// Copyright 2015 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "DolphinQt/Host.h" #include #include #include #include #include #ifdef _WIN32 #include #endif #include "Common/Common.h" #include "Core/Config/MainSettings.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "Core/Debugger/PPCDebugInterface.h" #include "Core/Host.h" #include "Core/NetPlayProto.h" #include "Core/PowerPC/PowerPC.h" #include "Core/State.h" #ifdef HAS_LIBMGBA #include "DolphinQt/GBAWidget.h" #endif #include "DolphinQt/QtUtils/QueueOnObject.h" #include "DolphinQt/Settings.h" #include "InputCommon/ControllerInterface/ControllerInterface.h" #include "UICommon/DiscordPresence.h" #include "VideoCommon/AbstractGfx.h" #include "VideoCommon/Fifo.cpp" #include "VideoCommon/Present.h" #include "VideoCommon/VideoConfig.h" static thread_local bool tls_is_host_thread = false; Host::Host() { State::SetOnAfterLoadCallback([] { Host_UpdateDisasmDialog(); }); } Host::~Host() { State::SetOnAfterLoadCallback(nullptr); } Host* Host::GetInstance() { static Host* s_instance = new Host(); return s_instance; } void Host::DeclareAsHostThread() { tls_is_host_thread = true; } bool Host::IsHostThread() { return tls_is_host_thread; } void Host::SetRenderHandle(void* handle) { m_render_to_main = Config::Get(Config::MAIN_RENDER_TO_MAIN); if (m_render_handle == handle) return; m_render_handle = handle; if (g_presenter) { g_presenter->ChangeSurface(handle); g_controller_interface.ChangeWindow(handle); } } void Host::SetMainWindowHandle(void* handle) { m_main_window_handle = handle; } static void RunWithGPUThreadInactive(std::function f) { // Potentially any thread which shows panic alerts can be blocked on this returning. // This means that, in order to avoid deadlocks, we need to be careful with how we // synchronize with other threads. Note that the panic alert handler temporarily declares // us as the CPU and/or GPU thread if the panic alert was requested by that thread. // TODO: What about the unlikely case where the GPU thread calls the panic alert handler // while the panic alert handler is processing a panic alert from the CPU thread? if (Core::IsGPUThread()) { // If we are the GPU thread, we can't call Core::PauseAndLock without getting a deadlock, // since it would try to pause the GPU thread while that thread is waiting for us. // However, since we know that the GPU thread is inactive, we can just run f directly. f(); } else if (Core::IsCPUThread()) { // If we are the CPU thread in dual core mode, we can't call Core::PauseAndLock, for the // same reason as above. Instead, we use Fifo::PauseAndLock to pause the GPU thread only. // (Note that this case cannot be reached in single core mode, because in single core mode, // the CPU and GPU threads are the same thread, and we already checked for the GPU thread.) const bool was_running = Core::GetState() == Core::State::Running; auto& system = Core::System::GetInstance(); auto& fifo = system.GetFifo(); fifo.PauseAndLock(system, true, was_running); f(); fifo.PauseAndLock(system, false, was_running); } else { // If we reach here, we can call Core::PauseAndLock (which we do using RunAsCPUThread). Core::RunAsCPUThread(std::move(f)); } } bool Host::GetRenderFocus() { #ifdef _WIN32 // Unfortunately Qt calls SetRenderFocus() with a slight delay compared to what we actually need // to avoid inputs that cause a focus loss to be processed by the emulation if (m_render_to_main && !m_render_fullscreen) return GetForegroundWindow() == (HWND)m_main_window_handle.load(); return GetForegroundWindow() == (HWND)m_render_handle.load(); #else return m_render_focus; #endif } bool Host::GetRenderFullFocus() { return m_render_full_focus; } void Host::SetRenderFocus(bool focus) { m_render_focus = focus; if (g_gfx && m_render_fullscreen && g_ActiveConfig.ExclusiveFullscreenEnabled()) { RunWithGPUThreadInactive([focus] { if (!Config::Get(Config::MAIN_RENDER_TO_MAIN)) g_gfx->SetFullscreen(focus); }); } } void Host::SetRenderFullFocus(bool focus) { m_render_full_focus = focus; } bool Host::GetGBAFocus() { #ifdef HAS_LIBMGBA return qobject_cast(QApplication::activeWindow()) != nullptr; #else return false; #endif } bool Host::GetRenderFullscreen() { return m_render_fullscreen; } void Host::SetRenderFullscreen(bool fullscreen) { m_render_fullscreen = fullscreen; if (g_gfx && g_gfx->IsFullscreen() != fullscreen && g_ActiveConfig.ExclusiveFullscreenEnabled()) { RunWithGPUThreadInactive([fullscreen] { g_gfx->SetFullscreen(fullscreen); }); } } void Host::ResizeSurface(int new_width, int new_height) { if (g_presenter) g_presenter->ResizeSurface(); } std::vector Host_GetPreferredLocales() { const QStringList ui_languages = QLocale::system().uiLanguages(); std::vector converted_languages(ui_languages.size()); for (int i = 0; i < ui_languages.size(); ++i) converted_languages[i] = ui_languages[i].toStdString(); return converted_languages; } void Host_Message(HostMessageID id) { if (id == HostMessageID::WMUserStop) { emit Host::GetInstance()->RequestStop(); } else if (id == HostMessageID::WMUserJobDispatch) { // Just poke the main thread to get it to wake up, job dispatch // will happen automatically before it goes back to sleep again. QAbstractEventDispatcher::instance(qApp->thread())->wakeUp(); } } void Host_UpdateTitle(const std::string& title) { emit Host::GetInstance()->RequestTitle(QString::fromStdString(title)); } bool Host_RendererHasFocus() { return Host::GetInstance()->GetRenderFocus() || Host::GetInstance()->GetGBAFocus(); } bool Host_RendererHasFullFocus() { return Host::GetInstance()->GetRenderFullFocus(); } bool Host_RendererIsFullscreen() { return Host::GetInstance()->GetRenderFullscreen(); } void Host_YieldToUI() { qApp->processEvents(QEventLoop::ExcludeUserInputEvents); } void Host_UpdateDisasmDialog() { QueueOnObject(QApplication::instance(), [] { emit Host::GetInstance()->UpdateDisasmDialog(); }); } void Host::RequestNotifyMapLoaded() { QueueOnObject(QApplication::instance(), [this] { emit NotifyMapLoaded(); }); } void Host_NotifyMapLoaded() { Host::GetInstance()->RequestNotifyMapLoaded(); } // We ignore these, and their purpose should be questioned individually. // In particular, RequestRenderWindowSize, RequestFullscreen, and // UpdateMainFrame should almost certainly be removed. void Host_UpdateMainFrame() { } void Host_RequestRenderWindowSize(int w, int h) { emit Host::GetInstance()->RequestRenderSize(w, h); } bool Host_UIBlocksControllerState() { return ImGui::GetCurrentContext() && ImGui::GetIO().WantCaptureKeyboard; } void Host_RefreshDSPDebuggerWindow() { } void Host_TitleChanged() { #ifdef USE_DISCORD_PRESENCE // TODO: Not sure if the NetPlay check is needed. if (!NetPlay::IsNetPlayRunning()) Discord::UpdateDiscordPresence(); #endif } void Host_UpdateDiscordClientID(const std::string& client_id) { #ifdef USE_DISCORD_PRESENCE Discord::UpdateClientID(client_id); #endif } bool Host_UpdateDiscordPresenceRaw(const std::string& details, const std::string& state, const std::string& large_image_key, const std::string& large_image_text, const std::string& small_image_key, const std::string& small_image_text, const int64_t start_timestamp, const int64_t end_timestamp, const int party_size, const int party_max) { #ifdef USE_DISCORD_PRESENCE return Discord::UpdateDiscordPresenceRaw(details, state, large_image_key, large_image_text, small_image_key, small_image_text, start_timestamp, end_timestamp, party_size, party_max); #else return false; #endif } #ifndef HAS_LIBMGBA std::unique_ptr Host_CreateGBAHost(std::weak_ptr core) { return nullptr; } #endif