Fixed one of the two remaining crash on Stop (issue 600), and removed some setup defines which are now useless anyway.
There's an attempt to implement Peek_Color too, probably done wrong :P git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3799 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
15de161f95
commit
3bc8eb7eaf
|
@ -32,28 +32,6 @@
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// This may remove sound artifacts in Wario Land Shake It and perhaps other games
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//#define SETUP_AVOID_SOUND_ARTIFACTS
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/* This may fix a problem with Stop and Start that I described in the comments to revision 2,139,
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and in the comments in the File Description for PluginManager.cpp */
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//#define SETUP_FREE_VIDEO_PLUGIN_ON_BOOT
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//#define SETUP_FREE_DSP_PLUGIN_ON_BOOT
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//#define SETUP_DONT_FREE_PLUGIN_ON_STOP
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/* This will avoid deleting the g_EmuThread after Stop, that may hang when we are rendering to a child
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window, however, I didn't seem to need this any more */
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//#define SETUP_AVOID_CHILD_WINDOW_RENDERING_HANG
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// Build with playback rerecording options
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//#define SETUP_AVOID_OPENGL_SCREEN_MESSAGE_HANG
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// Use a timer to wait for threads for stop instead of WaitForEternity()
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/* I tried that this worked with these options
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SETUP_FREE_VIDEO_PLUGIN_ON_BOOT
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SETUP_DONT_FREE_PLUGIN_ON_STOP
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then the Confirm on Close message box doesn't hang, and we have a controlled Shutdown process
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without any hanged threads. The downside is a few error messages in the ShutDown() of the
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OpenGL plugin, so I still need FreeLibrary() to clean it, even with this option. */
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//#define SETUP_TIMER_WAITING
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// Build with playback rerecording options
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//#define RERECORDING
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@ -23,12 +23,6 @@
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#include <process.h>
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#endif
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#ifdef SETUP_TIMER_WAITING
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#include <windows.h>
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#include "ConsoleWindow.h"
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EventCallBack FunctionPointer[10];
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#endif
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namespace Common
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{
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@ -110,12 +104,6 @@ void Thread::SetCurrentThreadAffinity(int mask)
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Event::Event()
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{
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m_hEvent = 0;
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#ifdef SETUP_TIMER_WAITING
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DoneWaiting = false;
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StartWait = false;
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hTimer = NULL;
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hTimerQueue = NULL;
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#endif
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}
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void Event::Init()
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@ -183,96 +171,6 @@ void Event::MsgWait()
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}
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}
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/* Separate thread timer based waiting, instead of same thread loop waiting. The downside with this
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is that it's less convenient to use because we can't stall any threads with a loop. The positive
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is that we don't cause these incredibly annoying WaitForEternity() hangings. */
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#ifdef SETUP_TIMER_WAITING
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/* I could not figure out how to place this in the class to, CreateTimerQueueTimer() would complain
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about some kind of type casting, anyone have any ideas about how to do it? */
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VOID CALLBACK TimerRoutine(PVOID lpParam, BOOLEAN TimerOrWaitFired)
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{
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if (lpParam == NULL)
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{
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DEBUG_LOG(CONSOLE, "TimerRoutine lpParam is NULL\n");
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}
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else
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{
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// lpParam points to the argument; in this case it is an int
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//DEBUG_LOG(CONSOLE, "Timer[%i] will call back\n", *(int*)lpParam);
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}
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// Call back
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int Id = *(int*)lpParam;
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if (FunctionPointer[Id]) FunctionPointer[Id]();
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}
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// Create a timer that will call back to the calling function
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bool Event::TimerWait(EventCallBack WaitCB, int _Id, bool OptCondition)
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{
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Id = _Id;
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//DEBUG_LOG(CONSOLE, "TimerWait[%i]: %i %i %i\n", Id, StartWait, DoneWaiting, OptCondition);
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FunctionPointer[Id] = WaitCB;
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// This means we are done waiting, so we wont call back again, and we also reset the variables for this Event
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if (DoneWaiting && OptCondition)
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{
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StartWait = false;
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DoneWaiting = false;
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FunctionPointer[Id] = NULL;
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// Delete all timers in the timer queue.
