskYieldBuffer;
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    task->yieldDataSize = sizeof(gGfxSPTaskYieldBuffer);
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    scTask->next = NULL;
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    scTask->flags = OS_SC_RCP_MASK | OS_SC_SWAPBUFFER | OS_SC_LAST_TASK;
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    if (SREG(33) & 1) {
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        SREG(33) &= ~1;
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        scTask->flags &= ~OS_SC_SWAPBUFFER;
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        gfxCtx->framebufferIndex--;
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    }
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    scTask->msgQ = &gfxCtx->queue;
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    scTask->msg = NULL;
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    { s32 pad; }
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    cfb = &sGraphCfbInfos[cfbIdx];
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    cfbIdx = (cfbIdx + 1) % ARRAY_COUNT(sGraphCfbInfos);
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    cfb->fb1 = gfxCtx->curFrameBuffer;
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    cfb->swapBuffer = gfxCtx->curFrameBuffer;
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    if (gfxCtx->updateViMode) {
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        gfxCtx->updateViMode = false;
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        cfb->viMode = gfxCtx->viMode;
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        cfb->features = gfxCtx->viConfigFeatures;
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        cfb->xScale = gfxCtx->xScale;
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        cfb->yScale = gfxCtx->yScale;
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    } else {
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        cfb->viMode = NULL;
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    }
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    cfb->unk_10 = 0;
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    cfb->updateRate = gameState->framerateDivisor;
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    scTask->framebuffer = cfb;
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    while (gfxCtx->queue.validCount != 0) {
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        osRecvMesg(&gfxCtx->queue, NULL, OS_MESG_NOBLOCK);
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    }
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    gfxCtx->schedMsgQ = &gSchedContext.cmdQ;
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    osSendMesg(&gSchedContext.cmdQ, scTask, OS_MESG_BLOCK);
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    Sched_SendEntryMsg(&gSchedContext);
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    // @recomp Immediately wait on the task to complete to minimize latency for the next one.
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    osRecvMesg(&gfxCtx->queue, &msg, OS_MESG_BLOCK);
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    // @recomp Wait on the VI framebuffer to change if this task has a framebuffer swap.
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    if (scTask->flags & OS_SC_SWAPBUFFER) {
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        int viCounter = 0;
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        while (osViGetCurrentFramebuffer() != cfb->fb1) {
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            osRecvMesg(&vi_queue, NULL, OS_MESG_BLOCK);
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            viCounter++;
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        }
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        // If we didn't wait the full number of VIs needed between frames then wait one extra VI afterwards.
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        if (viCounter < gameState->framerateDivisor) {
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            osRecvMesg(&vi_queue, NULL, OS_MESG_BLOCK);
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        }
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    }
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    // @recomp Flush any extra messages from the VI queue.
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    while (osRecvMesg(&vi_queue, NULL, OS_MESG_NOBLOCK) == 0) {
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        ;
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    }
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}
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extern SpeedMeter sGameSpeedMeter;
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extern VisCvg sGameVisCvg;
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extern VisZbuf sGameVisZbuf;
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extern VisMono sGameVisMono;
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extern ViMode sGameViMode;
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RECOMP_PATCH void GameState_Destroy(GameState* gameState) {
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    AudioMgr_StopAllSfxExceptSystem();
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    Audio_Update();
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    // @recomp The wait for the gfx task was moved to directly after submission, so it's not needed here.
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    // osRecvMesg(&gameState->gfxCtx->queue, NULL, OS_MESG_BLOCK);
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    if (gameState->destroy != NULL) {
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        gameState->destroy(gameState);
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    }
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    Rumble_Destroy();
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    SpeedMeter_Destroy(&sGameSpeedMeter);
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    VisCvg_Destroy(&sGameVisCvg);
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    VisZbuf_Destroy(&sGameVisZbuf);
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    VisMono_Destroy(&sGameVisMono);
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    ViMode_Destroy(&sGameViMode);
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    THA_Destroy(&gameState->tha);
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    GameAlloc_Cleanup(&gameState->alloc);
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}
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