Files
ppsspp/Core/EmuThread.h
T
Henrik RydgårdandClaude Opus 5 bd94e8141f Android: Converge the GL and Vulkan lifecycles on a shared RunGraphicsLoop
Stage 5 of the JavaGL removal. Now that the GL path owns its own EGL context and
render thread, Android's two lifecycle branches and the Win32 one in
MainThreadFunc were the same code three times over, so this moves the branch into
one place - RunGraphicsLoop() in Core/EmuThread.cpp. It picks the thread
arrangement the context asks for: either this thread becomes the render thread
and spawns the emu thread (OpenGL), or it just runs the main loop because the
backend spawns its own render thread (Vulkan, D3D11). Android, Windows and
headless all go through it now, which is what the "TODO: Merge with the Win32
EmuThread and so on" in app-android.cpp was asking for.

Falls out of having one implementation instead of three:

- MainThreadFunc called graphicsContext->ThreadStart() right after
  EmuThread_Start(), which already calls it, and ThreadEnd() right after
  EmuThread_Join(), which already calls that too. So Windows and headless GL ran
  CreateDeviceObjects()/DestroyDeviceObjects() twice per context, leaking a VAO
  on the way in and double-deleting it on the way out. Dates back to 16206d18ab,
  which moved those calls into EmuThread_Start/Join without removing the
  originals.

- RECREATE_VIEWS is gone. Only the GL path ever posted it; Vulkan goes through
  the same destroy/recreate without it and always has. Verified on device: views
  survive pause/resume, and both a real rotation and a density change - each one
  an activity destroy and recreate - lay them out again by themselves.

- The non-separate path is now named EmuThread rather than MainThread on
  Windows. It's the thread that runs NativeFrame(), which is what
  DebuggerThreading.md calls the emu thread, and the real main thread there is
  the GUI message pump.

The loop keeps an explicit exit flag, as a shouldExit callback, rather than
relying on ThreadFrame() returning false. In VR we skip ThreadFrame() entirely
while the XR session is idle, and the session going idle is exactly what
backgrounding the app does - so the exit would never be observed, the render
thread would sit in that sleep forever, and the UI thread joining it would hang.
That is not hypothetical: it deadlocked a Quest 2 on the first try.

Also drops a dead EmuThreadState enum and an unused JNIEnv local in
app-android.cpp, both orphaned when the JavaGL JNI entry points went away.

Tested on a nubia Z2464N (Mali-G57, Android 15) on both backends: cold start,
booting a homebrew, pause/resume in the menu, in a settings screen and in-game,
rotation back and forth, a density-change activity recreate with the game live,
the pause menu, and exit to menu. ThreadStart/ThreadEnd log exactly once per
context, and every one of those cycles tears the EGL context down and builds a
new one.

Also tested on a Quest 2 with the vr flavor, which is what shook out the deadlock
above: cold start into a focused XR session at 72fps, backgrounding (render
thread joins in 27ms where it used to never return), resuming back into VR with
a fresh EGL context, and exiting from in-app. xrCreateSession runs on the render
loop thread, which is where the EGL context is current - VRBase.cpp builds its
graphics binding from eglGetCurrentDisplay/eglGetCurrentContext, so that ordering
matters.

Windows x64 debug and the Android gradle builds are clean.

Not converged, and not a small change: NeedsSeparateEmuThread() itself. GL needs
its API calls on the thread its context is current on, so somebody has to pump
ThreadFrame() there, whereas VulkanRenderManager owns its thread outright.
Getting rid of the virtual means teaching GLRenderManager to spawn and own its
own render thread, for every GL platform at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
2026-10-08 15:29:12 +02:00

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// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <functional>
#include <string>
#include <thread>
#include "Common/System/Application.h"
// Utilities to manage Emu and Render threads.
// TODO: Use across platforms, currently Windows-only.
bool MainThread_Ready();
class GraphicsContext;
struct WindowDesc;
// Doesn't take ownership of the graphicsContext, you have to delete it.
// This should be used by platforms that launch a separate thread and doesn't
// need to run a polling loop in it.
// NOTE: Does take ownership over Application (which is just a wrapper for NativeInitGraphics/NativeShutdownGraphics/NativeFrame).
// On failure (which currently only means the graphics surface couldn't be initialized), errorMessage
// gets the reason - pass it on to the user, it's the only place it's available.
bool MainThreadFunc(GraphicsContext * graphicsContext, Application *application, const WindowDesc &windowDesc, std::function<bool(GraphicsContext *)> frame, std::string *errorMessage);
// If you're not using MainThreadFunc, you can at least use these to manage a spinning EmuThread (that calls NativeFrame),
// whether your graphics context requires multithreading or not. Then use RunMainLoop to implement your main loop for
// the case where a separate EmuThread is not needed.
// NOTE: Does take ownership over Application (which is just a wrapper for NativeInitGraphics/NativeShutdownGraphics/NativeFrame).
std::thread EmuThread_Start(GraphicsContext *graphicsContext, Application *application, std::function<bool(GraphicsContext *)> frame);
void EmuThread_RequestExit(); // Useful when the render thread is in control like on Android.
void EmuThread_Join(GraphicsContext *graphicsContext, std::thread &emuThread);
// Call from the main thread.
// NOTE: Does take ownership over Application (which is just a wrapper for NativeInitGraphics/NativeShutdownGraphics/NativeFrame).
bool RunMainLoop(GraphicsContext *graphicsContext, Application *application, std::function<bool(GraphicsContext *)> frame);
// Runs whichever thread arrangement graphicsContext asks for, on the calling thread, and doesn't
// return until the emu thread is done. Either this thread becomes the render thread and the emu
// thread is spawned alongside it (OpenGL, which needs its API calls on the thread its context is
// current on), or this thread just runs the main loop because the backend spawns its own render
// thread (Vulkan, D3D11).
// The surface has to be initialized already, and is left alone - use MainThreadFunc if you want
// that taken care of too.
// shouldExit is optional, but required if you might run this in VR: see the comment on the render
// loop in EmuThread.cpp for why ThreadFrame() alone isn't enough to get out of there.
// NOTE: Does take ownership over Application (which is just a wrapper for NativeInitGraphics/NativeShutdownGraphics/NativeFrame).
void RunGraphicsLoop(GraphicsContext *graphicsContext, Application *application, std::function<bool(GraphicsContext *)> frame, std::function<bool()> shouldExit = nullptr);