forked from Ports/goldeneye-pc-port
- Replace setjmp/longjmp green threads with real pthreads (8MB stacks); PortQueue side table (mutex+condvar) for OSMesgQueue; dedicated tick thread posts VI retrace + services timers (D24). - Dual-mapped N64 DRAM: one 8MB store at V1 0x70000000 (s32-safe, all game RAM symbols) and V2 0x80000000 (KSEG0 mirror for offset|0x80000000 rebuilds). Windows: CreateFileMappingW + MapViewOfFileEx; POSIX: memfd + MAP_FIXED. dram_syms.s pins cfb_16/_bssSegmentEnd/tlb block (D25). - Address-width shims: PHYS_TO_K0 identity, OS_K0_TO_PHYSICAL = offset from V1 base, OS_PHYSICAL_TO_K0 identity; fast3d seg_addr() remaps small offsets into V2 (D26). - ASLR off (-Wl,--disable-dynamicbase): absolute symbols referenced through pointer-typed externs (.refptr + BASE reloc) must not rebase; startup sanity check on image base 0x140000000 (D27). - osPiStartDma posts its completion message on every path (fixes romReceiveMesg deadlock) (D29). - SEH-free crash handler: raw fault log first, validated manual EBP-chain walk second (-fno-omit-frame-pointer), TerminateProcess; crashDumpThreads via Toolhelp32 for heartbeat hang dumps (D30). - PD fast3d integrated (port/fast3d/), replaces gfxstub.c; real src/sched.c compiled; mainproc runs as a real pthread, host thread pumps SDL events. - Docs: findings D24-D31 + Phase 2 status (section F/G). Current state: boots through bossInitMainthreadData to langInit(), then SIGSEGVs on the first file load — stack frame clobbered by a table of truncated s32 pointers (D31, open). Next: attribute the write with 'set scheduler-locking on' + hardware watchpoint.
55 lines
1.9 KiB
C
55 lines
1.9 KiB
C
#ifndef GFX_WINDOW_MANAGER_API_H
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#define GFX_WINDOW_MANAGER_API_H
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#include <stdint.h>
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#include <stdbool.h>
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struct GfxWindowInitSettings {
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const char *title;
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uint32_t width;
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uint32_t height;
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int32_t x;
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int32_t y;
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bool fullscreen;
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bool fullscreen_is_exclusive;
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bool maximized;
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bool centered;
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bool allow_hidpi;
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};
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struct GfxWindowManagerAPI {
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void (*init)(const struct GfxWindowInitSettings *settings);
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void (*close)(void);
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int (*get_display_mode)(int modenum, int *out_w, int *out_h);
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int (*get_current_display_mode)(int *out_w, int *out_h);
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int (*get_num_display_modes)(void);
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int32_t (*get_fullscreen_state)(void);
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void (*set_fullscreen_changed_callback)(void (*on_fullscreen_changed)(bool is_now_fullscreen));
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void (*set_fullscreen)(bool enable);
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void (*set_fullscreen_exclusive)(bool exc);
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void (*set_fullscreen_flag)(int32_t mode);
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int32_t (*get_fullscreen_flag_mode)(void);
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int32_t (*get_maximized_state)(void);
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void (*set_maximize)(bool enable);
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void (*get_active_window_refresh_rate)(uint32_t* refresh_rate);
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void (*set_cursor_visibility)(bool visible);
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void (*set_closest_resolution)(int32_t width, int32_t height, bool should_center);
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void (*set_dimensions)(uint32_t width, uint32_t height, int32_t posX, int32_t posY);
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void (*get_dimensions)(uint32_t* width, uint32_t* height, int32_t* posX, int32_t* posY);
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void (*get_centered_positions)(int32_t width, int32_t height, int32_t *posX, int32_t *posY);
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void (*handle_events)(void);
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bool (*start_frame)(void);
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void (*swap_buffers_begin)(void);
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void (*swap_buffers_end)(void);
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double (*get_time)(void); // For debug
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int32_t (*get_target_fps)(void);
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void (*set_target_fps)(int fps);
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bool (*can_disable_vsync)(void);
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void *(*get_window_handle)(void);
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void (*set_window_title)(const char *);
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int (*get_swap_interval)(void);
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bool (*set_swap_interval)(int);
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};
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#endif
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