Core: Avoid (Some) Global System Accessor

This commit is contained in:
mitaclaw 2024-03-18 01:35:42 -07:00
parent 85dee300b5
commit f09b71582e
16 changed files with 54 additions and 51 deletions

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@ -258,7 +258,7 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_PauseEmulati
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_StopEmulation(JNIEnv*, jclass)
{
HostThreadLock guard;
Core::Stop();
Core::Stop(Core::System::GetInstance());
// Kick the waiting event
s_update_main_frame_event.Set();
@ -586,11 +586,11 @@ static void Run(JNIEnv* env, std::unique_ptr<BootParameters>&& boot, bool riivol
host_identity_guard.Unlock();
s_update_main_frame_event.Wait();
host_identity_guard.Lock();
Core::HostDispatchJobs();
Core::HostDispatchJobs(Core::System::GetInstance());
}
s_game_metadata_is_valid = false;
Core::Shutdown();
Core::Shutdown(Core::System::GetInstance());
host_identity_guard.Unlock();
env->CallStaticVoidMethod(IDCache::GetNativeLibraryClass(),

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@ -146,7 +146,7 @@ bool BootCore(Core::System& system, std::unique_ptr<BootParameters> boot,
system.Initialize();
Core::UpdateWantDeterminism(/*initial*/ true);
Core::UpdateWantDeterminism(system, /*initial*/ true);
if (system.IsWii())
{

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@ -190,7 +190,7 @@ void SConfig::SetRunningGameMetadata(const std::string& game_id, const std::stri
Host_TitleChanged();
if (Core::IsRunning())
{
Core::UpdateTitle();
Core::UpdateTitle(system);
}
Config::AddLayer(ConfigLoaders::GenerateGlobalGameConfigLoader(game_id, revision));