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if (!DeleteTimerQueue(hTimerQueue))
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DEBUG_LOG(CONSOLE, "DeleteTimerQueue failed (%d)\n", GetLastError());
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hTimer = NULL;
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hTimerQueue = NULL;
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return true;
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}
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// Else start a new callback timer
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StartWait = true;
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// Create the timer queue if needed
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if (!hTimerQueue)
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{
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hTimerQueue = CreateTimerQueue();
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if (NULL == hTimerQueue)
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{
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DEBUG_LOG(CONSOLE, "CreateTimerQueue failed (%d)\n", GetLastError());
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return false;
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}
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}
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// Set a timer to call the timer routine in 10 seconds.
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if (!CreateTimerQueueTimer( &hTimer, hTimerQueue,
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(WAITORTIMERCALLBACK)TimerRoutine, &Id , 10, 0, 0))
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{
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DEBUG_LOG(CONSOLE, "CreateTimerQueueTimer failed (%d)\n", GetLastError());
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return false;
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}
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return false;
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}
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// Check if we are done or not
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bool Event::DoneWait()
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{
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if (StartWait && DoneWaiting)
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return true;
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else
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return false;
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}
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// Tells the timer that we are done waiting
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void Event::SetTimer()
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{
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// We can not be done before we have started waiting
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if (StartWait) DoneWaiting = true;
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}
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#endif
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// Supporting functions
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void SleepCurrentThread(int ms)
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{
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#endif
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#endif
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// -----------------------------------------
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#ifdef SETUP_TIMER_WAITING
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// -----------------
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typedef void (*EventCallBack)(void);
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#endif
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// ----------------------
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///////////////////////////////////
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namespace Common
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{
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void MsgWait() {Wait();}
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#endif
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#ifdef SETUP_TIMER_WAITING
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bool TimerWait(EventCallBack WaitCB, int Id = 0, bool OptCondition = true);
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bool DoneWait();
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void SetTimer();
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bool DoneWaiting;
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bool StartWait;
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int Id;
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HANDLE hTimer;
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HANDLE hTimerQueue;
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#endif
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private:
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#ifdef _WIN32
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@ -100,21 +100,7 @@ SCoreStartupParameter g_CoreStartupParameter;
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// This event is set when the emuthread starts.
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Common::Event emuThreadGoing;
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Common::Event cpuRunloopQuit;
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#ifdef SETUP_TIMER_WAITING
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bool VideoThreadRunning = false;
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bool StopUpToVideoDone = false;
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bool EmuThreadReachedEnd = false;
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bool StopReachedEnd = false;
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static Common::Event VideoThreadEvent;
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static Common::Event VideoThreadEvent2;
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void EmuThreadEnd();
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#endif
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Common::Event gpuShutdownCall;
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// Display messages and return values
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INFO_LOG(CONSOLE, "ReconnectWiimote()\n");
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}
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#ifdef SETUP_TIMER_WAITING
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void VideoThreadEnd()
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{
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VideoThreadRunning = false;
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VideoThreadEvent.SetTimer();
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VideoThreadEvent2.SetTimer();
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//INFO_LOG(CONSOLE, "VideoThreadEnd\n");
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}
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#endif
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bool isRunning()
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{
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return (GetState() != CORE_UNINITIALIZED) || g_bHwInit;
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@ -222,9 +195,6 @@ bool Init()
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g_EmuThread = new Common::Thread(EmuThread, NULL);
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emuThreadGoing.MsgWait();
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emuThreadGoing.Shutdown();
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#ifdef SETUP_TIMER_WAITING
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VideoThreadRunning = true;
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#endif
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// All right, the event is set and killed. We are now running.
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Host_SetWaitCursor(false);
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@ -236,14 +206,6 @@ void Stop() // - Hammertime!
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{
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const SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter;
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#ifdef SETUP_TIMER_WAITING
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if (!StopUpToVideoDone)
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{
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INFO_LOG(CONSOLE, "Stop [Main Thread]: Shutting down...\n");
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// Reset variables
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StopReachedEnd = false;
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EmuThreadReachedEnd = false;
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#endif
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Host_SetWaitCursor(true); // hourglass!
