better soft reset (#4984)
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@@ -14,6 +14,10 @@ ViMode sViMode;
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FaultClient sGameFaultClient;
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u16 sLastButtonPressed;
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// #region SOH [General] Making gGameState available
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GameState* gGameState;
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// #endregion
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// Forward declared, because this in a C++ header.
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int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height, uint8_t resize);
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void gfx_texture_cache_clear();
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@@ -18,7 +18,6 @@
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// SOH [Port] Game State management for our render loop
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static struct RunFrameContext {
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GraphicsContext gfxCtx;
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GameState* gameState;
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GameStateOverlay* nextOvl;
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GameStateOverlay* ovl;
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int state;
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@@ -487,28 +486,28 @@ static void RunFrame()
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size = runFrameContext.ovl->instanceSize;
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osSyncPrintf("クラスサイズ=%dバイト\n", size); // "Class size = %d bytes"
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runFrameContext.gameState = SYSTEM_ARENA_MALLOC_DEBUG(size);
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gGameState = SYSTEM_ARENA_MALLOC_DEBUG(size);
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if (!runFrameContext.gameState)
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if (!gGameState)
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{
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osSyncPrintf("確保失敗\n"); // "Failure to secure"
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snprintf(faultMsg, sizeof(faultMsg), "CLASS SIZE= %d bytes", size);
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Fault_AddHungupAndCrashImpl("GAME CLASS MALLOC FAILED", faultMsg);
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}
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GameState_Init(runFrameContext.gameState, runFrameContext.ovl->init, &runFrameContext.gfxCtx);
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GameState_Init(gGameState, runFrameContext.ovl->init, &runFrameContext.gfxCtx);
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// Setup the normal skybox once before entering any game states to avoid the 0xabababab crash.
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// The crash is due to certain skyboxes not loading all the data they need from Skybox_Setup.
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if (!hasSetupSkybox) {
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PlayState* play = (PlayState*)runFrameContext.gameState;
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PlayState* play = (PlayState*)gGameState;
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Skybox_Setup(play, &play->skyboxCtx, SKYBOX_NORMAL_SKY);
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hasSetupSkybox = true;
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}
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uint64_t freq = GetFrequency();
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while (GameState_IsRunning(runFrameContext.gameState))
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while (GameState_IsRunning(gGameState))
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{
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//uint64_t ticksA, ticksB;
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//ticksA = GetPerfCounter();
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@@ -517,7 +516,7 @@ static void RunFrame()
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PadMgr_ThreadEntry(&gPadMgr);
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Graph_Update(&runFrameContext.gfxCtx, runFrameContext.gameState);
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Graph_Update(&runFrameContext.gfxCtx, gGameState);
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//ticksB = GetPerfCounter();
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if (GfxDebuggerIsDebuggingRequested()) {
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@@ -535,9 +534,9 @@ static void RunFrame()
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nextFrame:;
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}
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runFrameContext.nextOvl = Graph_GetNextGameState(runFrameContext.gameState);
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GameState_Destroy(runFrameContext.gameState);
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SYSTEM_ARENA_FREE_DEBUG(runFrameContext.gameState);
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runFrameContext.nextOvl = Graph_GetNextGameState(gGameState);
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GameState_Destroy(gGameState);
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SYSTEM_ARENA_FREE_DEBUG(gGameState);
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Overlay_FreeGameState(runFrameContext.ovl);
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}
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Graph_Destroy(&runFrameContext.gfxCtx);
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@@ -205,11 +205,6 @@ void Play_Destroy(GameState* thisx) {
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GameInteractor_ExecuteOnPlayDestroy();
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// Only initialize the frame counter when exiting the title screen
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if (gSaveContext.fileNum == 0xFF) {
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play->gameplayFrames = 0;
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}
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play->state.gfxCtx->callback = NULL;
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play->state.gfxCtx->callbackParam = 0;
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