mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp.git
synced 2026-02-26 15:31:08 +00:00
641 lines
20 KiB
C++
641 lines
20 KiB
C++
#include <cstdio>
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#include <cassert>
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#include <unordered_map>
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#include <vector>
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#include <array>
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#include <filesystem>
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#include <numeric>
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#include <stdexcept>
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#include <cinttypes>
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#include "nfd.h"
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#include "ultramodern/ultra64.h"
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#include "ultramodern/ultramodern.hpp"
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#define SDL_MAIN_HANDLED
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#ifdef _WIN32
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#include "SDL.h"
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#else
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#include "SDL2/SDL.h"
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#include "SDL2/SDL_syswm.h"
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#endif
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#include "recomp_ui.h"
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#include "recomp_input.h"
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#include "zelda_config.h"
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#include "zelda_sound.h"
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#include "zelda_render.h"
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#include "ovl_patches.hpp"
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#include "librecomp/game.hpp"
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include "SDL_syswm.h"
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#endif
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#include "../../lib/rt64/src/contrib/stb/stb_image.h"
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template<typename... Ts>
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void exit_error(const char* str, Ts ...args) {
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// TODO pop up an error
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((void)fprintf(stderr, str, args), ...);
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assert(false);
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std::quick_exit(EXIT_FAILURE);
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}
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ultramodern::gfx_callbacks_t::gfx_data_t create_gfx() {
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SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2");
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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#if defined(__linux__)
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SDL_SetHint(SDL_HINT_VIDEODRIVER, "x11");
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#endif
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) > 0) {
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exit_error("Failed to initialize SDL2: %s\n", SDL_GetError());
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}
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return {};
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}
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#if defined(__gnu_linux__)
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#include "icon_bytes.h"
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bool SetImageAsIcon(const char* filename, SDL_Window* window)
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{
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// Read data
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int width, height, bytesPerPixel;
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void* data = stbi_load_from_memory(reinterpret_cast<const uint8_t*>(icon_bytes), sizeof(icon_bytes), &width, &height, &bytesPerPixel, 4);
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// Calculate pitch
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int pitch;
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pitch = width * 4;
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pitch = (pitch + 3) & ~3;
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// Setup relevance bitmask
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int Rmask, Gmask, Bmask, Amask;
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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Rmask = 0x000000FF;
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Gmask = 0x0000FF00;
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Bmask = 0x00FF0000;
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Amask = 0xFF000000;
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#else
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Rmask = 0xFF000000;
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Gmask = 0x00FF0000;
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Bmask = 0x0000FF00;
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Amask = 0x000000FF;
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#endif
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SDL_Surface* surface = nullptr;
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if (data != nullptr) {
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surface = SDL_CreateRGBSurfaceFrom(data, width, height, 32, pitch, Rmask, Gmask,
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Bmask, Amask);
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}
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if (surface == nullptr) {
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if (data != nullptr) {
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stbi_image_free(data);
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}
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return false;
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} else {
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SDL_SetWindowIcon(window,surface);
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SDL_FreeSurface(surface);
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stbi_image_free(data);
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return true;
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}
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}
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#endif
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SDL_Window* window;
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ultramodern::renderer::WindowHandle create_window(ultramodern::gfx_callbacks_t::gfx_data_t) {
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window = SDL_CreateWindow("Zelda 64: Recompiled", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1600, 960, SDL_WINDOW_RESIZABLE );
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#if defined(__linux__)
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SetImageAsIcon("icons/512.png",window);
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if (ultramodern::renderer::get_graphics_config().wm_option == ultramodern::renderer::WindowMode::Fullscreen) { // TODO: Remove once RT64 gets native fullscreen support on Linux
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SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP);
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} else {
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SDL_SetWindowFullscreen(window,0);
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}
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#endif
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if (window == nullptr) {
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exit_error("Failed to create window: %s\n", SDL_GetError());
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}
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SDL_SysWMinfo wmInfo;
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SDL_VERSION(&wmInfo.version);
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SDL_GetWindowWMInfo(window, &wmInfo);
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#if defined(_WIN32)
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return ultramodern::renderer::WindowHandle{ wmInfo.info.win.window, GetCurrentThreadId() };
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#elif defined(__ANDROID__)
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static_assert(false && "Unimplemented");
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#elif defined(__linux__)
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if (wmInfo.subsystem != SDL_SYSWM_X11) {
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exit_error("Unsupported SDL2 video driver \"%s\". Only X11 is supported on Linux.\n", SDL_GetCurrentVideoDriver());
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}
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return ultramodern::renderer::WindowHandle{ wmInfo.info.x11.display, wmInfo.info.x11.window };
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#else
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static_assert(false && "Unimplemented");
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#endif
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}
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void update_gfx(void*) {
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recomp::handle_events();
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}
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static SDL_AudioCVT audio_convert;
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static SDL_AudioDeviceID audio_device = 0;
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// Samples per channel per second.
