mirror of https://github.com/sm64pc/sm64pc.git
fixed race condition (i hope). also created thread.h and .c for global access
This commit is contained in:
parent
89fa332a1f
commit
edf5b4ffc1
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@ -13,6 +13,7 @@
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#include "seq_ids.h"
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#include "dialog_ids.h"
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#include "level_table.h"
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#include "pc/thread.h"
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#ifdef VERSION_EU
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#define EU_FLOAT(x) x ## f
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@ -770,16 +771,18 @@ struct SPTask *create_next_audio_frame_task(void) {
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void create_next_audio_buffer(s16 *samples, u32 num_samples) {
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gAudioFrameCount++;
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// From sm64 decomp since that also uses a separate thread for audio
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if (gAudioLoadLock != AUDIO_LOCK_NOT_LOADING) {
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printf("Audio Thread: Lost 1 Frame.\n");
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return;
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}
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if (sGameLoopTicked != 0) {
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update_game_sound();
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sGameLoopTicked = 0;
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}
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// If the game thread is resetting the sound, don't process any audio commands
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pcthread_mutex_lock(&pcthread_game_mutex); bool reseting_sound = pcthread_game_reset_sound; pcthread_mutex_unlock(&pcthread_game_mutex);
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if (reseting_sound) {
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printf("Audio thread: Dropped 1 frame\n");
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return;
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}
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s32 writtenCmds;
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synthesis_execute(gAudioCmdBuffers[0], &writtenCmds, samples, num_samples);
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gAudioRandom = ((gAudioRandom + gAudioFrameCount) * gAudioFrameCount);
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@ -2354,6 +2357,11 @@ void sound_reset(u8 presetId) {
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sUnused8033323C = 0;
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}
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#endif
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// Wait for audio thread to finish rendering
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pcthread_mutex_lock(&pcthread_game_mutex); pcthread_game_reset_sound = true; pcthread_mutex_unlock(&pcthread_game_mutex);
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pcthread_mutex_lock(&pcthread_audio_mutex); bool rendering = pcthread_audio_rendering; pcthread_mutex_unlock(&pcthread_audio_mutex);
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if (rendering) pcthread_semaphore_wait(&pcthread_audio_sema);
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sGameLoopTicked = 0;
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disable_all_sequence_players();
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sound_init();
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@ -8,6 +8,7 @@
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#include "pc/platform.h"
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#include "pc/fs/fs.h"
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#include "pc/thread.h"
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#define ALIGN16(val) (((val) + 0xF) & ~0xF)
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@ -4,6 +4,7 @@
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#include "data.h"
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#include "seqplayer.h"
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#include "synthesis.h"
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#include "pc/thread.h"
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#ifdef VERSION_EU
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@ -54,6 +55,13 @@ void create_next_audio_buffer(s16 *samples, u32 num_samples) {
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if (osRecvMesg(OSMesgQueues[1], &msg, OS_MESG_NOBLOCK) != -1) {
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func_802ad7ec((u32) msg);
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}
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// If the game thread is resetting the sound, don't process any audio commands
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pcthread_mutex_lock(&pcthread_game_mutex); bool reseting_sound = pcthread_game_reset_sound; pcthread_mutex_unlock(&pcthread_game_mutex);
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if (reseting_sound) {
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printf("Audio thread: Dropped 1 frame\n");
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return;
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}
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synthesis_execute(gAudioCmdBuffers[0], &writtenCmds, samples, num_samples);
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gAudioRandom = ((gAudioRandom + gAudioFrameCount) * gAudioFrameCount);
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gAudioRandom = gAudioRandom + writtenCmds / 8;
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@ -1,8 +1,6 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <unistd.h> //Header file for sleep(). man 3 sleep for details.
