1084 lines
32 KiB
C++
1084 lines
32 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "Core/Core.h"
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#include <algorithm>
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#include <atomic>
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#include <cstring>
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#include <functional>
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#include <mutex>
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#include <queue>
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#include <utility>
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#include <variant>
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#include <fmt/chrono.h>
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#include <fmt/format.h>
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include "AudioCommon/AudioCommon.h"
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#include "Common/Assert.h"
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#include "Common/CPUDetect.h"
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#include "Common/CommonPaths.h"
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Common/FPURoundMode.h"
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#include "Common/FatFsUtil.h"
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#include "Common/FileUtil.h"
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#include "Common/Flag.h"
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#include "Common/Logging/Log.h"
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#include "Common/MemoryUtil.h"
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#include "Common/MsgHandler.h"
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#include "Common/ScopeGuard.h"
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#include "Common/StringUtil.h"
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#include "Common/Thread.h"
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#include "Common/Timer.h"
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#include "Common/Version.h"
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#include "Core/AchievementManager.h"
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#include "Core/Boot/Boot.h"
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#include "Core/BootManager.h"
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#include "Core/CPUThreadConfigCallback.h"
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#include "Core/Config/AchievementSettings.h"
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#include "Core/Config/MainSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/CoreTiming.h"
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#include "Core/DSPEmulator.h"
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#include "Core/DolphinAnalytics.h"
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#include "Core/FifoPlayer/FifoPlayer.h"
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#include "Core/FreeLookManager.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HW/CPU.h"
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#include "Core/HW/DSP.h"
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#include "Core/HW/EXI/EXI.h"
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#include "Core/HW/GBAPad.h"
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#include "Core/HW/GCKeyboard.h"
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#include "Core/HW/GCPad.h"
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#include "Core/HW/HW.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/HW/VideoInterface.h"
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#include "Core/HW/Wiimote.h"
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#include "Core/Host.h"
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#include "Core/IOS/IOS.h"
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#include "Core/MemTools.h"
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#include "Core/Movie.h"
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#include "Core/NetPlayClient.h"
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#include "Core/NetPlayProto.h"
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#include "Core/PatchEngine.h"
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#include "Core/PowerPC/GDBStub.h"
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#include "Core/PowerPC/JitInterface.h"
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#include "Core/PowerPC/PowerPC.h"
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#include "Core/State.h"
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#include "Core/System.h"
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#include "Core/WiiRoot.h"
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#ifdef USE_MEMORYWATCHER
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#include "Core/MemoryWatcher.h"
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#endif
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#include "DiscIO/RiivolutionPatcher.h"
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#include "InputCommon/ControlReference/ControlReference.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/GCAdapter.h"
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#include "VideoCommon/Assets/CustomAssetLoader.h"
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#include "VideoCommon/AsyncRequests.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/FrameDumper.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PerformanceMetrics.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoEvents.h"
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namespace Core
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{
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static bool s_wants_determinism;
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// Declarations and definitions
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static std::thread s_emu_thread;
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static std::vector<StateChangedCallbackFunc> s_on_state_changed_callbacks;
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static std::thread s_cpu_thread;
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static bool s_is_throttler_temp_disabled = false;
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static std::atomic<double> s_last_actual_emulation_speed{1.0};
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static bool s_frame_step = false;
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static std::atomic<bool> s_stop_frame_step;
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// The value Paused is never stored in this variable. The core is considered to be in
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// the Paused state if this variable is Running and the CPU reports that it's stepping.
