Files
ppsspp/Core/EmuThread.cpp
T
libretroadmin c60feaede6 Include the standard headers that newer code uses directly
These files use std::function, std::map, std::deque, std::unique_ptr or std::string_view and got
the header through others, which MSVC's standard library doesn't always do.
2026-10-09 09:46:15 +02:00

151 lines
5.2 KiB
C++

#include "ppsspp_config.h"
#include <functional>
#include <retro_atomic.h>
#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/GPU/GraphicsContext.h"
#include "Common/Thread/Thread.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 {
RUNNING,
QUIT_REQUESTED,
STOPPED,
};
static retro_atomic_int_t g_emuThreadState{ (int)EmuThreadState::STOPPED };
static EmuThreadState GetEmuThreadState() {
return (EmuThreadState)retro_atomic_load_acquire_int(&g_emuThreadState);
}
static void SetEmuThreadState(EmuThreadState state) {
retro_atomic_store_release_int(&g_emuThreadState, (int)state);
}
static void EmuThreadFunc(GraphicsContext *graphicsContext, Application *application, std::function<bool (GraphicsContext *)> frame) {
INFO_LOG(Log::G3D, "Entering separate emu thread");
SetCurrentThreadName("EmuThread");
SetEmuThreadState(EmuThreadState::RUNNING);
// This normally calls NativeInitGraphics()
if (!application->InitGraphics(graphicsContext)) {
_assert_msg_(false, "NativeInitGraphics failed, might as well bail");
// If this fails, which it normally shouldn't, let's bail.
SetEmuThreadState(EmuThreadState::QUIT_REQUESTED);
} else {
INFO_LOG(Log::G3D, "EmuThread: Entering loop");
}
while (GetEmuThreadState() != 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.
// This normally calls NativeFrame()
if (!frame(graphicsContext)) {
SetEmuThreadState(EmuThreadState::QUIT_REQUESTED);
}
}
INFO_LOG(Log::System, "emuThreadState was set to QUIT_REQUESTED, left EmuThreadFunc loop. Setting state to STOPPED.");
// This normally calls NativeShutdownGraphics()
application->ShutdownGraphics(graphicsContext);
delete application;
INFO_LOG(Log::System, "Leaving separate emu thread");
SetEmuThreadState(EmuThreadState::STOPPED);
}
static Thread EmuThread_Start(GraphicsContext *graphicsContext, Application *application, std::function<bool(GraphicsContext *)> frame) {
INFO_LOG(Log::System, "EmuTread_Start");
_dbg_assert_(GetEmuThreadState() == EmuThreadState::STOPPED);
Thread emuThread(&EmuThreadFunc, graphicsContext, application, frame);
graphicsContext->ThreadStart();
return emuThread;
}
// This is useful when the render thread is in control.
static void EmuThread_RequestExit() {
INFO_LOG(Log::System, "EmuTread_RequestExit");
if (GetEmuThreadState() == EmuThreadState::RUNNING) {
SetEmuThreadState(EmuThreadState::QUIT_REQUESTED);
} else {
INFO_LOG(Log::System, "EmuTread_RequestExit: g_emuThreadState was not RUNNING, so not requesting exit.");
}
}
static void EmuThread_Join(GraphicsContext *graphicsContext, Thread &emuThread) {
INFO_LOG(Log::System, "EmuTread_Join");
if (graphicsContext->NeedsSeparateEmuThread()) {
EmuThread_RequestExit();
while (graphicsContext->ThreadFrame()) {}
}
emuThread.join();
graphicsContext->ThreadEnd();
}
static bool RunMainLoop(GraphicsContext *graphicsContext, Application *application, std::function<bool(GraphicsContext *)> frame) {
// This is the main loop for graphics context that handle their own threading.
// InitFromRenderThread/ShutdownFromRenderThread are not used.
application->InitGraphics(graphicsContext);
while (frame(graphicsContext)) {}
// NOTE: Don't call stuff like Core_Stop here. On Android, we fully shut down graphics when you switch away from the app,
// then boot it up again when returning. That means stopping this thread and restarting it.
// Process the shutdown. Without this, non-GL delays 800ms on shutdown. TODO: is this still an issue?
Core_StateProcessed();
application->ShutdownGraphics(graphicsContext);
delete application;
return true;
}
// Call InitAPI and ShutdownAPI outside this!
bool MainThreadFunc(GraphicsContext *graphicsContext, Application *application, const WindowDesc &windowDesc, std::function<bool(GraphicsContext *)> frame, std::string *errorMessage) {
// This is now the render thread, and will spawn the emu thread below.
if (!graphicsContext->InitSurface(windowDesc.winsys, windowDesc.data1, windowDesc.data2, errorMessage)) {
ERROR_LOG(Log::G3D, "MainThreadFunc: InitSurface failed: %s", errorMessage->c_str());
delete application;
return false;
}
if (graphicsContext->NeedsSeparateEmuThread()) {
SetCurrentThreadName("RenderThread");
Thread emuThread = EmuThread_Start(graphicsContext, application, frame);
graphicsContext->ThreadStart();
// This thread becomes the render thread. EmuThread will tell it when to quit by sending a message.
while (graphicsContext->ThreadFrame()) {}
EmuThread_Join(graphicsContext, emuThread);
graphicsContext->ThreadEnd();
INFO_LOG(Log::System, "RenderThread - joined");
} else {
SetCurrentThreadName("MainThread");
RunMainLoop(graphicsContext, application, frame);
}
graphicsContext->ShutdownSurface();
return true;
}