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if (PowerPC::GetState() == PowerPC::CPU_POWERDOWN)
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return;
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CPluginManager::GetInstance().GetVideo()->Video_ExitLoop();
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}
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#ifdef SETUP_TIMER_WAITING
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StopUpToVideoDone = true;
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}
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// Call this back
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//if (!VideoThreadEvent.TimerWait(Stop, 1, EmuThreadReachedEnd) || !EmuThreadReachedEnd) return;
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if (!VideoThreadEvent.TimerWait(Stop, 1)) return;
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//INFO_LOG(CONSOLE, "Stop() will continue\n");
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#endif
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// Video_EnterLoop() should now exit so that EmuThread() will continue concurrently with the rest
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// of the commands in this function. We no longer rely on Postmessage. */
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// Update mouse pointer
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Host_SetWaitCursor(false);
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#ifdef SETUP_AVOID_CHILD_WINDOW_RENDERING_HANG
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/* This may hang when we are rendering to a child window, but currently it doesn't, at least
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not on my system, but I'll leave this option for a while anyway */
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if (GetParent((HWND)g_pWindowHandle) == NULL)
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#endif
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#ifndef SETUP_TIMER_WAITING // This is moved
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#ifdef _WIN32
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g_EmuThread->WaitForDeath(5000);
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#else
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#endif
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delete g_EmuThread; // Wait for emuthread to close.
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g_EmuThread = 0;
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#else
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Host_UpdateGUI();
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StopUpToVideoDone = false;
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StopReachedEnd = true;
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#endif
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}
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// Create the CPU thread. For use with Single Core mode only.
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// Create the CPU thread. which would be a CPU + Video thread in Single Core mode.
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THREAD_RETURN CpuThread(void *pArg)
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{
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Common::SetCurrentThreadName("CPU thread");
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CPluginManager &Plugins = CPluginManager::GetInstance();
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const SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter;
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if (!_CoreParameter.bUseDualCore)
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if (_CoreParameter.bUseDualCore)
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{
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//wglMakeCurrent
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CPluginManager::GetInstance().GetVideo()->Video_Prepare();
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Common::SetCurrentThreadName("CPU thread");
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}
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else
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{
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CPluginManager::GetInstance().GetVideo()->Video_Prepare();
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Common::SetCurrentThreadName("CPU-GPU thread");
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}
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if (_CoreParameter.bLockThreads)
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@ -338,6 +284,16 @@ THREAD_RETURN CpuThread(void *pArg)
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// Enter CPU run loop. When we leave it - we are done.
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CCPU::Run();
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cpuRunloopQuit.Set();
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// Call video shutdown from the video thread in single core mode, which is the cpuThread
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if (!_CoreParameter.bUseDualCore)
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{
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gpuShutdownCall.Wait();
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Plugins.ShutdownVideoPlugin();
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}
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gpuShutdownCall.Shutdown();
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return 0;
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}
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@ -347,6 +303,7 @@ THREAD_RETURN CpuThread(void *pArg)
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THREAD_RETURN EmuThread(void *pArg)
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{
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cpuRunloopQuit.Init();
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gpuShutdownCall.Init();
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Common::SetCurrentThreadName("Emuthread - starting");
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const SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter;
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@ -384,10 +341,6 @@ THREAD_RETURN EmuThread(void *pArg)
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VideoInitialize.pBBox = &PixelEngine::bbox[0];
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VideoInitialize.pBBoxActive = &PixelEngine::bbox_active;
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// May be needed for Stop and Start
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#ifdef SETUP_FREE_VIDEO_PLUGIN_ON_BOOT
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Plugins.FreeVideo();
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#endif
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Plugins.GetVideo()->Initialize(&VideoInitialize); // Call the dll
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// Under linux, this is an X11 Display, not an HWND!
