simple.c
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/**********************************************************************
* simple.c
*
* simple - Basic example of an Ultra64 application including:
* Multiprocessing between host and RSP
* Graphics
* Multiple controllers for user input
* Audio, both music and sound effects
*
* simple works by having several threads of various priority.
* scheduler thread. The highest priority thread of the game. Its
* function is to see that audio and graphics tasks get built
* and executed in a timely fashion.
* audio thread. The second highest thread. Creates the audio task
* lists to be executed by the audio microcode to synthesize
* the audio. Audio should run at a higher priority than
* graphics, since if a frame of audio gets dropped, it will
* cause a serious click, but a frame of graphics can always
* redraw the last frame.
* game thread. Loops waiting for messages from the scheduler.
* Upon receiving retrace messages, will branch to the graphics
* routine and the controller read routine.
* idle thread. Starts out as the init thread, but becomes the idle
* thread. Every game needs one of these, don't get rid of it.
*
* Copyright 1995, Silicon Graphics, Inc.
* All Rights Reserved.
*
* This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics,
* Inc.; the contents of this file may not be disclosed to third
* parties, copied or duplicated in any form, in whole or in part,
* without the prior written permission of Silicon Graphics, Inc.
*
* RESTRICTED RIGHTS LEGEND:
* Use, duplication or disclosure by the Government is subject to
* restrictions as set forth in subdivision (c)(1)(ii) of the Rights
* in Technical Data and Computer Software clause at DFARS
* 252.227-7013, and/or in similar or successor clauses in the FAR,
* DOD or NASA FAR Supplement. Unpublished - rights reserved under the
* Copyright Laws of the United States.
**********************************************************************/
/*---------------------------------------------------------------------*
Copyright (C) 1998 Nintendo. (Originated by SGI)
$RCSfile: simple.c,v $
$Revision: 1.1.1.1 $
$Date: 2002/05/02 03:27:34 $
*---------------------------------------------------------------------*/
#include <ultra64.h>
#include <sched.h>
#include "misc.h"
#include "simple.h"
#include "audio.h"
#include "gfx.h"
/**** threads used by this file ****/
static OSThread gameThread;
static OSThread initThread;
/**** Stack for boot code. Space can be reused after 1st thread starts ****/
u64 bootStack[STACKSIZEBYTES/sizeof(u64)];
/**** Stacks for the threads, divide by 8 which is the size of a u64 ****/
static u64 gameThreadStack[STACKSIZEBYTES/sizeof(u64)];
static u64 initThreadStack[STACKSIZEBYTES/sizeof(u64)];
/**** function prototypes for private functions in this file ****/
static void gameproc(void *);
static void initproc(char *);
static void initGame(void);
/**** message queues and message buffers used by this app ****/
static OSMesg PiMessages[DMA_QUEUE_SIZE];
static OSMesgQueue PiMessageQ;
static OSMesgQueue dmaMessageQ;
static OSMesg dmaMessageBuf;
/**** Graphics variables used in this file ****/
OSMesgQueue gfxFrameMsgQ;
OSMesg gfxFrameMsgBuf[MAX_MESGS];
Gfx *glistp;
GFXInfo gInfo[2];
/**** Scheduler globals ****/
OSSched sc;
OSMesgQueue *sched_cmdQ;
u64 scheduleStack[OS_SC_STACKSIZE/8];
OSScClient gfxClient;
/**** Controller globals ****/
extern u8 validcontrollers;
#ifndef _FINALROM
u8 rdbSendBuf[2048];
OSTime lastTime;
/**** logging stuff, used for debugging only. ****/
#include <ultralog.h>
#define LOG_LEN 0x8000
OSLog logger;
OSLog *log = &logger;
u32 logData[LOG_LEN];
#endif
/**********************************************************************
*
* boot is the equivalent of main(). This is where your application will
* start its execution. This thread should be kept very simple, and
* should start another thread that will ultimately become the idle
* thread. Execution will never return from the first call of
* osStartThread. In this example, we parse commmand line arguments
* passed from gload. In a real application you won't be able to do this.
*
**********************************************************************/
OSPiHandle *handler;
void boot(void *arg)
{
#ifndef _FINALROM
u32 i;
u32 *argp;
u32 argbuf[16];
#endif
osInitialize();
handler = osCartRomInit();
#ifndef _FINALROM
argp = (u32 *)RAMROM_APP_WRITE_ADDR;
for (i=0; i < sizeof(argbuf)/4; i++, argp++)
osEPiReadIo(handler, (u32)argp, &argbuf[i]); /* Assume no DMA */
parse_args((char *)argbuf);
#endif
osCreateThread(&initThread, 1, (void(*)(void *))initproc, arg,
(void *)(initThreadStack+(STACKSIZEBYTES/sizeof(u64))),
(OSPri)INIT_PRIORITY);
osStartThread(&initThread);
}
/**********************************************************************
*
* initproc sets up the PI manager. It then creates
* and starts our application's game thread. After returning from that,
* it becomes the lowest priority thread, and functions as the idle thread.