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#include <pthread.h>
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#include <semaphore.h>
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#include <time.h>
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#include <errno.h>
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@ -30,6 +28,7 @@
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#include "audio/audio_null.h"
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#include "pc_main.h"
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#include "thread.h"
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#include "cliopts.h"
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#include "configfile.h"
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#include "controller/controller_api.h"
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@ -61,14 +60,16 @@ static struct AudioAPI *audio_api;
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static struct GfxWindowManagerAPI *wm_api;
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static struct GfxRenderingAPI *rendering_api;
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pthread_t audio_thread_id;
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pthread_mutex_t audio_mutex = PTHREAD_MUTEX_INITIALIZER;
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bool audio_thread_running = false;
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sem_t audio_sem;
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pthread_t pcthread_audio_id;
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pthread_mutex_t pcthread_audio_mutex = PTHREAD_MUTEX_INITIALIZER;
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bool pcthread_audio_init = false;
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bool pcthread_audio_rendering = false;
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sem_t pcthread_audio_sema;
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pthread_mutex_t game_mutex = PTHREAD_MUTEX_INITIALIZER;
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bool game_loop_iterating = false;
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sem_t game_sem;
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pthread_mutex_t pcthread_game_mutex = PTHREAD_MUTEX_INITIALIZER;
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bool pcthread_game_loop_iterating = false;
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bool pcthread_game_reset_sound = false;
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sem_t pcthread_game_sema;
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extern void gfx_run(Gfx *commands);
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extern void thread5_game_loop(void *arg);
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@ -100,24 +101,30 @@ void send_display_list(struct SPTask *spTask) {
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#endif
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void lock_game_loop(bool unlock) {
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sys_mutex_lock(&game_mutex);
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game_loop_iterating = unlock;
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sys_mutex_unlock(&game_mutex);
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pcthread_mutex_lock(&pcthread_game_mutex);
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pcthread_game_loop_iterating = unlock;
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pcthread_mutex_unlock(&pcthread_game_mutex);
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}
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bool game_loop_locked() {
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sys_mutex_lock(&game_mutex);
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bool locked = game_loop_iterating;
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sys_mutex_unlock(&game_mutex);
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pcthread_mutex_lock(&pcthread_game_mutex);
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bool locked = pcthread_game_loop_iterating;
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pcthread_mutex_unlock(&pcthread_game_mutex);
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return locked;
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}
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void produce_one_frame(void) {
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gfx_start_frame();
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sys_semaphore_wait(&audio_sem);
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game_loop_one_iteration();
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sys_semaphore_post(&game_sem);
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// Post the game thread semaphore if the game requested a sound reset
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pcthread_mutex_lock(&pcthread_game_mutex);
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if (pcthread_game_reset_sound) {
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pcthread_semaphore_post(&pcthread_game_sema);
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pcthread_game_reset_sound = false;
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}
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pcthread_mutex_unlock(&pcthread_game_mutex);
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thread6_rumble_loop(NULL);
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@ -125,24 +132,15 @@ void produce_one_frame(void) {
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}
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// Seperate the audio thread from the main thread so that your ears won't bleed at a low framerate
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// BUG: Race condition between loading zones when the game logic runs faster than its intended speed.
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// What I think happens is that the game thread finishes loading new music before the audio thread finishes rendering the audio.
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// This won't happen in normal gameplay at all unless you were to uncap the framerate, which you can only do by modifying the source code.
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// RACE CONDITION:
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void* audio_thread() {
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// Keep track of the time in microseconds
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const f64 frametime_micro = 16666.666; // 16.666666 ms = 60Hz; run this thread 60 times a second like the original game
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f64 start_time;
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f64 end_time;
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sys_semaphore_wait(&game_sem);
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while(1) {
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// Check if the audio thread should be stopped
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sys_mutex_lock(&audio_mutex);
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if (!audio_thread_running) {
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sys_mutex_unlock(&audio_mutex);
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break;
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}
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sys_mutex_unlock(&audio_mutex);
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bool doloop = true;
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pcthread_semaphore_wait(&pcthread_game_sema);
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while(doloop) {
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start_time = sys_profile_time();
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const f32 master_mod = (f32)configMasterVolume / 127.0f;
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set_sequence_player_volume(SEQ_PLAYER_LEVEL, (f32)configMusicVolume / 127.0f * master_mod);
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@ -157,7 +155,11 @@ void* audio_thread() {
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audio_cnt = 2;
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}
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u32 num_audio_samples = audio_cnt < 2 ? 528 : 544;*/
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create_next_audio_buffer(audio_buffer, num_audio_samples);
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pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_rendering = true; pcthread_mutex_unlock(&pcthread_audio_mutex);
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create_next_audio_buffer(audio_buffer, num_audio_samples);
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pcthread_semaphore_post(&pcthread_audio_sema);
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pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_rendering = false; pcthread_mutex_unlock(&pcthread_audio_mutex);
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// printf("Audio samples before submitting: %d\n", audio_api->buffered());
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audio_api->play((u8 *)audio_buffer, num_audio_samples * 4);
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f64 nap_time = frametime_micro - (end_time - start_time);
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// printf("Audio thread nap time: %f\n", nap_time);
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if (nap_time > 0.0) sys_sleep(nap_time);
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sys_semaphore_post(&audio_sem);
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// Check if the game thread is still running
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pcthread_mutex_lock(&pcthread_audio_mutex); doloop = pcthread_audio_init; pcthread_mutex_unlock(&pcthread_audio_mutex);