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@ -120,7 +120,7 @@ static std::unique_ptr<MemoryWatcher> s_memory_watcher;
struct HostJob
{
std::function<void()> job;
std::function<void(Core::System&)> job;
bool run_after_stop;
};
static std::mutex s_host_jobs_lock;
@ -166,13 +166,13 @@ void FrameUpdateOnCPUThread()
NetPlay::NetPlayClient::SendTimeBase();
}
void OnFrameEnd()
void OnFrameEnd(Core::System& system)
{
#ifdef USE_MEMORYWATCHER
if (s_memory_watcher)
{
ASSERT(IsCPUThread());
CPUThreadGuard guard(Core::System::GetInstance());
const CPUThreadGuard guard(system);
s_memory_watcher->Step(guard);
}
@ -252,7 +252,7 @@ bool Init(Core::System& system, std::unique_ptr<BootParameters> boot, const Wind
}
// Drain any left over jobs
HostDispatchJobs();
HostDispatchJobs(system);
INFO_LOG_FMT(BOOT, "Starting core = {} mode", system.IsWii() ? "Wii" : "GameCube");
INFO_LOG_FMT(BOOT, "CPU Thread separate = {}", system.IsDualCoreMode() ? "Yes" : "No");
@ -284,7 +284,7 @@ static void ResetRumble()
}
// Called from GUI thread
void Stop() // - Hammertime!
void Stop(Core::System& system) // - Hammertime!
{
if (GetState() == State::Stopping || GetState() == State::Uninitialized)
return;
@ -299,9 +299,7 @@ void Stop() // - Hammertime!
CallOnStateChangedCallbacks(State::Stopping);
// Dump left over jobs
HostDispatchJobs();
auto& system = Core::System::GetInstance();
HostDispatchJobs(system);
system.GetFifo().EmulatorState(false);
@ -359,7 +357,7 @@ static void CPUSetInitialExecutionState(bool force_paused = false)
{
// The CPU starts in stepping state, and will wait until a new state is set before executing.
// SetState must be called on the host thread, so we defer it for later.
QueueHostJob([force_paused]() {
QueueHostJob([force_paused](Core::System&) {
bool paused = SConfig::GetInstance().bBootToPause || force_paused;
SetState(paused ? State::Paused : State::Running);
Host_UpdateDisasmDialog();
@ -663,7 +661,7 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
system.GetPowerPC().SetMode(PowerPC::CoreMode::Interpreter);
}
UpdateTitle();
UpdateTitle(system);
// ENTER THE VIDEO THREAD LOOP
if (system.IsDualCoreMode())
@ -936,13 +934,12 @@ void Callback_NewField(Core::System& system)
#endif // USE_RETRO_ACHIEVEMENTS
}
void UpdateTitle()
void UpdateTitle(Core::System& system)
{
// Settings are shown the same for both extended and summary info
const std::string SSettings = fmt::format(
"{} {} | {} | {}", Core::System::GetInstance().GetPowerPC().GetCPUName(),
Core::System::GetInstance().IsDualCoreMode() ? "DC" : "SC", g_video_backend->GetDisplayName(),
Config::Get(Config::MAIN_DSP_HLE) ? "HLE" : "LLE");
"{} {} | {} | {}", system.GetPowerPC().GetCPUName(), system.IsDualCoreMode() ? "DC" : "SC",
g_video_backend->GetDisplayName(), Config::Get(Config::MAIN_DSP_HLE) ? "HLE" : "LLE");
std::string message = fmt::format("{} | {}", Common::GetScmRevStr(), SSettings);
if (Config::Get(Config::MAIN_SHOW_ACTIVE_TITLE))
@ -955,7 +952,7 @@ void UpdateTitle()
Host_UpdateTitle(message);
}
void Shutdown()
void Shutdown(Core::System& system)
{
// During shutdown DXGI expects us to handle some messages on the UI thread.
// Therefore we can't immediately block and wait for the emu thread to shut
@ -967,7 +964,7 @@ void Shutdown()
s_emu_thread.join();
// Make sure there's nothing left over in case we're about to exit.
HostDispatchJobs();
HostDispatchJobs(system);
}
int AddOnStateChangedCallback(StateChangedCallbackFunc callback)
@ -1004,12 +1001,11 @@ void CallOnStateChangedCallbacks(Core::State state)
}
}
void UpdateWantDeterminism(bool initial)
void UpdateWantDeterminism(Core::System& system, bool initial)
{
// For now, this value is not itself configurable. Instead, individual
// settings that depend on it, such as GPU determinism mode. should have
// override options for testing,
auto& system = Core::System::GetInstance();
bool new_want_determinism = system.GetMovie().IsMovieActive() || NetPlay::IsNetPlayRunning();
if (new_want_determinism != s_wants_determinism || initial)
{
@ -1030,7 +1026,7 @@ void UpdateWantDeterminism(bool initial)
}
}
void QueueHostJob(std::function<void()> job, bool run_during_stop)
void QueueHostJob(std::function<void(Core::System&)> job, bool run_during_stop)
{
if (!job)
return;
@ -1046,7 +1042,7 @@ void QueueHostJob(std::function<void()> job, bool run_during_stop)
Host_Message(HostMessageID::WMUserJobDispatch);
}
void HostDispatchJobs()
void HostDispatchJobs(Core::System& system)
{
// WARNING: This should only run on the Host Thread.
// NOTE: This function is potentially re-entrant. If a job calls
@ -1066,7 +1062,7 @@ void HostDispatchJobs()
continue;
guard.unlock();
job.job();
job.job(system);
guard.lock();
}
}