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|
@ -411,10 +364,6 @@ THREAD_RETURN EmuThread(void *pArg)
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dspInit.bWii = _CoreParameter.bWii;
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dspInit.bOnThread = _CoreParameter.bDSPThread;
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// May be needed for Stop and Start
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#ifdef SETUP_FREE_DSP_PLUGIN_ON_BOOT
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Plugins.FreeDSP();
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#endif
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Plugins.GetDSP()->Initialize((void *)&dspInit);
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|
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// Load and Init PadPlugin
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|
@ -476,21 +425,30 @@ THREAD_RETURN EmuThread(void *pArg)
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// Update the window again because all stuff is initialized
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Host_UpdateDisasmDialog();
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Host_UpdateMainFrame();
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// This thread, after creating the EmuWindow, spawns a CPU thread,
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// then takes over and becomes the graphics thread
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// In single core mode, this thread is the CPU thread and also does the graphics.
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// Spawn the CPU thread
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Common::Thread *cpuThread = NULL;
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// ENTER THE VIDEO THREAD LOOP
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if (!_CoreParameter.bUseDualCore)
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if (_CoreParameter.bUseDualCore) // DualCore mode
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{
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// This thread, after creating the EmuWindow, spawns a CPU thread,
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// and then takes over and becomes the video thread
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|
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Plugins.GetVideo()->Video_Prepare(); // wglMakeCurrent
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cpuThread = new Common::Thread(CpuThread, pArg);
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Common::SetCurrentThreadName("Video thread");
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|
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Plugins.GetVideo()->Video_EnterLoop();
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}
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else // SingleCore mode
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{
|
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// the spawned CPU Thread is the... CPU thread but it also does the graphics.
|
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// the EmuThread is thus an idle thread, which sleeps and wait for the emu to terminate.
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|
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#ifdef _WIN32
|
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cpuThread = new Common::Thread(CpuThread, pArg);
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// Common::SetCurrentThreadName("Idle thread");
|
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Common::SetCurrentThreadName("Emuthread - Idle");
|
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|
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// TODO(ector) : investigate using GetMessage instead .. although
|
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// then we lose the powerdown check. ... unless powerdown sends a message :P
|
||||
|
@ -505,40 +463,6 @@ THREAD_RETURN EmuThread(void *pArg)
|
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CpuThread(pArg);
|
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#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
Plugins.GetVideo()->Video_Prepare(); // wglMakeCurrent
|
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cpuThread = new Common::Thread(CpuThread, pArg);
|
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Common::SetCurrentThreadName("Video thread");
|
||||
|
||||
Plugins.GetVideo()->Video_EnterLoop();
|
||||
}
|
||||
#ifdef SETUP_TIMER_WAITING
|
||||
|
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VideoThreadEvent2.TimerWait(EmuThreadEnd, 2);
|
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//INFO_LOG(CONSOLE, "Video loop [Video Thread]: Stopped\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
void EmuThreadEnd()
|
||||
{
|
||||
CPluginManager &Plugins = CPluginManager::GetInstance();
|
||||
const SCoreStartupParameter& _CoreParameter = SConfig::GetInstance().m_LocalCoreStartupParameter;
|
||||
|
||||
//INFO_LOG(CONSOLE, "Video loop [Video Thread]: EmuThreadEnd [StopEnd:%i]\n", StopReachedEnd);
|
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|
||||
//if (!VideoThreadEvent2.TimerWait(EmuThreadEnd, 2)) return;
|
||||
if (!VideoThreadEvent2.TimerWait(EmuThreadEnd, 2, StopReachedEnd) || !StopReachedEnd)
|
||||
{
|
||||
INFO_LOG(CONSOLE, "Stop [Video Thread]: Waiting for Stop() and Video Loop to end...\n");
|
||||
return;
|
||||
}
|
||||
|
||||
//INFO_LOG(CONSOLE, "EmuThreadEnd() will continue\n");
|
||||
|
||||
/* There will be a few problems with the OpenGL ShutDown() after this, for example the "Release
|
||||
Device Context Failed" error message */
|
||||
#endif
|
||||
|
||||
INFO_LOG(CONSOLE, "Stop [Video Thread]: Stop() and Video Loop Ended\n");
|
||||
INFO_LOG(CONSOLE, "Stop [Video Thread]: Shutting down HW and Plugins\n");
|
||||
|
@ -549,12 +473,21 @@ void EmuThreadEnd()
|
|||
if (g_pUpdateFPSDisplay != NULL)
|
||||
g_pUpdateFPSDisplay("Stopping...");
|
||||
|
||||
#ifndef SETUP_TIMER_WAITING
|
||||
HW::Shutdown();
|
||||
Plugins.ShutdownPlugins();
|
||||
|
||||
// Call video shutdown from the video thread in dual core mode (EmuThread)
|
||||
// Or set an event in Single Core mode, to call the shutdown from the cpuThread
|
||||
if (_CoreParameter.bUseDualCore)
|
||||
Plugins.ShutdownVideoPlugin();
|
||||
else
|
||||
gpuShutdownCall.Set();
|
||||
|
||||
if (cpuThread)
|
||||
{
|
||||
// There is a CPU thread - join it.
