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https://github.com/hrydgard/ppsspp.git
synced 2026-09-01 18:25:19 +02:00
Minor EmuThread refactor
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+11
-18
@@ -36,7 +36,7 @@ bool MainThread_Ready() {
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return g_inLoop;
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}
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static void EmuThreadFunc(GraphicsContext *graphicsContext, Application *application, std::function<void()> postFrame) {
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static void EmuThreadFunc(GraphicsContext *graphicsContext, Application *application, std::function<bool (GraphicsContext *)> frame) {
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INFO_LOG(Log::G3D, "Entering separate emu thread");
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SetCurrentThreadName("EmuThread");
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@@ -57,11 +57,7 @@ static void EmuThreadFunc(GraphicsContext *graphicsContext, Application *applica
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// We're here again, so the game quit. Restart Run() which controls the UI.
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// This way they can load a new game.
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// This normally calls NativeFrame()
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application->Frame(graphicsContext);
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if (postFrame) {
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postFrame();
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}
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if (GetUIState() == UISTATE_EXIT) {
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if (!frame(graphicsContext)) {
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g_emuThreadState = EmuThreadState::QUIT_REQUESTED;
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}
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}
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@@ -77,10 +73,10 @@ static void EmuThreadFunc(GraphicsContext *graphicsContext, Application *applica
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g_emuThreadState = EmuThreadState::STOPPED;
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}
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std::thread EmuThread_Start(GraphicsContext *graphicsContext, Application *application, std::function<void()> postFrame) {
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std::thread EmuThread_Start(GraphicsContext *graphicsContext, Application *application, std::function<bool(GraphicsContext *)> frame) {
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INFO_LOG(Log::System, "EmuTread_Start");
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_dbg_assert_(g_emuThreadState == EmuThreadState::STOPPED);
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std::thread emuThread = std::thread(&EmuThreadFunc, graphicsContext, application, postFrame);
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std::thread emuThread = std::thread(&EmuThreadFunc, graphicsContext, application, frame);
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graphicsContext->ThreadStart();
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return emuThread;
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}
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@@ -98,7 +94,7 @@ void EmuThread_Join(GraphicsContext *graphicsContext, std::thread &emuThread) {
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graphicsContext->ThreadEnd();
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}
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bool RunMainLoop(GraphicsContext *graphicsContext, Application *application, std::function<bool()> runCondition, std::function<void()> postFrame) {
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bool RunMainLoop(GraphicsContext *graphicsContext, Application *application, std::function<bool(GraphicsContext *)> frame) {
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// This is the main thread. the graphics contexts will spawn and handle its own threads if needed.
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// InitFromRenderThread/ShutdownFromRenderThread are not used.
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@@ -109,19 +105,17 @@ bool RunMainLoop(GraphicsContext *graphicsContext, Application *application, std
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g_inLoop = true;
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while (runCondition()) {
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while (frame(graphicsContext)) {
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// We're here again, so the game quit. Restart Run() which controls the UI.
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// This way they can load a new game.
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application->Frame(graphicsContext);
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postFrame();
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}
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// NOTE: Don't call stuff like Core_Stop here. On Android, we fully shut down graphics when you switch away from the app,
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// then boot it up again when returning. That means stopping this thread and restarting it.
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// Process the shutdown. Without this, non-GL delays 800ms on shutdown.
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// Process the shutdown. Without this, non-GL delays 800ms on shutdown. TODO: is this still an issue?
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Core_StateProcessed();
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application->Frame(graphicsContext);
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frame(graphicsContext);
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g_inLoop = false;
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@@ -131,7 +125,7 @@ bool RunMainLoop(GraphicsContext *graphicsContext, Application *application, std
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}
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// Call InitAPI and ShutdownAPI outside this!
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bool MainThreadFunc(GraphicsContext *graphicsContext, Application *application, WindowSystem windowSystem, void *windowData1, void *windowData2, std::function<void()> postFrame) {
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bool MainThreadFunc(GraphicsContext *graphicsContext, Application *application, WindowSystem windowSystem, void *windowData1, void *windowData2, std::function<bool(GraphicsContext *)> frame) {
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// This is now the render thread, and will spawn the emu thread below.
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std::string error_string;
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bool success = graphicsContext->InitSurface(windowSystem, windowData1, windowData2, &error_string);
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@@ -146,7 +140,7 @@ bool MainThreadFunc(GraphicsContext *graphicsContext, Application *application,
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DEBUG_LOG(Log::Boot, "Done.");
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g_inLoop = true;
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std::thread emuThread = EmuThread_Start(graphicsContext, application, postFrame);
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std::thread emuThread = EmuThread_Start(graphicsContext, application, frame);
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graphicsContext->ThreadStart();
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// This thread becomes the render thread. EmuThread will tell it when to quit by sending a message.
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while (graphicsContext->ThreadFrame()) {}
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@@ -160,9 +154,8 @@ bool MainThreadFunc(GraphicsContext *graphicsContext, Application *application,
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} else {
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SetCurrentThreadName("MainThread");
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RunMainLoop(graphicsContext, application, []() { return GetUIState() != UISTATE_EXIT; }, postFrame);
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RunMainLoop(graphicsContext, application, frame);
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}
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graphicsContext->ShutdownSurface();
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return true;
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}
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