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static uint32_t sample_rate = 48000;
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static uint32_t output_sample_rate = 48000;
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// Channel count.
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constexpr uint32_t input_channels = 2;
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static uint32_t output_channels = 2;
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// Terminology: a frame is a collection of samples for each channel. e.g. 2 input samples is one input frame. This is unrelated to graphical frames.
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// Number of frames to duplicate for fixing interpolation at the start and end of a chunk.
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constexpr uint32_t duplicated_input_frames = 4;
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// The number of output frames to skip for playback (to avoid playing duplicate inputs twice).
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static uint32_t discarded_output_frames;
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constexpr uint32_t bytes_per_frame = input_channels * sizeof(float);
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void queue_samples(int16_t* audio_data, size_t sample_count) {
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// Buffer for holding the output of swapping the audio channels. This is reused across
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// calls to reduce runtime allocations.
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static std::vector<float> swap_buffer;
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static std::array<float, duplicated_input_frames * input_channels> duplicated_sample_buffer;
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// Make sure the swap buffer is large enough to hold the audio data, including any extra space needed for resampling.
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size_t resampled_sample_count = sample_count + duplicated_input_frames * input_channels;
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size_t max_sample_count = std::max(resampled_sample_count, resampled_sample_count * audio_convert.len_mult);
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if (max_sample_count > swap_buffer.size()) {
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swap_buffer.resize(max_sample_count);
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}
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// Copy the duplicated frames from last chunk into this chunk
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for (size_t i = 0; i < duplicated_input_frames * input_channels; i++) {
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swap_buffer[i] = duplicated_sample_buffer[i];
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}
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// Convert the audio from 16-bit values to floats and swap the audio channels into the
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// swap buffer to correct for the address xor caused by endianness handling.
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float cur_main_volume = zelda64::get_main_volume() / 100.0f; // Get the current main volume, normalized to 0.0-1.0.
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for (size_t i = 0; i < sample_count; i += input_channels) {
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swap_buffer[i + 0 + duplicated_input_frames * input_channels] = audio_data[i + 1] * (0.5f / 32768.0f) * cur_main_volume;
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swap_buffer[i + 1 + duplicated_input_frames * input_channels] = audio_data[i + 0] * (0.5f / 32768.0f) * cur_main_volume;
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}
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// TODO handle cases where a chunk is smaller than the duplicated frame count.
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assert(sample_count > duplicated_input_frames * input_channels);
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// Copy the last converted samples into the duplicated sample buffer to reuse in resampling the next queued chunk.
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for (size_t i = 0; i < duplicated_input_frames * input_channels; i++) {
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duplicated_sample_buffer[i] = swap_buffer[i + sample_count];
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}
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audio_convert.buf = reinterpret_cast<Uint8*>(swap_buffer.data());
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audio_convert.len = (sample_count + duplicated_input_frames * input_channels) * sizeof(swap_buffer[0]);
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int ret = SDL_ConvertAudio(&audio_convert);
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if (ret < 0) {
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printf("Error using SDL audio converter: %s\n", SDL_GetError());
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throw std::runtime_error("Error using SDL audio converter");
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}
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uint64_t cur_queued_microseconds = uint64_t(SDL_GetQueuedAudioSize(audio_device)) / bytes_per_frame * 1000000 / sample_rate;
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uint32_t num_bytes_to_queue = audio_convert.len_cvt - output_channels * discarded_output_frames * sizeof(swap_buffer[0]);
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float* samples_to_queue = swap_buffer.data() + output_channels * discarded_output_frames / 2;
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// Prevent audio latency from building up by skipping samples in incoming audio when too many samples are already queued.
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// Skip samples based on how many microseconds of samples are queued already.
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uint32_t skip_factor = cur_queued_microseconds / 100000;
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if (skip_factor != 0) {
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uint32_t skip_ratio = 1 << skip_factor;
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num_bytes_to_queue /= skip_ratio;
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for (size_t i = 0; i < num_bytes_to_queue / (output_channels * sizeof(swap_buffer[0])); i++) {
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samples_to_queue[2 * i + 0] = samples_to_queue[2 * skip_ratio * i + 0];
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samples_to_queue[2 * i + 1] = samples_to_queue[2 * skip_ratio * i + 1];
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}
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}
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// Queue the swapped audio data.