|
||||
#ifdef _WIN32
|
||||
cpuThread->WaitForDeath(5000);
|
||||
cpuThread->WaitForDeath(3000);
|
||||
#else
|
||||
cpuThread->WaitForDeath();
|
||||
#endif
|
||||
|
@ -562,10 +495,6 @@ void EmuThreadEnd()
|
|||
// Returns after game exited
|
||||
cpuThread = NULL;
|
||||
}
|
||||
#endif
|
||||
|
||||
HW::Shutdown();
|
||||
Plugins.ShutdownPlugins();
|
||||
|
||||
// The hardware is uninitialized
|
||||
g_bHwInit = false;
|
||||
|
@ -574,15 +503,7 @@ void EmuThreadEnd()
|
|||
|
||||
Host_UpdateMainFrame();
|
||||
|
||||
#ifdef SETUP_TIMER_WAITING
|
||||
EmuThreadReachedEnd = true;
|
||||
Host_UpdateGUI();
|
||||
INFO_LOG(CONSOLE, "Stop [Video Thread]: Done\n");
|
||||
delete g_EmuThread; // Wait for emuthread to close.
|
||||
g_EmuThread = 0;
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -72,14 +72,6 @@ namespace Core
|
|||
void SetBlockStart(u32 addr);
|
||||
void StopTrace();
|
||||
|
||||
// -----------------------------------------
|
||||
#ifdef SETUP_TIMER_WAITING
|
||||
// -----------------
|
||||
// Thread shutdown
|
||||
void VideoThreadEnd();
|
||||
#endif
|
||||
// ---------------------------
|
||||
|
||||
// -----------------------------------------
|
||||
#ifdef RERECORDING
|
||||
// -----------------
|
||||
|
|
|
@ -48,9 +48,6 @@ void Host_SetDebugMode(bool enable);
|
|||
void Host_SetWaitCursor(bool enable);
|
||||
|
||||
void Host_UpdateStatusBar(const char* _pText, int Filed = 0);
|
||||
#ifdef SETUP_TIMER_WAITING
|
||||
void Host_UpdateGUI();
|
||||
#endif
|
||||
|
||||
void Host_SysMessage(const char *fmt, ...);
|
||||
void Host_SetWiiMoteConnectionState(int _State);
|
||||
|
|
|
@ -24,36 +24,7 @@
|
|||
plugins when Dolphin is booted, and open the debugging and config windows. The PluginManager is
|
||||
created once when Dolphin starts and is closed when Dolphin is closed.
|
||||
|
||||
When plugins are freed and loaded:
|
||||
|
||||
In an attempt to avoid the crash that occurs when the use LoadLibrary() and FreeLibrary() often
|
||||
(every time a game is stopped and started) these functions will only be used when
|
||||
1. Dolphin is started
|
||||
2. A plugin is changed
|
||||
3. Dolphin is closed
|
||||
it will not be used when we Start and Stop games. With these exceptions:
|
||||
1. Video plugin: If FreeLibrary() is not called between Stop and Start it will fail for
|
||||
several games on the next Start, but not for all games.