*
**********************************************************************/
static void initproc(char *argv)
{
/**** Start PI Mgr for access to cartridge ****/
osCreatePiManager((OSPri) OS_PRIORITY_PIMGR, &PiMessageQ, PiMessages,
DMA_QUEUE_SIZE);
/**** Create the game thread and start it up ****/
osCreateThread(&gameThread, 6, gameproc, argv, gameThreadStack +
(STACKSIZEBYTES/sizeof(u64)), (OSPri)GAME_PRIORITY);
if (!debugger) /* set by command line to gload, when you want to use gvd. */
osStartThread(&gameThread);
/**** Set the thread to be the idle thread ****/
osSetThreadPri(0, 0);
for(;;);
}
/**********************************************************************
*
* A continual loop, primarily used for servicing the starts of graphic
* tasks and controller reads. Audio is serviced by the audio thread.
* You receive several message on the same queue, they are:
* OS_SC_RETRACE_MSG: this comes from the scheduler every retrace.
* If you don't already have 2 graphics tasks either pending or
* processing, start creating another.
* OS_SC_DONE_MSG: sent by the scheduler when a graphics task has
* completed.
* SIMPLE_CONTROLLER_MSG: sent by the controller code indicating that the
* controller read has completed, so now you can use that info
* in game play.
* OS_SC_PRE_NMI_MSG: sent to indicate the reset button has been
* pressed, and that the game will reboot momentarily. Might
* want to fade or say goodbye.
*
**********************************************************************/
static void gameproc(void *argv)
{
u32 drawbuffer = 0;
u32 pendingGFX = 0;
u32 cntrlReadInProg = 0;
GFXMsg *msg = NULL;
#ifndef _FINALROM
u32 doneTask = 0;
#endif
initGame();
while (1)
{
(void) osRecvMesg(&gfxFrameMsgQ, (OSMesg *)&msg, OS_MESG_BLOCK);
switch (msg->gen.type)
{
case (OS_SC_RETRACE_MSG):
#ifndef _FINALROM
if (logging)
osLogEvent(log, LOG_RETRACE, 1, pendingGFX);
#endif
/**** Create a new gfx task unless we already have 2 ****/
if (pendingGFX < 2)
{
createGfxTask(&gInfo[drawbuffer]);
pendingGFX++;
drawbuffer ^= 1; /* switch the drawbuffer */
}
/* request latest controller information (ie poll) */
if (validcontrollers && !cntrlReadInProg)
{
cntrlReadInProg = 1;
osContStartReadData(&gfxFrameMsgQ);
}
break;
case (OS_SC_DONE_MSG):
#ifndef _FINALROM
lastTime = gInfo[doneTask].task.totalTime;
doneTask ^= 1;
#endif
pendingGFX--; /* decrement number of pending tasks */
break;
case SIMPLE_CONTROLLER_MSG:
UpdateController();
cntrlReadInProg = 0;
break;
case (OS_SC_PRE_NMI_MSG): /* stop creation of graphics tasks */
pendingGFX += 2;
break;
}
}
}
/**********************************************************************
*
* A simple utility routine for copying data from rom to ram
* Note that the routine assumes that it has exclusive use of
* the dmaMessageQ.
*
*********************************************************************/
void romCopy(const char *src, const char *dest, const int len)
{
OSIoMesg dmaIoMesgBuf;
OSMesg dummyMesg;
/*
* Always invalidate cache before dma'ing data into the buffer.
* This is to prevent a flush of the cache in the future from
* potentially trashing some data that has just been dma'ed in.
* Since you don't care if old data makes it from cache out to
* memory, you can use the cheaper osInvalDCache() instead of one
* of the writeback commands
*/
osInvalDCache((void *)dest, (s32) len);
dmaIoMesgBuf.hdr.pri = OS_MESG_PRI_NORMAL;
dmaIoMesgBuf.hdr.retQueue = &dmaMessageQ;
dmaIoMesgBuf.dramAddr = (void*)dest;
dmaIoMesgBuf.devAddr = (u32)src;
dmaIoMesgBuf.size = (u32)len;
osEPiStartDma(handler, &dmaIoMesgBuf, OS_READ);
(void) osRecvMesg(&dmaMessageQ, &dummyMesg, OS_MESG_BLOCK);
}
/**********************************************************************
*
* initGame sets up the message queues used, and starts the scheduler.
* After that call routines to init the graphics, init the controllers,
* and init the audio.
*
*********************************************************************/
static void initGame(void)
{
#ifndef _FINALROM
if (logging)
osCreateLog(log, logData, LOG_LEN);
#endif
/**** set up a needed message q's ****/
osCreateMesgQueue(&dmaMessageQ, &dmaMessageBuf, 1);
osCreateMesgQueue(&gfxFrameMsgQ, gfxFrameMsgBuf, MAX_MESGS);
/**** Initialize the RCP task scheduler ****/
osCreateScheduler(&sc, (void *)(scheduleStack + OS_SC_STACKSIZE/8),
SCHEDULER_PRIORITY, OS_VI_NTSC_LAN1, NUM_FIELDS);
/**** Add ourselves to the scheduler to receive retrace messages ****/
osScAddClient(&sc, &gfxClient, &gfxFrameMsgQ);
sched_cmdQ = osScGetCmdQ(&sc);
/**** Call the initialization routines ****/
initGFX();
initCntrl();
initAudio();
}