Attempt to workaround some stop hangs by using MsgWait instead of Wait. change order of dsp / video shutdown. some comments.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2379 8ced0084-cf51-0410-be5f-012b33b47a6e
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a32e29aaa5
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@ -133,18 +133,60 @@ void Event::Shutdown()
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m_hEvent = 0;
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m_hEvent = 0;
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}
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}
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void Event::Set()
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void Event::Set()
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{
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{
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SetEvent(m_hEvent);
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SetEvent(m_hEvent);
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}
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}
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void Event::Wait()
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void Event::Wait()
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{
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{
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WaitForSingleObject(m_hEvent, INFINITE);
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WaitForSingleObject(m_hEvent, INFINITE);
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}
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}
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inline HRESULT MsgWaitForSingleObject(HANDLE handle, DWORD timeout)
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{
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return MsgWaitForMultipleObjects(1, &handle, FALSE, timeout, 0);
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}
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void Event::MsgWait()
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{
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// Adapted from MSDN example http://msdn.microsoft.com/en-us/library/ms687060.aspx
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while (true)
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{
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DWORD result;
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MSG msg;
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// Read all of the messages in this next loop,
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// removing each message as we read it.
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while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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// If it is a quit message, exit.
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if (msg.message == WM_QUIT)
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return;
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// Otherwise, dispatch the message.
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DispatchMessage(&msg);
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}
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// Wait for any message sent or posted to this queue
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// or for one of the passed handles be set to signaled.
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result = MsgWaitForSingleObject(m_hEvent, INFINITE);
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// The result tells us the type of event we have.
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if (result == (WAIT_OBJECT_0 + 1))
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{
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// New messages have arrived.
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// Continue to the top of the always while loop to
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// dispatch them and resume waiting.
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continue;
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}
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else
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{
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// result == WAIT_OBJECT_0
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// Our event got signaled
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return;
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}
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}
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}
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/////////////////////////////////////
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/////////////////////////////////////
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@ -98,6 +98,11 @@ public:
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void Set();
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void Set();
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void Wait();
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void Wait();
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#ifdef _WIN32
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void MsgWait();
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#else
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void MsgWait() {Wait();}
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#endif
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// -----------------------------------------
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// -----------------------------------------
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#ifdef SETUP_TIMER_WAITING
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#ifdef SETUP_TIMER_WAITING
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@ -227,7 +227,7 @@ bool Init()
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emuThreadGoing.Init();
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emuThreadGoing.Init();
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// This will execute EmuThread() further down in this file
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// This will execute EmuThread() further down in this file
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g_EmuThread = new Common::Thread(EmuThread, NULL);
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g_EmuThread = new Common::Thread(EmuThread, NULL);
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emuThreadGoing.Wait();
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emuThreadGoing.MsgWait();
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emuThreadGoing.Shutdown();
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emuThreadGoing.Shutdown();
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#ifdef SETUP_TIMER_WAITING
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#ifdef SETUP_TIMER_WAITING
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VideoThreadRunning = true;
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VideoThreadRunning = true;
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@ -254,29 +254,27 @@ void Stop()
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StopReachedEnd = false;
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StopReachedEnd = false;
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EmuThreadReachedEnd = false;
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EmuThreadReachedEnd = false;
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#endif
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#endif
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Host_SetWaitCursor(true); // hourglass!
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Host_SetWaitCursor(true);
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if (PowerPC::GetState() == PowerPC::CPU_POWERDOWN)
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if (PowerPC::GetState() == PowerPC::CPU_POWERDOWN)
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return;
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return;
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// Stop the CPU
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// Stop the CPU
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PowerPC::Stop();
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PowerPC::Stop();
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CCPU::StepOpcode(); // Kick it if it's waiting
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CCPU::StepOpcode(); // Kick it if it's waiting (code stepping wait loop)
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// Wait until the CPU finishes exiting the main run loop
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cpuRunloopQuit.Wait();
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cpuRunloopQuit.Wait();
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cpuRunloopQuit.Shutdown();
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cpuRunloopQuit.Shutdown();
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// At this point, we must be out of the CPU:s runloop.
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// At this point, we must be out of the CPU:s runloop.