|
||||
2. Sound plugin: If FreeLibrary() is not called between Stop and Start I got the "Tried to
|
||||
"get pointer for unknown address ffffffff" message for all games I tried.
|
||||
|
||||
Currently this holds if the 'SETUP_FREE_PLUGIN_ON_BOOT' option is used
|
||||
|
||||
For some reason the time when the FreeLibrary() is placed produce different results. If it's placed
|
||||
after ShutDown() I don't get a black screen when I start SSBM (PAL) again, if I have stopped the game
|
||||
before the first 3D appears (on the start screen), if I show the start screen and then Stop and Start
|
||||
I get the same error again (a black screen) (with the default OpenGL settings, copy EFB to texture, no
|
||||
hack). I also get the "Tried to get pointer ..." error then to (if DSP HLE sound has been enabled, if
|
||||
"Enable HLE Audio" has been disabled I don't get that error message). For this reason I have to place
|
||||
FreeVideo() and FreeDSP() before it's initialized on the next Start instead, then it works.
|
||||
|
||||
If it was not for the crash I always got earlier after several (perhaps as many as twenty) Stop and Start
|
||||
I would be indifferent about how often FreeLibrary() i used, but since it seems like it can fail
|
||||
infrequently, at least for nJoy, I'd rather use FreeLibrary() more sparingly. However, I could not
|
||||
reproduce any crash now after several Stop and Start so maybe it has gone away or I was lucky. In any case
|
||||
if it works I'd rather be without FreeLibrary() between Start and Stop.
|
||||
|
||||
//////////////////////////////////////*/
|
||||
*/
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Include
|
||||
// ¯¯¯¯¯¯¯¯¯¯¯¯
|
||||
|
@ -212,23 +183,21 @@ void CPluginManager::ShutdownPlugins()
|
|||
{
|
||||
m_dsp->Shutdown();
|
||||
// With this option, this is done on boot instead
|
||||
#ifndef SETUP_DONT_FREE_PLUGIN_ON_STOP
|
||||
delete m_dsp;
|
||||
m_dsp = NULL;
|
||||
#endif
|
||||
delete m_dsp;
|
||||
m_dsp = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void CPluginManager::ShutdownVideoPlugin()
|
||||
{
|
||||
if (m_video)
|
||||
{
|
||||
m_video->Shutdown();
|
||||
// With this option, this is done on boot instead
|
||||
#ifndef SETUP_DONT_FREE_PLUGIN_ON_STOP
|
||||
delete m_video;
|
||||
m_video = NULL;
|
||||
#endif
|
||||
delete m_video;
|
||||
m_video = NULL;
|
||||
}
|
||||
}
|
||||
//////////////////////////////////////////////
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -59,6 +59,7 @@ public:
|
|||
|
||||
bool InitPlugins();
|
||||
void ShutdownPlugins();
|
||||
void ShutdownVideoPlugin();
|
||||
int OkayToInitPlugin(int Plugin);
|
||||
void ScanForPlugins();
|
||||
void OpenConfig(void* _Parent, const char *_rFilename, PLUGIN_TYPE Type);
|
||||
|
|
|
@ -203,17 +203,6 @@ int abc = 0;
|
|||
return 0;
|
||||
#endif
|
||||
// -----------------------------
|
||||
|
||||
// -----------------------------------------
|
||||
#ifdef SETUP_TIMER_WAITING
|
||||
// -----------------
