Files
ppsspp/Core/EmuThread.cpp
T

169 lines
4.1 KiB
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#include "ppsspp_config.h"
#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
#include <mutex>
#include <atomic>
#include <thread>
#include "Common/System/NativeApp.h"
#include "Common/System/System.h"
#include "Common/System/Request.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Input/InputState.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "Common/GraphicsContext.h"
#include "Common/Thread/ThreadUtil.h"
#include "Windows/W32Util/Misc.h"
#include "Windows/MainWindow.h"
#include "Core/EmuThread.h"
#include "Core/Core.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
enum class EmuThreadState {
DISABLED,
START_REQUESTED,
RUNNING,
QUIT_REQUESTED,
STOPPED,
};
static std::thread emuThread;
static std::atomic<EmuThreadState> g_emuThreadState(EmuThreadState::DISABLED);
static std::string g_error_message;
static bool g_inLoop;
class GraphicsContext;
void MainThreadFunc(GraphicsContext *graphicsContext);
bool MainThread_Ready() {
return g_inLoop;
}
static void EmuThreadFunc(GraphicsContext *graphicsContext) {
SetCurrentThreadName("EmuThread");
// There's no real requirement that NativeInit happen on this thread.
// We just call the update/render loop here.
g_emuThreadState = EmuThreadState::RUNNING;
NativeInitGraphics(graphicsContext);
while (g_emuThreadState != EmuThreadState::QUIT_REQUESTED) {
// We're here again, so the game quit. Restart Run() which controls the UI.
// This way they can load a new game.
if (!Core_IsActive()) {
UpdateUIState(UISTATE_MENU);
}
Core_StateProcessed();
NativeFrame(graphicsContext);
if (GetUIState() == UISTATE_EXIT) {
g_emuThreadState = EmuThreadState::QUIT_REQUESTED;
}
}
g_emuThreadState = EmuThreadState::STOPPED;
NativeShutdownGraphics();
}
static void EmuThreadStart(GraphicsContext *graphicsContext) {
g_emuThreadState = EmuThreadState::START_REQUESTED;
emuThread = std::thread(&EmuThreadFunc, graphicsContext);
}
static void EmuThreadStop() {
const EmuThreadState state = g_emuThreadState;
if (state != EmuThreadState::QUIT_REQUESTED &&
state != EmuThreadState::STOPPED) {
g_emuThreadState = EmuThreadState::QUIT_REQUESTED;
}
}
static void EmuThreadJoin() {
emuThread.join();
INFO_LOG(Log::System, "EmuThreadJoin - joined");
}
void MainThreadFunc(GraphicsContext *graphicsContext) {
const bool useEmuThread = g_Config.iGPUBackend == (int)GPUBackend::OPENGL;
SetCurrentThreadName(useEmuThread ? "RenderThread" : "EmuThread");
std::string error_string;
bool success = graphicsContext->InitFromRenderThread(&error_string);
if (!useEmuThread) {
NativeInitGraphics(graphicsContext);
NativeResized();
}
DEBUG_LOG(Log::Boot, "Done.");
g_inLoop = true;
if (useEmuThread) {
EmuThreadStart(graphicsContext);
}
graphicsContext->ThreadStart();
if (useEmuThread) {
// Again, this thread becomes the render thread.
while (true) {
if (equals_any(g_emuThreadState, EmuThreadState::QUIT_REQUESTED, EmuThreadState::STOPPED)) {
break;
}
graphicsContext->ThreadFrame(true);
if (GetUIState() == UISTATE_EXIT) {
break;
}
}
} else {
// Same contents as EmuThread.
while (GetUIState() != UISTATE_EXIT) { // && GetUIState() != UISTATE_EXCEPTION
// We're here again, so the game quit. Restart Run() which controls the UI.
// This way they can load a new game.
if (!(Core_IsActive() || Core_IsStepping()))
UpdateUIState(UISTATE_MENU);
Core_StateProcessed();
NativeFrame(graphicsContext);
}
}
Core_Stop();
if (!useEmuThread) {
// Process the shutdown. Without this, non-GL delays 800ms on shutdown.
Core_StateProcessed();
NativeFrame(graphicsContext);
}
g_inLoop = false;
if (useEmuThread) {
EmuThreadStop();
graphicsContext->ThreadFrameUntilCondition([] {
// Need to keep eating frames to allow the EmuThread to exit correctly.
return g_emuThreadState == EmuThreadState::STOPPED;
});
EmuThreadJoin();
}
if (!useEmuThread) {
NativeShutdownGraphics();
}
graphicsContext->ThreadEnd();
graphicsContext->ShutdownFromRenderThread();
graphicsContext->Shutdown();
}
#endif