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// Offset the data start by only half the discarded frame count as the other half of the discarded frames are at the end of the buffer.
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SDL_QueueAudio(audio_device, samples_to_queue, num_bytes_to_queue);
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}
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size_t get_frames_remaining() {
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constexpr float buffer_offset_frames = 1.0f;
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// Get the number of remaining buffered audio bytes.
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uint64_t buffered_byte_count = SDL_GetQueuedAudioSize(audio_device);
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// Scale the byte count based on the ratio of sample rates and channel counts.
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buffered_byte_count = buffered_byte_count * 2 * sample_rate / output_sample_rate / output_channels;
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// Adjust the reported count to be some number of refreshes in the future, which helps ensure that
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// there are enough samples even if the audio thread experiences a small amount of lag. This prevents
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// audio popping on games that use the buffered audio byte count to determine how many samples
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// to generate.
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uint32_t frames_per_vi = (sample_rate / 60);
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if (buffered_byte_count > (buffer_offset_frames * bytes_per_frame * frames_per_vi)) {
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buffered_byte_count -= (buffer_offset_frames * bytes_per_frame * frames_per_vi);
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}
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else {
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buffered_byte_count = 0;
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}
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// Convert from byte count to sample count.
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return static_cast<uint32_t>(buffered_byte_count / bytes_per_frame);
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}
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void update_audio_converter() {
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int ret = SDL_BuildAudioCVT(&audio_convert, AUDIO_F32, input_channels, sample_rate, AUDIO_F32, output_channels, output_sample_rate);
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if (ret < 0) {
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printf("Error creating SDL audio converter: %s\n", SDL_GetError());
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throw std::runtime_error("Error creating SDL audio converter");
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}
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// Calculate the number of samples to discard based on the sample rate ratio and the duplicate frame count.
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discarded_output_frames = duplicated_input_frames * output_sample_rate / sample_rate;
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}
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void set_frequency(uint32_t freq) {
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sample_rate = freq;
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update_audio_converter();
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}
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void reset_audio(uint32_t output_freq) {
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SDL_AudioSpec spec_desired{
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.freq = (int)output_freq,
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.format = AUDIO_F32,
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.channels = (Uint8)output_channels,
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.silence = 0, // calculated
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.samples = 0x100, // Fairly small sample count to reduce the latency of internal buffering
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.padding = 0, // unused
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.size = 0, // calculated
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.callback = nullptr,
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.userdata = nullptr
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};
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audio_device = SDL_OpenAudioDevice(nullptr, false, &spec_desired, nullptr, 0);
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if (audio_device == 0) {
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exit_error("SDL error opening audio device: %s\n", SDL_GetError());
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}
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SDL_PauseAudioDevice(audio_device, 0);
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output_sample_rate = output_freq;
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update_audio_converter();
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}
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extern RspUcodeFunc njpgdspMain;
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extern RspUcodeFunc aspMain;
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RspUcodeFunc* get_rsp_microcode(const OSTask* task) {
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switch (task->t.type) {
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case M_AUDTASK:
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return aspMain;
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case M_NJPEGTASK:
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return njpgdspMain;
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default:
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fprintf(stderr, "Unknown task: %" PRIu32 "\n", task->t.type);
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return nullptr;
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}
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}
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extern "C" void recomp_entrypoint(uint8_t * rdram, recomp_context * ctx);
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gpr get_entrypoint_address();
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// array of supported GameEntry objects
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std::vector<recomp::GameEntry> supported_games = {
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{
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.rom_hash = 0xEF18B4A9E2386169ULL,
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.internal_name = "ZELDA MAJORA'S MASK",
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.game_id = u8"mm.n64.us.1.0",
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.is_enabled = true,
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.entrypoint_address = get_entrypoint_address(),
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.entrypoint = recomp_entrypoint,
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},
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};
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// TODO: move somewhere else
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namespace zelda64 {
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std::string get_game_thread_name(const OSThread* t) {
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std::string name = "[Game] ";
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switch (t->id) {
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case 0:
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switch (t->priority) {
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case 150:
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name += "PIMGR";
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break;
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case 254:
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name += "VIMGR";
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break;
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default:
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name += std::to_string(t->id);
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break;
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}
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break;
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case 1:
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name += "IDLE";
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break;
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case 2:
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switch (t->priority) {
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case 5:
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name += "SLOWLY";
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break;
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case 127:
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name += "FAULT";
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break;
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default:
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name += std::to_string(t->id);
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break;
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}
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break;
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case 3:
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name += "MAIN";
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break;
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case 4:
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name += "GRAPH";
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break;
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case 5:
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name += "SCHED";
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break;
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case 7:
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name += "PADMGR";
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break;
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case 10:
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name += "AUDIOMGR";
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break;
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case 13:
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name += "FLASHROM";
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break;
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case 18:
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name += "DMAMGR";
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break;
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case 19:
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name += "IRQMGR";
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break;
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default:
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name += std::to_string(t->id);
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break;
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}
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return name;
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}
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}
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#ifdef _WIN32
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struct PreloadContext {
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HANDLE handle;
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HANDLE mapping_handle;
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SIZE_T size;
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PVOID view;
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};
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bool preload_executable(PreloadContext& context) {
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wchar_t module_name[MAX_PATH];
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GetModuleFileNameW(NULL, module_name, MAX_PATH);
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context.handle = CreateFileW(module_name, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, nullptr);
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if (context.handle == INVALID_HANDLE_VALUE) {
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fprintf(stderr, "Failed to load executable into memory!");
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context = {};
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return false;
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}
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LARGE_INTEGER module_size;
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if (!GetFileSizeEx(context.handle, &module_size)) {
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fprintf(stderr, "Failed to get size of executable!");
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CloseHandle(context.handle);
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context = {};
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return false;
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}
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context.size = module_size.QuadPart;
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context.mapping_handle = CreateFileMappingW(context.handle, nullptr, PAGE_READONLY, 0, 0, nullptr);
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if (context.mapping_handle == nullptr) {
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recompui::message_box("Failed to create file mapping of executable!");
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CloseHandle(context.handle);
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context = {};
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return EXIT_FAILURE;
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}
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context.view = MapViewOfFile(context.mapping_handle, FILE_MAP_READ, 0, 0, 0);
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if (context.view == nullptr) {
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fprintf(stderr, "Failed to map view of of executable!");
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CloseHandle(context.mapping_handle);
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CloseHandle(context.handle);
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context = {};
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return false;
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}
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DWORD pid = GetCurrentProcessId();
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HANDLE process_handle = OpenProcess(PROCESS_SET_QUOTA | PROCESS_QUERY_INFORMATION, FALSE, pid);
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if (process_handle == nullptr) {
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fprintf(stderr, "Failed to open own process!");
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CloseHandle(context.mapping_handle);
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CloseHandle(context.handle);
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context = {};
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return false;
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}
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SIZE_T minimum_set_size, maximum_set_size;
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if (!GetProcessWorkingSetSize(process_handle, &minimum_set_size, &maximum_set_size)) {
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fprintf(stderr, "Failed to get working set size!");
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CloseHandle(context.mapping_handle);
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CloseHandle(context.handle);
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context = {};
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return false;
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}
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if (!SetProcessWorkingSetSize(process_handle, minimum_set_size + context.size, maximum_set_size + context.size)) {
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fprintf(stderr, "Failed to set working set size!");
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CloseHandle(context.mapping_handle);
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CloseHandle(context.handle);
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context = {};
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return false;
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}
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if (VirtualLock(context.view, context.size) == 0) {
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fprintf(stderr, "Failed to lock view of executable! (Error: %08lx)\n", GetLastError());
|
|
CloseHandle(context.mapping_handle);
|
|
CloseHandle(context.handle);
|
|
context = {};
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void release_preload(PreloadContext& context) {
|
|
VirtualUnlock(context.view, context.size);
|
|
CloseHandle(context.mapping_handle);
|
|
CloseHandle(context.handle);
|
|
context = {};
|
|
}
|
|
|
|
#else
|
|
|
|
struct PreloadContext {
|
|
|
|
};
|
|
|
|
// TODO implement on other platforms
|
|
bool preload_executable(PreloadContext& context) {
|
|
return false;
|
|
}
|
|
|
|
void release_preload(PreloadContext& context) {
|
|
}
|
|
|
|
#endif
|
|
|
|
int main(int argc, char** argv) {
|
|
// Map this executable into memory and lock it, which should keep it in physical memory. This ensures
|
|
// that there are no stutters from the OS having to load new pages of the executable whenever a new code page is run.