|
||||
case OPENGL_VIDEO_STOP:
|
||||
// The Video thread has been shut down
|
||||
Core::VideoThreadEnd();
|
||||
//INFO_LOG(CONSOLE, "OPENGL_VIDEO_STOP\n");
|
||||
return 0;
|
||||
#endif
|
||||
// -----------------------------
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
@ -173,9 +173,9 @@ void CFrame::CreateMenu()
|
|||
toolsMenu->Append(IDM_CHEATS, _T("Action &Replay Manager"));
|
||||
toolsMenu->Append(IDM_INFO, _T("System Information"));
|
||||
|
||||
#if defined(HAVE_SFML) && HAVE_SFML
|
||||
toolsMenu->Append(IDM_NETPLAY, _T("Start &NetPlay"));
|
||||
|
||||
// toolsMenu->Append(IDM_SDCARD, _T("Mount &SDCard")); // Disable for now
|
||||
#endif
|
||||
|
||||
if (DiscIO::CNANDContentManager::Access().GetNANDLoader(FULL_WII_MENU_DIR).IsValid())
|
||||
{
|
||||
|
@ -524,15 +524,6 @@ void CFrame::DoStop()
|
|||
return;
|
||||
|
||||
Core::Stop();
|
||||
|
||||
#ifdef SETUP_TIMER_WAITING
|
||||
// Idle-wait for core to completely shut down (without this wait the
|
||||
// GameCtrlPanel is restored to a state where we can open another game
|
||||
// and effectively crash Dolphin)
|
||||
while(Core::isRunning())
|
||||
SLEEP(10);
|
||||
#endif
|
||||
|
||||
UpdateGUI();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -393,6 +393,7 @@ void Host_UpdateDisasmDialog()
|
|||
{
|
||||
wxCommandEvent event(wxEVT_HOST_COMMAND, IDM_UPDATEDISASMDIALOG);
|
||||
wxPostEvent(main_frame, event);
|
||||
|
||||
if (g_pCodeWindow)
|
||||
{
|
||||
wxPostEvent(g_pCodeWindow, event);
|
||||
|
@ -503,13 +504,6 @@ void Host_UpdateStatusBar(const char* _pText, int Field)
|
|||
// wxPostEvent(main_frame, event);
|
||||
}
|
||||
|
||||
#ifdef SETUP_TIMER_WAITING
|
||||
void Host_UpdateGUI()
|
||||
{
|
||||
main_frame->UpdateGUI();
|
||||
}
|
||||
#endif
|
||||
|
||||
// g_VideoInitialize.pSysMessage() goes here
|
||||
void Host_SysMessage(const char *fmt, ...)
|
||||
{
|
||||
|
|
|
@ -16,11 +16,7 @@
|
|||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include "Setup.h"
|
||||
#ifdef SETUP_TIMER_WAITING
|
||||
#include "../../../Plugins/Plugin_VideoOGL/Src/OS/Win32.h"
|
||||
#endif
|
||||
#include "MemoryUtil.h"
|
||||
#include "Thread.h"
|
||||
#include "Atomic.h"
|
||||
|
@ -89,18 +85,9 @@ u8* FAKE_GetFifoEndPtr()
|
|||
void Fifo_ExitLoop()
|
||||
{
|
||||
fifoStateRun = false;
|
||||
#ifndef SETUP_TIMER_WAITING
|
||||
fifo_exit_event.MsgWait();
|
||||
fifo_exit_event.Shutdown();
|
||||
#else
|
||||
//Console::Print("Video: Fifo_ExitLoop: Done:%i\n", fifo_exit_event.DoneWait());
|
||||
if (fifo_exit_event.TimerWait(Fifo_ExitLoop))
|
||||
{
|
||||
//Console::Print("Video: Fifo_Shutdown: Done:%i\n\n", fifo_exit_event.DoneWait());
|
||||
fifo_exit_event.Shutdown();
|
||||
PostMessage(EmuWindow::GetParentWnd(), WM_USER, OPENGL_VIDEO_STOP, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
fifo_exit_event.MsgWait();
|
||||
fifo_exit_event.Shutdown();
|
||||
}
|
||||
|
||||
// May be executed from any thread, even the graphics thread.
