diff --git a/src/oslib.c b/src/oslib.c index 526e4b5..52184de 100644 --- a/src/oslib.c +++ b/src/oslib.c @@ -1,75 +1,62 @@ #include "oslib.h" /* - GRAPHICS + GRAPHICS CONSTANTS */ +#define OSL_MAX_ANGLE 360 +const int OSL_TRIGO_FACTOR = 16384; +/* + Global Variables +*/ int osl_intraInit = 0; -int osl_quit=0; -int osl_vblInterruptNumber=0; -int (*osl_powerCallback)(int, int, void*)=NULL; -int (*osl_exitCallback)(int, int, void*)=NULL; +int osl_quit = 0; +int osl_vblInterruptNumber = 0; +int (*osl_powerCallback)(int, int, void*) = NULL; +int (*osl_exitCallback)(int, int, void*) = NULL; OSL_CONTROLLER *osl_keys; OSL_REMOTECONTROLLER *osl_remotekeys; int osl_noFail = 0; -int osl_isinus[361]; -int osl_icosinus[361]; - -void oslSetupFTrigo() { - int i; - - //Precalculate values for integer sine and cosine tables - for (i=0;i<361;i++) { - osl_isinus[i] = (int)oslSin(i, 16384.0f); - osl_icosinus[i] = (int)oslCos(i, 16384.0f); +int osl_isinus[OSL_MAX_ANGLE + 1]; +int osl_icosinus[OSL_MAX_ANGLE + 1]; + +void oslSetupFTrigo() { + // Precompute integer sine and cosine tables + for (int i = 0; i <= OSL_MAX_ANGLE; i++) { + osl_isinus[i] = (int)(oslSin(i, OSL_TRIGO_FACTOR)); + osl_icosinus[i] = (int)(oslCos(i, OSL_TRIGO_FACTOR)); } } -int oslCosi(int angle, int dist) { - angle = angle % 360; - if (angle < 0) - angle += 360; - //Integer values are multiplicated by 16384 +int oslCosi(int angle, int dist) { + angle = (angle % OSL_MAX_ANGLE + OSL_MAX_ANGLE) % OSL_MAX_ANGLE; return (osl_icosinus[angle] * dist) >> 14; } -int oslSini(int angle, int dist) { - angle = angle % 360; - if (angle < 0) - angle += 360; +int oslSini(int angle, int dist) { + angle = (angle % OSL_MAX_ANGLE + OSL_MAX_ANGLE) % OSL_MAX_ANGLE; return (osl_isinus[angle] * dist) >> 14; } - -int oslGetNextPower2(int val) { - int i; - for (i=15;i>=0;i--) { - if (val & (1<>6; - u8 *dst2, *src2; - while (len--) { +// Fast memset using hardware optimized operations (e.g., DMA) +void oslFasterMemset(u64 *dst, u64 *src, u32 length) { + u32 chunkCount = length >> 6; // Process in 64-byte chunks (8 x 8 bytes) + while (chunkCount--) { + // Manually unrolled loop to copy 8 elements per iteration *dst++ = *src; *dst++ = *src; *dst++ = *src; @@ -79,360 +66,386 @@ void oslFasterMemset(u64 *dst, u64 *src, u32 length) { *dst++ = *src; *dst++ = *src; } - len = (length & 63) >> 3; - while (len--) + u32 remaining = (length & 63) >> 3; // Handle remaining 8-byte chunks + while (remaining--) { *dst++ = *src; - dst2 = (u8*)dst; - src2 = (u8*)src; - len = (length & 7); - while (len--) + } + + // Handle any remaining bytes (less than 8) + u8 *dst2 = (u8*)dst; + const u8 *src2 = (const u8*)src; + remaining = length & 7; + while (remaining--) { *dst2++ = *src2++; + } } -void oslWaitVSync() -{ +void oslWaitVSync() { sceDisplayWaitVblankStart(); } -inline void oslFlushDataCache() { +inline void oslFlushDataCache() { sceKernelDcacheWritebackInvalidateAll(); } -int oslMeanBenchmarkTestEx(int startend, int slot) { - static int val[OSL_BENCH_SLOTS]; - static struct timeval start[OSL_BENCH_SLOTS]; - struct timeval end; - static