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// Silence audio - stops audio thread.
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// Stop audio thread.
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CPluginManager::GetInstance().GetDSP()->DSP_StopSoundStream();
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CPluginManager::GetInstance().GetDSP()->DSP_StopSoundStream();
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// If dual core mode, the CPU thread should immediately exit here.
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// If dual core mode, the CPU thread should immediately exit here.
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if (_CoreParameter.bUseDualCore) {
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Console::Print("Stop [Main Thread]: Wait for Video Loop...\n");
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Console::Print("Stop [Main Thread]: Wait for Video Loop to exit...\n");
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// Should be moved inside the plugin.
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if (_CoreParameter.bUseDualCore)
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CPluginManager::GetInstance().GetVideo()->Video_ExitLoop();
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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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#ifdef SETUP_TIMER_WAITING
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StopUpToVideoDone = true;
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StopUpToVideoDone = true;
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@ -288,15 +286,8 @@ void Stop()
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//Console::Print("Stop() will continue\n");
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//Console::Print("Stop() will continue\n");
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#endif
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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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// Video_EnterLoop() should now exit so that EmuThread() will continue concurrently with the rest
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of the commands in this function */
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// of the commands in this function. We no longer rely on Postmessage. */
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/* The quit is to get it out of its message loop. There is no guarantee of when this will occur though.
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And since we have no while(GetMessage()) loop we can't wait for this to happen, or say exactly when
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the loop has ended */
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#ifdef _WIN32
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//PostMessage((HWND)g_pWindowHandle, WM_QUIT, 0, 0);
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#endif
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// Close the trace file
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// Close the trace file
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Core::StopTrace();
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Core::StopTrace();
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@ -530,7 +521,6 @@ THREAD_RETURN EmuThread(void *pArg)
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cpuThread = new Common::Thread(CpuThread, pArg);
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cpuThread = new Common::Thread(CpuThread, pArg);
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Common::SetCurrentThreadName("Video thread");
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Common::SetCurrentThreadName("Video thread");
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// I bet that many of our stopping problems come from this loop not properly exiting.
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Plugins.GetVideo()->Video_EnterLoop();
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Plugins.GetVideo()->Video_EnterLoop();
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}
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}
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#ifdef SETUP_TIMER_WAITING
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#ifdef SETUP_TIMER_WAITING
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@ -82,9 +82,10 @@ bool SCoreStartupParameter::AutoSetup(EBootBios _BootBios)
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DiscIO::IVolume* pVolume = DiscIO::CreateVolumeFromFilename(m_strFilename.c_str());
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DiscIO::IVolume* pVolume = DiscIO::CreateVolumeFromFilename(m_strFilename.c_str());
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if (pVolume == NULL)
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if (pVolume == NULL)
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{
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{
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PanicAlert(bootDrive ?
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PanicAlert(bootDrive ? "Drive could not be mounted" :
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"Disc in %s could not be read - no disc, or not a GC/Wii backup.\n"
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"Your GCM/ISO file seems to be invalid, or not a GC/Wii ISO." );
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"Please note that original Gamecube and Wii discs cannot be read by most PC DVD drives.":
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"Your GCM/ISO file seems to be invalid, or not a GC/Wii ISO.", m_strFilename.c_str());
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return false;
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return false;
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}
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}
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m_strName = pVolume->GetName();
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m_strName = pVolume->GetName();
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@ -208,17 +208,6 @@ void CPluginManager::ShutdownPlugins()
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//m_wiimote[i] = NULL;
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//m_wiimote[i] = NULL;
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}
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}
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if (m_video)
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{
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m_video->Shutdown();
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// With this option, this is done on boot instead
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#ifndef SETUP_DONT_FREE_PLUGIN_ON_STOP
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delete m_video;
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m_video = NULL;
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#endif
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}
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if (m_dsp)
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if (m_dsp)
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{
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{
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m_dsp->Shutdown();
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m_dsp->Shutdown();
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@ -228,6 +217,16 @@ void CPluginManager::ShutdownPlugins()
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m_dsp = NULL;
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m_dsp = NULL;
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#endif
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#endif
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}
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}
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if (m_video)
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{
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m_video->Shutdown();
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// With this option, this is done on boot instead
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#ifndef SETUP_DONT_FREE_PLUGIN_ON_STOP
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delete m_video;