|
||||
|
@ -140,7 +127,7 @@ void Fifo_EnterLoop(const SVideoInitialize &video_initialize)
|
|||
|
||||
while (fifoStateRun)
|
||||
{
|
||||
#if defined(_WIN32) && !defined(SETUP_AVOID_OPENGL_SCREEN_MESSAGE_HANG)
|
||||
#if defined(_WIN32)
|
||||
video_initialize.pPeekMessages();
|
||||
#endif
|
||||
|
||||
|
@ -220,8 +207,5 @@ void Fifo_EnterLoop(const SVideoInitialize &video_initialize)
|
|||
s_criticalFifo.Leave();
|
||||
}
|
||||
fifo_exit_event.Set();
|
||||
#ifdef SETUP_TIMER_WAITING
|
||||
fifo_exit_event.SetTimer();
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -711,9 +711,7 @@ void OpenGL_Shutdown()
|
|||
|
||||
if (hDC && !ReleaseDC(EmuWindow::GetWnd(), hDC)) // Are We Able To Release The DC
|
||||
{
|
||||
#ifndef SETUP_TIMER_WAITING // This fails
|
||||
ERROR_LOG(VIDEO, "Release Device Context Failed.");
|
||||
#endif
|
||||
hDC = NULL; // Set DC To NULL
|
||||
}
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
|
|
|
@ -338,8 +338,7 @@ LRESULT CALLBACK WndProc( HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam )
|
|||
}
|
||||
|
||||
case WM_DESTROY:
|
||||
//Shutdown();
|
||||
//PostQuitMessage( 0 ); // Call WM_QUIT
|
||||
Shutdown();
|
||||
break;
|
||||
|
||||
// Called when a screensaver wants to show up while this window is active
|
||||
|
|
|
@ -566,15 +566,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
|
|||
int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
|
||||
int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
|
||||
|
||||
u32 z;
|
||||
u32 z = 0;
|
||||
glReadPixels(srcX, srcY, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
if (s_MSAASamples > 1)
|
||||
{
|
||||
// Return to the EFB (this may not be necessary).
|
||||
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_framebufferManager.GetEFBFramebuffer());
|
||||
}
|
||||
SetFramebuffer(0);
|
||||
|
||||
// Scale the 32-bit value returned by glReadPixels to a 24-bit
|
||||
// value (GC uses a 24-bit Z-buffer).
|
||||
|
@ -586,7 +584,25 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
|
|||
break;
|
||||
|
||||
case PEEK_COLOR:
|
||||
// TODO: Implement
|
||||
/*{
|
||||
u32 z = 0;
|
||||
int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
|
||||
int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
|
||||
|
||||
if (s_MSAASamples > 1)
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ResolveAndGetRenderTarget(efbPixelRc));
|
||||
|
||||
// Read the z value! Also adjust the pixel to read to the upscaled EFB resolution
|
||||
// Plus we need to flip the y value as the OGL image is upside down
|
||||
glReadPixels(srcX, srcY, 1, 1, GL_RGB, GL_UNSIGNED_INT, &z);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// We should probably re-bind the old fbo here.
|
||||
if (s_MSAASamples > 1)
|
||||
SetFramebuffer(0);
|
||||
|
||||
return z;
|
||||
}*/
|
||||
break;
|
||||
|
||||
case POKE_COLOR:
|
||||
|
|
|
@ -399,6 +399,9 @@ void Shutdown(void)
|
|||
|
||||
Fifo_Shutdown();
|
||||
PostProcessing::Shutdown();
|
||||
|
||||
// The following calls are NOT Thread Safe
|
||||
// And need to be called from the video thread
|
||||
TextureConverter::Shutdown();
|
||||
VertexLoaderManager::Shutdown();
|
||||
VertexShaderCache::Shutdown();
|
||||
|
@ -427,7 +430,6 @@ void Video_ExitLoop()
|
|||
|
||||
|
||||
|
||||
|
||||
// Screenshot and screen message
|
||||
|
||||
void Video_Screenshot(const char *_szFilename)
|
||||
|
|
|
@ -125,9 +125,6 @@ void Host_SetDebugMode(bool enable){}
|
|||
void Host_SetWaitCursor(bool enable){}
|
||||
|
||||
void Host_UpdateStatusBar(const char* _pText, int Filed = 0){}
|
||||
#ifdef SETUP_TIMER_WAITING
|
||||
void Host_UpdateGUI(){}
|
||||
#endif
|
||||
|
||||
void Host_SysMessage(const char *fmt, ...){}
|
||||
void Host_SetWiiMoteConnectionState(int _State){}
|
||||
|
|
Loading…
Reference in New Issue