int curr_ms[OSL_BENCH_SLOTS], time[OSL_BENCH_SLOTS]; - - if (startend == OSL_BENCH_INIT) { - val[slot]=0; - time[slot]=0; - curr_ms[slot]=0; - gettimeofday(&start[slot],0); - } - else if (startend == OSL_BENCH_START) - gettimeofday(&start[slot],0); - else if (startend == OSL_BENCH_END) { - gettimeofday(&end,0); - time[slot] += (end.tv_sec - start[slot].tv_sec) * 1000000; - time[slot] += end.tv_usec - start[slot].tv_usec; - val[slot]++; - if (val[slot] >= OSL_BENCH_SAMPLES) - { - val[slot] = 0; - curr_ms[slot] = time[slot] / OSL_BENCH_SAMPLES; - time[slot] = 0; - } - } - //Returns the last measure - else if (startend == OSL_BENCH_GET_LAST) { - if (val[slot] != 0) +int oslMeanBenchmarkTestEx(int startend, int slot) { + static int val[OSL_BENCH_SLOTS] = {0}; + static int curr_ms[OSL_BENCH_SLOTS] = {0}; + static struct timeval start[OSL_BENCH_SLOTS], end; + static int time[OSL_BENCH_SLOTS] = {0}; + + if (startend == OSL_BENCH_INIT) { + val[slot] = 0; + time[slot] = 0; + curr_ms[slot] = 0; + gettimeofday(&start[slot], NULL); + } else if (startend == OSL_BENCH_START) { + gettimeofday(&start[slot], NULL); + } else if (startend == OSL_BENCH_END) { + gettimeofday(&end, NULL); + time[slot] += (end.tv_sec - start[slot].tv_sec) * 1000000 + (end.tv_usec - start[slot].tv_usec); + val[slot]++; + if (val[slot] >= OSL_BENCH_SAMPLES) { + curr_ms[slot] = time[slot] / OSL_BENCH_SAMPLES; + val[slot] = 0; + time[slot] = 0; + } + } else if (startend == OSL_BENCH_GET_LAST) { // Returns the last measure + if (val[slot] != 0) { return time[slot] / val[slot]; + } } - return curr_ms[slot]; + return curr_ms[slot]; } -int oslBenchmarkTestEx(int startend, int slot) { +int oslBenchmarkTestEx(int startend, int slot) { static struct timeval start[OSL_BENCH_SLOTS]; - struct timeval end; - static int time[OSL_BENCH_SLOTS]; + static int time[OSL_BENCH_SLOTS] = {0}; - if (startend == OSL_BENCH_START) - gettimeofday(&start[slot],0); - else if (startend == OSL_BENCH_END) { - gettimeofday(&end,0); + if (startend == OSL_BENCH_START) { + gettimeofday(&start[slot], NULL); + } else if (startend == OSL_BENCH_END) { + struct timeval end; + gettimeofday(&end, NULL); time[slot] = (end.tv_sec - start[slot].tv_sec) * 1000000; time[slot] += end.tv_usec - start[slot].tv_usec; } return time[slot]; } -static int osl_exitCbId = 0; //<-- STAS: Store the OSL's standard exitcallback ID here +static int osl_exitCbId = 0; // Stores the OSL's standard exit callback ID + +void oslQuit() { + // Set the quit flag to indicate that the application should terminate + osl_quit = 1; -void oslQuit() -{ //<-- STAS: Totally rewritten routine - osl_quit = 1; // OSL mustQuit mark for another threads - sceKernelDelayThread(500000); // Let another threads to handle osl_quit marker + // Allow other threads some time to handle the quit marker + sceKernelDelayThread(500000); // Delay by 500 milliseconds (500000 microseconds) - if (!osl_exitCbId) - sceKernelExitGame(); // We'll fall here if the OSL's exit callback was not set - else { - sceKernelNotifyCallback(osl_exitCbId, 0); // Wake up our exit callback - sceKernelSleepThreadCB(); // Sleep the thread forever... - } //<-- STAS END --> + // Check if an exit callback is registered + if (osl_exitCbId == 0) { + // No callback set, proceed to exit the game immediately + sceKernelExitGame(); + } else { + // Notify the registered callback that an exit event has occurred + sceKernelNotifyCallback(osl_exitCbId, 0); + + // Put the current thread to sleep indefinitely until it is explicitly woken up + // This prevents further execution and gives control to the exit callback + sceKernelSleepThreadCB(); + } } #ifdef PSP /* Exit callback */ - int oslStandardExitCallback(int arg1, int arg2, void *common) - { + int oslStandardExitCallback(int arg1, int arg2, void *common) { osl_quit = 1; - if (osl_exitCallback) + if (osl_exitCallback) { osl_exitCallback(arg1, arg2, common); - sceKernelExitGame(); //<-- STAS: It's a good pratice to place sceKernelExitGame() here ! + } + sceKernelExitGame(); return 0; } - int oslStandardPowerCallback(int unknown, int pwrflags,void *common){ - if (osl_powerCallback) + int oslStandardPowerCallback(int unknown, int pwrflags, void *common) { + if (osl_powerCallback) { return osl_powerCallback(unknown, pwrflags, common); - else + } else { return 0; + } } /* Callback thread */ - int oslCallbackThread(SceSize args, void *argp) - { + int oslCallbackThread(SceSize args, void *argp) { int cbid; - cbid = sceKernelCreateCallback("exitCallback", oslStandardExitCallback, NULL); sceKernelRegisterExitCallback(cbid); - osl_exitCbId = cbid; //<-- STAS: store the exitcallback cbid for further use... - cbid = sceKernelCreateCallback("powerCallback", oslStandardPowerCallback,NULL ); - scePowerRegisterCallback(0, cbid ); + osl_exitCbId = cbid; - sceKernelSleepThreadCB(); + cbid = sceKernelCreateCallback("powerCallback", oslStandardPowerCallback, NULL); + scePowerRegisterCallback(0, cbid); + sceKernelSleepThreadCB(); return 0; } /* Sets up the callback thread and returns its thread id */ - int oslSetupCallbacks() - { - int thid = 0; - - thid = sceKernelCreateThread("update_thread", oslCallbackThread, 0x11, 0xFA0, 0, 0); - if(thid >= 0) - { + int oslSetupCallbacks() { + int thid = sceKernelCreateThread("update_thread", oslCallbackThread, 0x11, 0xFA0, 0, 0); + if (thid >= 0) { sceKernelStartThread(thid, 0, 0); } - return thid; } #endif -//osl_currentFrameRate CANNOT be > 60! -volatile int osl_vblCount=0, osl_vblCountMultiple=0, osl_currentFrameRate, osl_vblCallCount=0, osl_skip=0, osl_nbSkippedFrames=0, osl_vblankCounterActive=1; -volatile int osl_vblShouldSwap = 0; - -void oslVblankNextFrame() { - osl_vblCountMultiple += osl_currentFrameRate; - //osl_currentFrameRate CANNOT be > 60! (else a while or a better method would be needed here) - if (osl_vblCountMultiple >= 60) { - osl_vblCountMultiple -= 60; - osl_vblCount++; - } +/* + VSync and Frame Synchronization +*/ +volatile int osl_vblCount = 0, osl_vblCountMultiple = 0, osl_currentFrameRate = 60, osl_vblCallCount = 0, osl_skip = 0, osl_nbSkippedFrames = 0; +volatile int osl_vblankCounterActive = 1, osl_vblShouldSwap = 0; + +void oslVblankNextFrame() { + osl_vblCountMultiple += osl_currentFrameRate; + if (osl_vblCountMultiple >= 60) { + osl_vblCountMultiple -= 60; + osl_vblCount++; + } } -void oslVblankInterrupt(int sub, void *parg) -{ - if (osl_vblankCounterActive) - oslVblankNextFrame(); +void oslVblankInterrupt(int sub, void *parg) { + if (osl_vblankCounterActive) { + oslVblankNextFrame(); + } - //This is done so to avoid screen tearing when sound takes too long - if (osl_vblShouldSwap) { - oslSwapBuffers(); - osl_vblShouldSwap = 0; - } + if (osl_vblShouldSwap) { + oslSwapBuffers(); + osl_vblShouldSwap = 0; + } } -int osl_maxFrameskip=0, osl_vsyncEnabled=0, osl_frameskip=0; +int osl_maxFrameskip = 0, osl_vsyncEnabled = 0, osl_frameskip = 0; -void oslInit(int flags) -{ +void oslInit(int flags) { void *arg = 0; - int i; - osl_keys = &osl_pad; - osl_remotekeys = &osl_remote; + osl_keys = &osl_pad; + osl_remotekeys = &osl_remote; - osl_quit = 0; - osl_vblCount = 0; - osl_vblCallCount = 0; - osl_skip = 0; - osl_nbSkippedFrames = 0; - osl_maxFrameskip=5; - osl_vsyncEnabled=4; - osl_frameskip=0; - osl_currentFrameRate = 60; + osl_quit = 0; + osl_vblCount = 0; + osl_vblCallCount = 0; + osl_skip = 0; + osl_nbSkippedFrames = 0; + osl_maxFrameskip = 5; + osl_vsyncEnabled = 4; + osl_frameskip = 0; + osl_currentFrameRate = 60; - //Configure l'autorepeat (il n'y en a pas au d�but) - oslSetKeyAutorepeat(OSL_KEYMASK_UP|OSL_KEYMASK_RIGHT|OSL_KEYMASK_DOWN|OSL_KEYMASK_LEFT|OSL_KEYMASK_R|OSL_KEYMASK_L,0,0); + oslSetKeyAutorepeat(OSL_KEYMASK_UP | OSL_KEYMASK_RIGHT | OSL_KEYMASK_DOWN | OSL_KEYMASK_LEFT | OSL_KEYMASK_R | OSL_KEYMASK_L, 0, 0); #ifdef PSP - if (!(flags & OSL_IF_USEOWNCALLBACKS)) - oslSetupCallbacks(); - - //No interrupt handler... - if (!(flags & OSL_IF_NOVBLANKIRQ)) { - sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT,osl_vblInterruptNumber,oslVblankInterrupt,arg); - sceKernelEnableSubIntr(PSP_VBLANK_INT,osl_vblInterruptNumber); - } + if (!(flags & OSL_IF_USEOWNCALLBACKS)) { + oslSetupCallbacks(); + } + + if (!(flags & OSL_IF_NOVBLANKIRQ)) { + sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, osl_vblInterruptNumber, oslVblankInterrupt, arg); + sceKernelEnableSubIntr(PSP_VBLANK_INT, osl_vblInterruptNumber); + } #endif - for (i=0;i1: d�pend de vsync, saute 1 frame sur X + 0: No frameskip (normal) + 1: Normal frameskip + >1: Depends on vsync, skips 1 frame out of X Max frameskip: - >=1: Frameskip maximum autoris� + >=1: Maximum allowed frameskip VSync: - 0: pas de VSync - 1: vsync activ�e - +4: si on rajoute 4, avec un frameskip >1, synchronise au framerate souhait�, par ex. 2 -> 30 fps - +0: sinon, fixe le frameskip minimum (ex. avec 2, le jeu tournera � 60 fps, 30 images par seconde) - +8: synchro maximale (impression de triple buffering), sans vsync - +16: pas de swapbuffers - Exemples: - //30 fps (pas de frameskip) - oslSyncFrameEx(2,0,0); - //30 fps, jeu � 60, frameskip max de 2, c'est-�-dire pas plus d'une frame skipp�e pour une affich�e - oslSyncFrameEx(2,2,4); - //synchronise � 60 fps - oslSyncFrameEx(0,0,0); + 0: No VSync + 1: VSync enabled + +4: If added with frameskip > 1, synchronizes