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update

tags/day-25
Ledda há 2 meses
ascendente
cometimento
6e289f79fd
4 ficheiros alterados com 86 adições e 60 eliminações
  1. +12
    -9
      src/handmade.cpp
  2. +2
    -1
      src/handmade.h
  3. +71
    -49
      src/win32_handmade.cpp
  4. +1
    -1
      src/win32_handmade.h

+ 12
- 9
src/handmade.cpp Ver ficheiro

@@ -40,7 +40,7 @@ internal void renderWeirdGradient(GameOffscreenBuffer *buffer, int xOffset, int
}
}

internal void gameUpdateAndRender(GameMemory *memory, GameOffscreenBuffer *videoBuf, GameInput *input, GameSoundOutputBuffer *soundBuf) {
internal void gameUpdateAndRender(GameMemory *memory, GameOffscreenBuffer *videoBuf, GameInput *input) {
Assert(sizeof(GameState) <= memory->permanentStorageSize);

GameState *state = (GameState*)memory->permanentStorage;
@@ -61,26 +61,29 @@ internal void gameUpdateAndRender(GameMemory *memory, GameOffscreenBuffer *video
GameControllerInput *controllerInput = &input->controllers[controllerIndex];
if (controllerInput->isAnalog) {
state->toneHz = 440 + (int)(128.0f*controllerInput->stickAvgX);
state->greenOffset -= (int)(4.0f*controllerInput->stickAvgX);
state->blueOffset += (int)(4.0f*controllerInput->stickAvgY);
state->greenOffset -= (int)(20.0f*controllerInput->stickAvgX);
state->blueOffset += (int)(20.0f*controllerInput->stickAvgY);
} else {
if (controllerInput->stickRight.endedDown) {
state->toneHz = 440 + 128;
state->greenOffset -= 4;
state->greenOffset -= 10;
} else if (controllerInput->stickLeft.endedDown) {
state->toneHz = 440 - 128;
state->greenOffset += 4;
state->greenOffset += 10;
} else {
state->toneHz = 440;
//state->toneHz = 440;
}
if (controllerInput->stickUp.endedDown) {
state->blueOffset += 4;
state->blueOffset += 10;
} else if (controllerInput->stickDown.endedDown) {
state->blueOffset -= 4;
state->blueOffset -= 10;
}
}
}

outputSineSound(soundBuf, state);
renderWeirdGradient(videoBuf, state->greenOffset, state->blueOffset);
}

internal void gameGetSoundSamples(GameMemory *memory, GameSoundOutputBuffer *soundBuf) {
outputSineSound(soundBuf, (GameState*)memory->permanentStorage);
}

+ 2
- 1
src/handmade.h Ver ficheiro

@@ -125,7 +125,8 @@ struct GameState {
};

// === Game to platform services ===
void gameUpdateAndRender(GameMemory *memory, GameInput *input, GameOffscreenBuffer *videoBuf, GameSoundOutputBuffer *soundBuf);
internal void gameUpdateAndRender(GameMemory *memory, GameInput *input, GameOffscreenBuffer *videoBuf);
internal void gameGetSoundSamples(GameMemory *memory, GameSoundOutputBuffer *soundBuf);

// === Platform to game services ===
#if HANDMADE_INTERNAL


+ 71
- 49
src/win32_handmade.cpp Ver ficheiro

@@ -367,7 +367,6 @@ inline real32 win32GetSecondsElapsed(LARGE_INTEGER start, LARGE_INTEGER end) {
// int monitorRefreshHz = 60;
// int gameUpdateHz = monitorRefreshHz / 2;

#define framesOfAudioLatency 3
#define monitorRefreshHz 60
#define gameUpdateHz (monitorRefreshHz / 2)