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@ -125,8 +125,8 @@ private:
};
bool Init(Core::System& system, std::unique_ptr<BootParameters> boot, const WindowSystemInfo& wsi);
void Stop();
void Shutdown();
void Stop(Core::System& system);
void Shutdown(Core::System& system);
void DeclareAsCPUThread();
void UndeclareAsCPUThread();
@ -157,7 +157,7 @@ void SaveScreenShot(std::string_view name);
void DisplayMessage(std::string message, int time_in_ms);
void FrameUpdateOnCPUThread();
void OnFrameEnd();
void OnFrameEnd(Core::System& system);
// Run a function as the CPU thread.
//
@ -181,7 +181,7 @@ bool RemoveOnStateChangedCallback(int* handle);
void CallOnStateChangedCallbacks(Core::State state);
// Run on the Host thread when the factors change. [NOT THREADSAFE]
void UpdateWantDeterminism(bool initial = false);
void UpdateWantDeterminism(Core::System& system, bool initial = false);
// Queue an arbitrary function to asynchronously run once on the Host thread later.
// Threadsafe. Can be called by any thread, including the Host itself.
@ -192,16 +192,16 @@ void UpdateWantDeterminism(bool initial = false);
// NOTE: Make sure the jobs check the global state instead of assuming everything is
// still the same as when the job was queued.
// NOTE: Jobs that are not set to run during stop will be discarded instead.
void QueueHostJob(std::function<void()> job, bool run_during_stop = false);
void QueueHostJob(std::function<void(Core::System&)> job, bool run_during_stop = false);
// Should be called periodically by the Host to run pending jobs.
// WMUserJobDispatch will be sent when something is added to the queue.
void HostDispatchJobs();
void HostDispatchJobs(Core::System& system);
void DoFrameStep();
void UpdateInputGate(bool require_focus, bool require_full_focus = false);
void UpdateTitle();
void UpdateTitle(Core::System& system);
} // namespace Core

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@ -841,7 +841,7 @@ void VideoInterfaceManager::EndField(FieldType field, u64 ticks)
g_perf_metrics.CountVBlank();
VIEndFieldEvent::Trigger();
Core::OnFrameEnd();
Core::OnFrameEnd(m_system);
}
// Purpose: Send VI interrupt when triggered

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@ -177,7 +177,7 @@ std::optional<IPCReply> BluetoothRealDevice::Open(const OpenRequest& request)
"The emulated console will now stop.",
m_last_open_error);
}
Core::QueueHostJob(Core::Stop);
Core::QueueHostJob(&Core::Stop);
return IPCReply(IPC_ENOENT);
}

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@ -572,7 +572,7 @@ bool MovieManager::BeginRecordingInput(const ControllerTypeArray& controllers,
Config::AddLayer(ConfigLoaders::GenerateMovieConfigLoader(&header));
if (Core::IsRunning())
Core::UpdateWantDeterminism();
Core::UpdateWantDeterminism(m_system);
};
Core::RunOnCPUThread(start_recording, true);
@ -958,7 +958,7 @@ bool MovieManager::PlayInput(const std::string& movie_path,
// Wiimotes cause desync issues if they're not reset before launching the game
Wiimote::ResetAllWiimotes();
Core::UpdateWantDeterminism();
Core::UpdateWantDeterminism(m_system);
m_temp_input.resize(recording_file.GetSize() - 256);
recording_file.ReadBytes(m_temp_input.data(), m_temp_input.size());
@ -1152,7 +1152,7 @@ void MovieManager::LoadInput(const std::string& movie_path)
if (m_play_mode != PlayMode::Playing)
{
m_play_mode = PlayMode::Playing;
Core::UpdateWantDeterminism();
Core::UpdateWantDeterminism(m_system);
Core::DisplayMessage("Switched to playback", 2000);
}
}
@ -1161,7 +1161,7 @@ void MovieManager::LoadInput(const std::string& movie_path)
if (m_play_mode != PlayMode::Recording)
{
m_play_mode = PlayMode::Recording;
Core::UpdateWantDeterminism();
Core::UpdateWantDeterminism(m_system);
Core::DisplayMessage("Switched to recording", 2000);
}
}
@ -1355,7 +1355,7 @@ void MovieManager::EndPlayInput(bool cont)
// delete tmpInput;
// tmpInput = nullptr;
Core::QueueHostJob([=] { Core::UpdateWantDeterminism(); });
Core::QueueHostJob([](Core::System& system) { Core::UpdateWantDeterminism(system); });
}
}

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@ -316,9 +316,9 @@ int main(int argc, char* argv[])
#endif
s_platform->MainLoop();
Core::Stop();
Core::Stop(Core::System::GetInstance());
Core::Shutdown();
Core::Shutdown(Core::System::GetInstance());
s_platform.reset();
return 0;