at desired framerate (e.g., 2 -> 30 fps) + +8: Maximal synchronization (similar to triple buffering) without vsync + +16: No buffer swapping + Examples: + // 30 fps, no frameskip + oslSyncFrameEx(2, 0, 0); + // 30 fps, game runs at 60 fps with max frameskip of 2, meaning no more than one frame skipped for every one displayed + oslSyncFrameEx(2, 2, 4); + // Synchronize at 60 fps, no frameskip + oslSyncFrameEx(0, 0, 0); */ +int oslSyncFrameEx(int frameskip, int max_frameskip, int vsync) { + int i = 0, wasDrawing = 0; -int oslSyncFrameEx(int frameskip, int max_frameskip, int vsync) -{ - #ifdef OSL_SYSTEM_BENCHMARK_ENABLED - int lastOslSkip; - #endif + // End drawing if it was started + if (osl_isDrawingStarted) { + oslEndDrawing(); + wasDrawing = 1; + } - int i, wasDrawing=0; - if (osl_isDrawingStarted) - oslEndDrawing(), wasDrawing=1; - if (frameskip==0) { + if (frameskip == 0) { // No frameskip case #ifdef OSL_SYSTEM_BENCHMARK_ENABLED oslMeanBenchmarkTestEx(OSL_BENCH_END, 4); oslMeanBenchmarkTestEx(OSL_BENCH_END, 6); #endif - //We need to do this outside of the handler to be more precise - osl_vblankCounterActive = 0; - if ((vsync & 5) || (osl_vblCallCount+1 > osl_vblCount)) { //<-- STAS: (vsync&5) is more adequate here + + osl_vblankCounterActive = 0; // Disable vblank counting for accuracy + if ((vsync & 5) || (osl_vblCallCount + 1 > osl_vblCount)) { do { oslWaitVSync(); oslVblankNextFrame(); - } while (osl_vblCallCount+1 > osl_vblCount); //<-- STAS: check the condition AFTER VSync() ! + } while (osl_vblCallCount + 1 > osl_vblCount); } osl_vblCallCount = osl_vblCount; - osl_vblankCounterActive = 1; //<-- STAS: resume counter in the intr handler + osl_vblankCounterActive = 1; // Re-enable vblank counting osl_skip = 0; #ifdef OSL_SYSTEM_BENCHMARK_ENABLED oslMeanBenchmarkTestEx(OSL_BENCH_START, 4); oslMeanBenchmarkTestEx(OSL_BENCH_START, 6); #endif - if (!(vsync & 16)) - oslSwapBuffers(); - } - else { - osl_vblCallCount++; //<-- STAS: osl_vblCallCount+=frameskip is not good here - // because it wouldn't change osl_vblCallCount%frameskip value ! + + if (!(vsync & 16)) { + oslSwapBuffers(); // Swap buffers if vsync does not disable it + } + } else { // Frameskip is active + osl_vblCallCount++; + #ifdef OSL_SYSTEM_BENCHMARK_ENABLED - lastOslSkip = osl_skip; - if (osl_skip) + if (osl_skip) { oslMeanBenchmarkTestEx(OSL_BENCH_END, 5); - else { + } else { oslMeanBenchmarkTestEx(OSL_BENCH_END, 4); } #endif - //La r�f�rence quand vsync = 0 - i=((vsync&1) && !osl_skip && !(vsync&8))?1:0; - //On est en retard? <-- STAS: add frameskip-1 here - if ((osl_vblCount+i > osl_vblCallCount+frameskip-1 || (vsync&4 && osl_vblCallCount%frameskip)) && osl_nbSkippedFrames < max_frameskip-1) { - if (!osl_skip) { //La frame a �t� dessin�e -> on l'affiche + + // Calculate reference for when vsync == 0 + i = ((vsync & 1) && !osl_skip && !(vsync & 8)) ? 