Files
ppsspp/Core/EmuThread.cpp
T

177 lines
5.0 KiB
C++

#include "ppsspp_config.h"
#include <mutex>
#include <atomic>
#include <thread>
#include "Common/System/System.h"
#include "Common/System/Request.h"
#include "Common/System/Application.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 "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::atomic<EmuThreadState> g_emuThreadState(EmuThreadState::DISABLED);
static std::atomic<bool> g_inLoop;
class GraphicsContext;
void MainThreadFunc(GraphicsContext *graphicsContext);
bool MainThread_Ready() {
return g_inLoop;
}
static void EmuThreadFunc(GraphicsContext *graphicsContext, Application *application, std::function<void()> postFrame) {
INFO_LOG(Log::G3D, "Entering emu thread");
SetCurrentThreadName("EmuThread");
AndroidJNIThreadContext context;
// There's no real requirement that NativeInit happen on this thread.
// We just call the update/render loop here.
g_emuThreadState = EmuThreadState::RUNNING;
if (!application->InitGraphics(graphicsContext)) {
_assert_msg_(false, "NativeInitGraphics failed, might as well bail");
// If this fails, which it normally shouldn't, let's bail.
g_emuThreadState = EmuThreadState::QUIT_REQUESTED;
} else {
INFO_LOG(Log::G3D, "EmuThread: Entering loop");
}
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.
application->Frame(graphicsContext);
if (postFrame) {
postFrame();
}
if (GetUIState() == UISTATE_EXIT) {
g_emuThreadState = EmuThreadState::QUIT_REQUESTED;
}
}
INFO_LOG(Log::System, "emuThreadState was set to QUIT_REQUESTED, left EmuThreadFunc loop. Setting state to STOPPED.");
g_emuThreadState = EmuThreadState::STOPPED;
application->ShutdownGraphics(graphicsContext);
INFO_LOG(Log::System, "Leaving emu thread");
}
std::thread EmuThread_Start(GraphicsContext *graphicsContext, Application *application, std::function<void()> postFrame) {
g_emuThreadState = EmuThreadState::START_REQUESTED;
std::thread emuThread = std::thread(&EmuThreadFunc, graphicsContext, application, postFrame);
return emuThread;
}
void EmuThread_Join(GraphicsContext *graphicsContext, std::thread &emuThread) {
const EmuThreadState state = g_emuThreadState;
if (state != EmuThreadState::QUIT_REQUESTED &&
state != EmuThreadState::STOPPED) {
g_emuThreadState = EmuThreadState::QUIT_REQUESTED;
}
_dbg_assert_(emuThread.joinable());
if (graphicsContext->NeedsRenderThread()) {
graphicsContext->ThreadFrameUntilCondition([] {
// Need to keep eating frames to allow the EmuThread to exit correctly.
return g_emuThreadState == EmuThreadState::STOPPED;
});
}
emuThread.join();
emuThread = std::thread();
}
void MainThreadFunc(GraphicsContext *graphicsContext, Application *application, std::function<void()> postFrame) {
if (graphicsContext->NeedsRenderThread()) {
SetCurrentThreadName("RenderThread");
// This is now the render thread, and will spawn the emu thread below.
std::string error_string;
bool success = graphicsContext->InitFromRenderThread(&error_string);
DEBUG_LOG(Log::Boot, "Done.");
g_inLoop = true;
std::thread emuThread = EmuThread_Start(graphicsContext, application, postFrame);
graphicsContext->ThreadStart();
// 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;
}
}
Core_Stop();
g_inLoop = false;
EmuThread_Join(graphicsContext, emuThread);
graphicsContext->ThreadEnd();
graphicsContext->ShutdownFromRenderThread();
INFO_LOG(Log::System, "EmuThreadJoin - joined");
} else {
SetCurrentThreadName("EmuThread");
// This is the emu thread. the graphics contexts will spawn and handle its own threads if needed.
std::string error_string;
bool success = graphicsContext->InitFromRenderThread(&error_string);
application->InitGraphics(graphicsContext);
// NativeResized();
DEBUG_LOG(Log::Boot, "Done.");
g_inLoop = true;
graphicsContext->ThreadStart();
while (GetUIState() != UISTATE_EXIT) {
// We're here again, so the game quit. Restart Run() which controls the UI.
// This way they can load a new game.
application->Frame(graphicsContext);
postFrame();
}
Core_Stop();
// Process the shutdown. Without this, non-GL delays 800ms on shutdown.
Core_StateProcessed();
application->Frame(graphicsContext);
g_inLoop = false;
application->ShutdownGraphics(graphicsContext);
graphicsContext->ThreadEnd();
graphicsContext->ShutdownFromRenderThread();
}
graphicsContext->Shutdown();
}