|
|
PreloadContext preload_context;
|
|
bool preloaded = preload_executable(preload_context);
|
|
|
|
if (!preloaded) {
|
|
fprintf(stderr, "Failed to preload executable!\n");
|
|
}
|
|
|
|
#ifdef _WIN32
|
|
// Set up console output to accept UTF-8 on windows
|
|
SetConsoleOutputCP(CP_UTF8);
|
|
|
|
// Initialize native file dialogs.
|
|
NFD_Init();
|
|
|
|
// Change to a font that supports Japanese characters
|
|
CONSOLE_FONT_INFOEX cfi;
|
|
cfi.cbSize = sizeof cfi;
|
|
cfi.nFont = 0;
|
|
cfi.dwFontSize.X = 0;
|
|
cfi.dwFontSize.Y = 16;
|
|
cfi.FontFamily = FF_DONTCARE;
|
|
cfi.FontWeight = FW_NORMAL;
|
|
wcscpy_s(cfi.FaceName, L"NSimSun");
|
|
SetCurrentConsoleFontEx(GetStdHandle(STD_OUTPUT_HANDLE), FALSE, &cfi);
|
|
#endif
|
|
|
|
#ifdef _WIN32
|
|
// Force wasapi on Windows, as there seems to be some issue with sample queueing with directsound currently.
|
|
SDL_setenv("SDL_AUDIODRIVER", "wasapi", true);
|
|
#endif
|
|
//printf("Current dir: %ls\n", std::filesystem::current_path().c_str());
|
|
|
|
// Initialize SDL audio and set the output frequency.
|
|
SDL_InitSubSystem(SDL_INIT_AUDIO);
|
|
reset_audio(48000);
|
|
|
|
// Source controller mappings file
|
|
if (SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt") < 0) {
|
|
fprintf(stderr, "Failed to load controller mappings: %s\n", SDL_GetError());
|
|
}
|
|
|
|
// Register supported games and patches
|
|
for (const auto& game : supported_games) {
|
|
recomp::register_game(game);
|
|
}
|
|
|
|
zelda64::register_overlays();
|
|
zelda64::register_patches();
|
|
|
|
recomp::register_config_path(zelda64::get_app_folder_path());
|
|
zelda64::load_config();
|
|
|
|
recomp::rsp::callbacks_t rsp_callbacks{
|
|
.get_rsp_microcode = get_rsp_microcode,
|
|
};
|
|
|
|
ultramodern::renderer::callbacks_t renderer_callbacks{
|
|
.create_render_context = zelda64::renderer::create_render_context,
|
|
};
|
|
|
|
ultramodern::gfx_callbacks_t gfx_callbacks{
|
|
.create_gfx = create_gfx,
|
|
.create_window = create_window,
|
|
.update_gfx = update_gfx,
|
|
};
|
|
|
|
ultramodern::audio_callbacks_t audio_callbacks{
|
|
.queue_samples = queue_samples,
|
|
.get_frames_remaining = get_frames_remaining,
|
|
.set_frequency = set_frequency,
|
|
};
|
|
|
|
ultramodern::input::callbacks_t input_callbacks{
|
|
.poll_input = recomp::poll_inputs,
|
|
.get_input = recomp::get_n64_input,
|
|
.set_rumble = recomp::set_rumble,
|
|
.get_connected_device_info = recomp::get_connected_device_info,
|
|
};
|
|
|
|
ultramodern::events::callbacks_t thread_callbacks{
|
|
.vi_callback = recomp::update_rumble,
|
|
.gfx_init_callback = recompui::update_supported_options,
|
|
};
|
|
|
|
ultramodern::error_handling::callbacks_t error_handling_callbacks{
|
|
.message_box = recompui::message_box,
|
|
};
|
|
|
|
ultramodern::threads::callbacks_t threads_callbacks{
|
|
.get_game_thread_name = zelda64::get_game_thread_name,
|
|
};
|
|
|
|
recomp::start(
|
|
{},
|
|
rsp_callbacks,
|
|
renderer_callbacks,
|
|
audio_callbacks,
|
|
input_callbacks,
|
|
gfx_callbacks,
|
|
thread_callbacks,
|
|
error_handling_callbacks,
|
|
threads_callbacks
|
|
);
|
|
|
|
NFD_Quit();
|
|
|
|
if (preloaded) {
|
|
release_preload(preload_context);
|
|
}
|
|
|
|
return EXIT_SUCCESS;
|
|
}
|