1 : 0; + + // Check if we are lagging behind + if ((osl_vblCount + i > osl_vblCallCount + frameskip - 1 || (vsync & 4 && osl_vblCallCount % frameskip)) && + osl_nbSkippedFrames < max_frameskip - 1) { + + // If we haven't skipped a frame yet, display it + if (!osl_skip) { #ifdef OSL_SYSTEM_BENCHMARK_ENABLED - oslMeanBenchmarkTestEx(OSL_BENCH_END, 6); + oslMeanBenchmarkTestEx(OSL_BENCH_END, 6); #endif - if (vsync&1) //Activer pour avoir vraiment la VSync + + if (vsync & 1) { // Wait for VSync if enabled oslWaitVSync(); - if (!(vsync & 16)) + } + + if (!(vsync & 16)) { oslSwapBuffers(); + } + #ifdef OSL_SYSTEM_BENCHMARK_ENABLED - oslMeanBenchmarkTestEx(OSL_BENCH_START, 6); + oslMeanBenchmarkTestEx(OSL_BENCH_START, 6); #endif } osl_nbSkippedFrames++; - //Derni�re fois -> la prochaine c'est en-dessous - if (frameskip > 1 && osl_vblCallCount%frameskip == frameskip - 1) + + // Skip calculation based on frameskip value + if (frameskip > 1 && osl_vblCallCount % frameskip == frameskip - 1) { osl_skip = 0; - else + } else { osl_skip = 1; - } - else { + } + } else { #ifdef OSL_SYSTEM_BENCHMARK_ENABLED - if (!osl_skip) - oslMeanBenchmarkTestEx(OSL_BENCH_END, 6); + if (!osl_skip) { + oslMeanBenchmarkTestEx(OSL_BENCH_END, 6); + } #endif - if (vsync&1 && !osl_skip) //Activer pour avoir vraiment la VSync + + if (vsync & 1 && !osl_skip) { // Wait for VSync if enabled oslWaitVSync(); - if (!(vsync&4)) //<-- STAS: add frameskip-1 to osl_vblCallCount - osl_vblCallCount+=frameskip-1; // in order to skip correct number of frames - //We need to do this outside of the handler to be more precise + } + + if (!(vsync & 4)) { + osl_vblCallCount += frameskip - 1; // Skip frames properly + } + + // Handle VBlank synchronization osl_vblankCounterActive = 0; - while (osl_vblCount < osl_vblCallCount + ((vsync & 8) ? (1 - osl_skip) : (0))) { + while (osl_vblCount < osl_vblCallCount + ((vsync & 8) ? (1 - osl_skip) : 0)) { oslWaitVSync(); oslVblankNextFrame(); } osl_vblankCounterActive = 1; - if (!osl_skip) { - if (!(vsync & 16)) + if (!osl_skip) { + if (!(vsync & 16)) { oslSwapBuffers(); + } } + #ifdef OSL_SYSTEM_BENCHMARK_ENABLED - if (!osl_skip) - oslMeanBenchmarkTestEx(OSL_BENCH_START, 6); + if (!osl_skip) { + oslMeanBenchmarkTestEx(OSL_BENCH_START, 6); + } #endif - //Trop de frameskip tue le frameskip - osl_vblCallCount = osl_vblCount; + osl_vblCallCount = osl_vblCount; // Sync the call count with vblank count osl_skip = 0; - //Bidouille pour le frameskip fix� -> on repasse en-dessus - if (vsync&4 && frameskip > 1 && osl_vblCallCount%frameskip == 0) + + // Adjust for fixed frameskip + if (vsync & 4 && frameskip > 1 && osl_vblCallCount % frameskip == 0) { osl_skip = 1; + } } + #ifdef OSL_SYSTEM_BENCHMARK_ENABLED - if (osl_skip) + if (osl_skip) { oslMeanBenchmarkTestEx(OSL_BENCH_START, 5); - else + } else { oslMeanBenchmarkTestEx(OSL_BENCH_START, 4); + } #endif } - if (!osl_skip) osl_nbSkippedFrames=0; //<-- STAS: reset the osl_nbSkippedFrames - if (wasDrawing) - oslStartDrawing(); + + if (!osl_skip) { + osl_nbSkippedFrames = 0; // Reset the number of skipped frames if no skipping occurs + } + + if (wasDrawing) { + oslStartDrawing(); // Restart drawing if it was previously in progress + } + return osl_skip; } -void oslEndFrame() { - oslAudioVSync(); +void oslEndFrame() { + oslAudioVSync(); }