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m_video = NULL;
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#endif
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}
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}
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}
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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@ -72,7 +72,6 @@ EDiscType GetDiscType(IBlobReader& _rReader);
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IVolume* CreateVolumeFromFilename(const std::string& _rFilename)
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IVolume* CreateVolumeFromFilename(const std::string& _rFilename)
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{
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{
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IBlobReader* pReader = CreateBlobReader(_rFilename.c_str());
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IBlobReader* pReader = CreateBlobReader(_rFilename.c_str());
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if (pReader == NULL)
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if (pReader == NULL)
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return NULL;
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return NULL;
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@ -35,7 +35,7 @@ extern u8* g_pVideoData;
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namespace {
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namespace {
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static bool fifoStateRun = false;
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static volatile bool fifoStateRun = false;
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static u8 *videoBuffer;
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static u8 *videoBuffer;
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static Common::Event fifo_exit_event;
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static Common::Event fifo_exit_event;
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// STATE_TO_SAVE
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// STATE_TO_SAVE
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@ -97,11 +97,16 @@ void Video_SendFifoData(u8* _uData, u32 len)
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OpcodeDecoder_Run();
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OpcodeDecoder_Run();
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}
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}
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// Executed from another thread, no the graphics thread!
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// Basically, all it does is set a flag so that the loop will eventually exit, then
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// waits for the event to be set, which happens when the loop does exit.
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// If we look stuck in here, then the video thread is stuck in something and won't exit
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// the loop. Switch to the video thread and investigate.
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void Fifo_ExitLoop()
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void Fifo_ExitLoop()
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{
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{
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fifoStateRun = false;
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fifoStateRun = false;
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#ifndef SETUP_TIMER_WAITING
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#ifndef SETUP_TIMER_WAITING
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fifo_exit_event.Wait();
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fifo_exit_event.MsgWait();
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fifo_exit_event.Shutdown();
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fifo_exit_event.Shutdown();
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#else
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#else
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//Console::Print("Video: Fifo_ExitLoop: Done:%i\n", fifo_exit_event.DoneWait());
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//Console::Print("Video: Fifo_ExitLoop: Done:%i\n", fifo_exit_event.DoneWait());
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@ -114,6 +119,7 @@ void Fifo_ExitLoop()
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#endif
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#endif
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}
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}
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//
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void Fifo_EnterLoop(const SVideoInitialize &video_initialize)
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void Fifo_EnterLoop(const SVideoInitialize &video_initialize)
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{
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{
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fifoStateRun = true;
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fifoStateRun = true;
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@ -306,8 +306,8 @@ HWND OpenWindow(HWND parent, HINSTANCE hInstance, int width, int height, const T
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m_hWnd = CreateWindow(m_szClassName, title,
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m_hWnd = CreateWindow(m_szClassName, title,
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WS_CHILD,
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WS_CHILD,
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CW_USEDEFAULT, CW_USEDEFAULT,CW_USEDEFAULT, CW_USEDEFAULT,
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CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
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parent, NULL, hInstance, NULL );
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parent, NULL, hInstance, NULL);
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ShowWindow(m_hWnd, SW_SHOWMAXIMIZED);
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ShowWindow(m_hWnd, SW_SHOWMAXIMIZED);
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}
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}
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@ -134,7 +134,7 @@ FRAGMENTSHADER& GetOrCreateEncodingShader(u32 format)
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void Init()
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void Init()
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{
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{
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glGenFramebuffersEXT( 1, &s_texConvFrameBuffer);
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glGenFramebuffersEXT(1, &s_texConvFrameBuffer);
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glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
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glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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@ -154,6 +154,9 @@ void Shutdown()
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glDeleteTextures(1, &s_srcTexture);
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glDeleteTextures(1, &s_srcTexture);
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glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
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glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
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glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
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glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
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s_srcTexture = 0;
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s_dstRenderBuffer = 0;
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s_texConvFrameBuffer = 0;
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}
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}
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void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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