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}
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return NULL;
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}
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void audio_thread_init() {
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audio_thread_running = true;
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sys_semaphore_init(&audio_sem, 0, 1);
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pthread_create(&audio_thread_id, NULL, audio_thread, NULL);
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pcthread_audio_init = true;
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pcthread_semaphore_init(&pcthread_audio_sema, 0, 1);
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pthread_create(&pcthread_audio_id, NULL, audio_thread, NULL);
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}
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void audio_shutdown(void) {
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// Tell the audio thread to stop
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sys_mutex_lock(&audio_mutex);
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audio_thread_running = false;
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sys_mutex_unlock(&audio_mutex);
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sys_semaphore_wait(&audio_sem); // Wait for the audio thread to finish rendering audio, then destroy it all
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pthread_join(audio_thread_id, NULL);
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sys_semaphore_destroy(&audio_sem);
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pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_init = false; pcthread_mutex_unlock(&pcthread_audio_mutex);
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pcthread_semaphore_wait(&pcthread_audio_sema); // Wait for the audio thread to finish rendering audio, then destroy it all
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pthread_join(pcthread_audio_id, NULL);
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pcthread_semaphore_destroy(&pcthread_audio_sema);
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if (audio_api) {
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if (audio_api->shutdown) audio_api->shutdown();
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@ -202,7 +204,7 @@ void game_deinit(void) {
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controller_shutdown();
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audio_shutdown();
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gfx_shutdown();
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sys_semaphore_destroy(&game_sem);
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pcthread_semaphore_destroy(&pcthread_game_sema);
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inited = false;
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}
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request_anim_frame(on_anim_frame);
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#else
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// initialize multithreading
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sys_semaphore_init(&game_sem, 0, 0);
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pcthread_semaphore_init(&pcthread_game_sema, 0, 0);
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audio_thread_init();
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while (true) {
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@ -81,29 +81,6 @@ double sys_profile_time(void) {
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return (double)(tv.tv_nsec) / 1000.0 + (double)(tv.tv_sec) * 1000000.0;
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}
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void sys_mutex_lock(pthread_mutex_t *mutex) {
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pthread_mutex_lock(mutex);
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}
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void sys_mutex_unlock(pthread_mutex_t *mutex) {
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pthread_mutex_unlock(mutex);
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}
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void sys_semaphore_init(sem_t *sem, int pshared, unsigned int value) {
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sem_init(sem, pshared, value);
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}
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void sys_semaphore_wait(sem_t *sem) {
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sem_wait(sem);
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}
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void sys_semaphore_post(sem_t *sem) {
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sem_post(sem);
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}
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void sys_semaphore_destroy(sem_t *sem) {
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sem_destroy(sem);
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}
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/* this calls a platform-specific impl function after forming the error message */
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static void sys_fatal_impl(const char *msg) __attribute__ ((noreturn));
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int sys_strcasecmp(const char *s1, const char *s2);
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void sys_sleep(const uint64_t us);
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double sys_profile_time(void);
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void sys_mutex_lock(pthread_mutex_t *mutex);
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void sys_mutex_unlock(pthread_mutex_t *mutex);
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void sys_semaphore_init(sem_t *sem, int pshared, unsigned int value);
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void sys_semaphore_wait(sem_t *sem);
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void sys_semaphore_post(sem_t *sem);
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void sys_semaphore_destroy(sem_t *sem);
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// path stuff
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const char *sys_user_path(void);
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@ -0,0 +1,24 @@
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#include "thread.h"
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void pcthread_mutex_lock(pthread_mutex_t *mutex) {
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pthread_mutex_lock(mutex);
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}
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void pcthread_mutex_unlock(pthread_mutex_t *mutex) {
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pthread_mutex_unlock(mutex);
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}
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void pcthread_semaphore_init(sem_t *sem, int pshared, unsigned int value) {
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sem_init(sem, pshared, value);
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}
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void pcthread_semaphore_wait(sem_t *sem) {
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sem_wait(sem);
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}
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void pcthread_semaphore_post(sem_t *sem) {
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sem_post(sem);
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}
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void pcthread_semaphore_destroy(sem_t *sem) {
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sem_destroy(sem);
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}
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@ -0,0 +1,26 @@
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#ifndef _PC_THREAD_H
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#define _PC_THREAD_H
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#include <pthread.h>
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#include <semaphore.h>
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#include <stdbool.h>
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extern pthread_t pcthread_audio_id;
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extern pthread_mutex_t pcthread_audio_mutex;
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extern sem_t pcthread_audio_sema;
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extern bool pcthread_audio_init;
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extern bool pcthread_audio_rendering;
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extern pthread_mutex_t pcthread_game_mutex;
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extern sem_t pcthread_game_sema;
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extern bool pcthread_game_loop_iterating;
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extern bool pcthread_game_reset_sound;
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void pcthread_mutex_lock(pthread_mutex_t *mutex);
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void pcthread_mutex_unlock(pthread_mutex_t *mutex);
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void pcthread_semaphore_init(sem_t *sem, int pshared, unsigned int value);
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void pcthread_semaphore_wait(sem_t *sem);
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void pcthread_semaphore_post(sem_t *sem);
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void pcthread_semaphore_destroy(sem_t *sem);
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#endif // _PC_THREAD_H
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