@@ -395,11 +394,16 @@ internal void win32DebugSyncDisplay(Win32OffscreenBuffer *screenBuffer, int mark
int renderWidth = screenBuffer->width - 2 *padX;

real32 pxPerSoundBufferEntry = (real32)renderWidth / (real32)soundOutput->secondaryBufferSize;
int pitch = screenBuffer->width*screenBuffer->bytesPerPixel;

for (int markerIndex = 0; markerIndex < markerCount; markerIndex++) {
Win32DebugTimeMarker *thisMarker = &markers[markerIndex];
win32DrawSoundBufferMarker(screenBuffer, soundOutput, pxPerSoundBufferEntry, padX, top, bottom, thisMarker->playCursor, 0xFFFFFFFF);
win32DrawSoundBufferMarker(screenBuffer, soundOutput, pxPerSoundBufferEntry, padX, top, bottom, thisMarker->writeCursor, 0xFFFF0000);
real32 alpha = ((real32)(markerIndex + 1) / (real32)markerCount);
int x = padX + (int)(pxPerSoundBufferEntry * (real32)thisMarker->writeCursor);
uint8 *pixel = (uint8 *)screenBuffer->memory + top * pitch + x*screenBuffer->bytesPerPixel;
uint32 newPixel = (uint32)((real32)alpha * 0xFFFFFFFF + (1.0f - alpha) * (*(uint32 *)pixel));
win32DrawSoundBufferMarker(screenBuffer, soundOutput, pxPerSoundBufferEntry, padX, top, bottom, thisMarker->playCursor, newPixel);
win32DrawSoundBufferMarker(screenBuffer, soundOutput, pxPerSoundBufferEntry, padX, top, bottom, thisMarker->writeCursor, 0x00FF0000);
}
}

@@ -456,7 +460,7 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
soundOutput.runningSampleIndex = 0;
soundOutput.bytesPerSample = sizeof(int16)*2;
soundOutput.secondaryBufferSize = soundOutput.samplesPerSecond*soundOutput.bytesPerSample;
soundOutput.latencySampleCount = framesOfAudioLatency * (soundOutput.samplesPerSecond / gameUpdateHz);
soundOutput.safetyBytes = (soundOutput.samplesPerSecond * soundOutput.bytesPerSample / gameUpdateHz) / 3;

int16 *samples = (int16*)VirtualAlloc(NULL, soundOutput.secondaryBufferSize, MEM_COMMIT, PAGE_READWRITE);

@@ -478,11 +482,12 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
globalSecondaryBuffer->Play(0, 0, DSBPLAY_LOOPING);

LARGE_INTEGER lastWorkCounter = win32GetWallClock();
LARGE_INTEGER flipWallClock = win32GetWallClock();

int64 lastCycleCount = __rdtsc();

bool32 soundIsValid = false;
DWORD lastPlayCursor = 0;
DWORD audioLatencyBytes = 0;
real32 audioLatencySeconds = 0;

while (globalRunning) {
GameControllerInput *oldKeyboardController = &oldInput->controllers[0];
@@ -561,33 +566,75 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
videoBuffer.memory = globalBackBuffer.memory;
videoBuffer.width = globalBackBuffer.width;
videoBuffer.height = globalBackBuffer.height;
gameUpdateAndRender(&gameMemory, &videoBuffer, newInput);

DWORD playCursor = 0;
DWORD writeCursor = 0;
bool soundIsValid = false;

if (SUCCEEDED(globalSecondaryBuffer->GetCurrentPosition(&playCursor, &writeCursor))) {
if (!soundIsValid) {
soundOutput.runningSampleIndex = writeCursor / soundOutput.bytesPerSample;
soundIsValid = true;
}
DWORD byteToLock = (soundOutput.runningSampleIndex*soundOutput.bytesPerSample) % soundOutput.secondaryBufferSize;

// TODO(dledda): episode 20 ~2:00, something's wrong though, gotta sort it out.

DWORD expectedSoundBytesPerFrame = (soundOutput.samplesPerSecond * soundOutput.bytesPerSample) / gameUpdateHz;
DWORD expectedFrameBoundaryByte = playCursor + expectedSoundBytesPerFrame;
DWORD safeWriteCursor = writeCursor;
if (safeWriteCursor < playCursor) {
safeWriteCursor += soundOutput.secondaryBufferSize;
}
Assert(safeWriteCursor >= playCursor);
safeWriteCursor += soundOutput.safetyBytes + 2000;
bool audioIsLowLatency = safeWriteCursor >= expectedFrameBoundaryByte;

DWORD targetCursor = 0;
if (audioIsLowLatency) {
targetCursor = expectedFrameBoundaryByte + expectedSoundBytesPerFrame;
} else {
targetCursor = writeCursor + expectedSoundBytesPerFrame + soundOutput.safetyBytes;
}
targetCursor %= soundOutput.secondaryBufferSize;