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@ -9,6 +9,7 @@
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/State.h"
#include "Core/System.h"
#include <climits>
#include <cstdio>
@ -78,7 +79,7 @@ void PlatformFBDev::MainLoop()
while (IsRunning())
{
UpdateRunningFlag();
Core::HostDispatchJobs();
Core::HostDispatchJobs(Core::System::GetInstance());
// TODO: Is this sleep appropriate?
std::this_thread::sleep_for(std::chrono::milliseconds(1));

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@ -3,7 +3,9 @@
#include <cstdio>
#include <thread>
#include "Core/Core.h"
#include "Core/System.h"
#include "DolphinNoGUI/Platform.h"
namespace
@ -27,7 +29,7 @@ void PlatformHeadless::MainLoop()
while (m_running.IsSet())
{
UpdateRunningFlag();
Core::HostDispatchJobs();
Core::HostDispatchJobs(Core::System::GetInstance());
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
}

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@ -7,6 +7,7 @@
#include "Core/Config/MainSettings.h"
#include "Core/Core.h"
#include "Core/State.h"
#include "Core/System.h"
#include "VideoCommon/Present.h"
#include "VideoCommon/RenderBase.h"
@ -225,7 +226,7 @@ void PlatformMacOS::MainLoop()
while (IsRunning())
{
UpdateRunningFlag();
Core::HostDispatchJobs();
Core::HostDispatchJobs(Core::System::GetInstance());
ProcessEvents();
UpdateWindowPosition();
}

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@ -8,6 +8,7 @@
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/State.h"
#include "Core/System.h"
#include <Windows.h>
#include <climits>
@ -123,7 +124,7 @@ void PlatformWin32::MainLoop()
while (IsRunning())
{
UpdateRunningFlag();
Core::HostDispatchJobs();
Core::HostDispatchJobs(Core::System::GetInstance());
ProcessEvents();
UpdateWindowPosition();

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@ -15,6 +15,7 @@ static constexpr auto X_None = None;
#include "Core/Config/MainSettings.h"
#include "Core/Core.h"
#include "Core/State.h"
#include "Core/System.h"
#include <climits>
#include <cstdio>
@ -151,7 +152,7 @@ void PlatformX11::MainLoop()
while (IsRunning())
{
UpdateRunningFlag();
Core::HostDispatchJobs();
Core::HostDispatchJobs(Core::System::GetInstance());
ProcessEvents();
UpdateWindowPosition();

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@ -28,6 +28,7 @@
#include "Core/Config/MainSettings.h"
#include "Core/Core.h"
#include "Core/DolphinAnalytics.h"
#include "Core/System.h"
#include "DolphinQt/Host.h"
#include "DolphinQt/MainWindow.h"
@ -179,7 +180,7 @@ int main(int argc, char* argv[])
// Whenever the event loop is about to go to sleep, dispatch the jobs
// queued in the Core first.
QObject::connect(QAbstractEventDispatcher::instance(), &QAbstractEventDispatcher::aboutToBlock,
&app, &Core::HostDispatchJobs);
&app, [] { Core::HostDispatchJobs(Core::System::GetInstance()); });
std::optional<std::string> save_state_path;
if (options.is_set("save_state"))
@ -293,7 +294,7 @@ int main(int argc, char* argv[])
retval = app.exec();
}
Core::Shutdown();
Core::Shutdown(Core::System::GetInstance());
UICommon::Shutdown();
Host::GetInstance()->deleteLater();

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@ -909,7 +909,7 @@ bool MainWindow::RequestStop()
{
if (!Core::IsRunning())
{
Core::QueueHostJob([this] { OnStopComplete(); }, true);
Core::QueueHostJob([this](Core::System&) { OnStopComplete(); }, true);
return true;
}
@ -1009,7 +1009,7 @@ bool MainWindow::RequestStop()
void MainWindow::ForceStop()
{
Core::Stop();
Core::Stop(Core::System::GetInstance());
}
void MainWindow::Reset()