// Sound test
DWORD byteToLock = 0;
DWORD targetCursor = lastPlayCursor;
DWORD bytesToWrite = 0;
if (soundIsValid) {
byteToLock = (soundOutput.runningSampleIndex*soundOutput.bytesPerSample) % soundOutput.secondaryBufferSize;
targetCursor = (lastPlayCursor + soundOutput.latencySampleCount*soundOutput.bytesPerSample) % soundOutput.secondaryBufferSize;
if (byteToLock == targetCursor) {
bytesToWrite = 0;
} else if (byteToLock > targetCursor) {
DWORD bytesToWrite = 0;
if (byteToLock > targetCursor) {
bytesToWrite = soundOutput.secondaryBufferSize - byteToLock + targetCursor;
} else {
bytesToWrite = targetCursor - byteToLock;
}
}

GameSoundOutputBuffer soundBuffer = {};
soundBuffer.samplesPerSecond = soundOutput.samplesPerSecond;
soundBuffer.sampleCount = bytesToWrite / soundOutput.bytesPerSample;
soundBuffer.samples = samples;
GameSoundOutputBuffer soundBuffer = {};
soundBuffer.samplesPerSecond = soundOutput.samplesPerSecond;
soundBuffer.sampleCount = bytesToWrite / soundOutput.bytesPerSample;
soundBuffer.samples = samples;
gameGetSoundSamples(&gameMemory, &soundBuffer);
#if HANDMADE_INTERNAL
Assert(debugTimeMarkerIndex < ArrayCount(debugMarkers));

Win32DebugTimeMarker *marker = &debugMarkers[debugTimeMarkerIndex++];

DWORD unwrappedWriteCursor = writeCursor;
if (unwrappedWriteCursor < targetCursor) {
unwrappedWriteCursor += soundOutput.secondaryBufferSize;
}
audioLatencyBytes = unwrappedWriteCursor - playCursor;
audioLatencySeconds = (((real32)audioLatencyBytes / (real32)soundOutput.bytesPerSample) / (real32)soundOutput.samplesPerSecond);

gameUpdateAndRender(&gameMemory, &videoBuffer, newInput, &soundBuffer);
if (soundIsValid) {
if (debugTimeMarkerIndex >= ArrayCount(debugMarkers)) {
debugTimeMarkerIndex = 0;
}
globalSecondaryBuffer->GetCurrentPosition(&marker->playCursor, &marker->writeCursor);
#endif
win32FillSoundBuffer(&soundOutput, byteToLock, bytesToWrite, &soundBuffer);
} else {
soundIsValid = false;
}


real32 secondsElapsedForFrame = win32GetSecondsElapsed(lastWorkCounter, win32GetWallClock());
if (secondsElapsedForFrame < targetSecondsPerFrame) {
if (sleepIsGranular) {
@@ -610,32 +657,7 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
#endif

win32DrawBufferInWindow(&globalBackBuffer, window);

DWORD playCursor = 0;
DWORD writeCursor = 0;
if (SUCCEEDED(globalSecondaryBuffer->GetCurrentPosition(&playCursor, &writeCursor))) {
lastPlayCursor = playCursor;
if (!soundIsValid) {
soundOutput.runningSampleIndex = writeCursor / soundOutput.bytesPerSample;
soundIsValid = true;
}
} else {
soundIsValid = false;
}

#if HANDMADE_INTERNAL
{
Assert(debugTimeMarkerIndex < ArrayCount(debugMarkers));

Win32DebugTimeMarker *marker = &debugMarkers[debugTimeMarkerIndex++];

if (debugTimeMarkerIndex >= ArrayCount(debugMarkers)) {
debugTimeMarkerIndex = 0;
}
globalSecondaryBuffer->GetCurrentPosition(&marker->playCursor, &marker->writeCursor);
}
#endif
flipWallClock = win32GetWallClock();

#if 0
real64 msElapsed = (real32)(1000.0f*secondsElapsedForFrame) / globalPerfCountFrequency;


+ 1
- 1
src/win32_handmade.h Ver ficheiro

@@ -20,7 +20,7 @@ struct Win32SoundOutput {
int bytesPerSample;
int secondaryBufferSize;
real32 tSine;
int latencySampleCount;
int safetyBytes;
};

struct Win32DebugTimeMarker {


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