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static std::atomic<State> s_state = State::Uninitialized;
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#ifdef USE_MEMORYWATCHER
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static std::unique_ptr<MemoryWatcher> s_memory_watcher;
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#endif
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struct HostJob
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{
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std::function<void(Core::System&)> job;
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bool run_after_stop;
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};
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static std::mutex s_host_jobs_lock;
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static std::queue<HostJob> s_host_jobs_queue;
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static Common::Event s_cpu_thread_job_finished;
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static thread_local bool tls_is_cpu_thread = false;
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static thread_local bool tls_is_gpu_thread = false;
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static thread_local bool tls_is_host_thread = false;
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static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot,
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WindowSystemInfo wsi);
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static Common::EventHook s_frame_presented = AfterPresentEvent::Register(
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[](auto& present_info) {
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const double last_speed_denominator = g_perf_metrics.GetLastSpeedDenominator();
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// The denominator should always be > 0 but if it's not, just return 1
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const double last_speed = last_speed_denominator > 0.0 ? (1.0 / last_speed_denominator) : 1.0;
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if (present_info.reason != PresentInfo::PresentReason::VideoInterfaceDuplicate)
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Core::Callback_FramePresented(last_speed);
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},
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"Core Frame Presented");
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bool GetIsThrottlerTempDisabled()
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{
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return s_is_throttler_temp_disabled;
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}
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void SetIsThrottlerTempDisabled(bool disable)
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{
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s_is_throttler_temp_disabled = disable;
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}
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double GetActualEmulationSpeed()
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{
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return s_last_actual_emulation_speed;
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}
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void FrameUpdateOnCPUThread()
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{
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if (NetPlay::IsNetPlayRunning())
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NetPlay::NetPlayClient::SendTimeBase();
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}
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void OnFrameEnd(Core::System& system)
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{
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#ifdef USE_MEMORYWATCHER
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if (s_memory_watcher)
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{
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ASSERT(IsCPUThread());
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const CPUThreadGuard guard(system);
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s_memory_watcher->Step(guard);
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}
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#endif
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}
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// Display messages and return values
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// Formatted stop message
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std::string StopMessage(bool main_thread, std::string_view message)
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{
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return fmt::format("Stop [{} {}]\t{}", main_thread ? "Main Thread" : "Video Thread",
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Common::CurrentThreadId(), message);
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}
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void DisplayMessage(std::string message, int time_in_ms)
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{
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if (!IsRunningOrStarting(Core::System::GetInstance()))
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return;
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// Actually displaying non-ASCII could cause things to go pear-shaped
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if (!std::all_of(message.begin(), message.end(), Common::IsPrintableCharacter))
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return;
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OSD::AddMessage(std::move(message), time_in_ms);
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}
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bool IsRunning(Core::System& system)
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{
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return s_state.load() == State::Running;
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}
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bool IsRunningOrStarting(Core::System& system)
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{
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const State state = s_state.load();
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return state == State::Running || state == State::Starting;
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}
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bool IsCPUThread()
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{
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return tls_is_cpu_thread;
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}
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bool IsGPUThread()
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{
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return tls_is_gpu_thread;
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}
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bool IsHostThread()
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{
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return tls_is_host_thread;
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}
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bool WantsDeterminism()
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{
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return s_wants_determinism;
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}
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// This is called from the GUI thread. See the booting call schedule in
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// BootManager.cpp
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bool Init(Core::System& system, std::unique_ptr<BootParameters> boot, const WindowSystemInfo& wsi)
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{
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if (s_emu_thread.joinable())
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{
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if (IsRunning(system))
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{
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PanicAlertFmtT("Emu Thread already running");
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return false;
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}
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// The Emu Thread was stopped, synchronize with it.
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s_emu_thread.join();
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}
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// Drain any left over jobs
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HostDispatchJobs(system);
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INFO_LOG_FMT(BOOT, "Starting core = {} mode", system.IsWii() ? "Wii" : "GameCube");
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INFO_LOG_FMT(BOOT, "CPU Thread separate = {}", system.IsDualCoreMode() ? "Yes" : "No");
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Host_UpdateMainFrame(); // Disable any menus or buttons at boot
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// Manually reactivate the video backend in case a GameINI overrides the video backend setting.
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VideoBackendBase::PopulateBackendInfo(wsi);
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// Issue any API calls which must occur on the main thread for the graphics backend.
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WindowSystemInfo prepared_wsi(wsi);
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g_video_backend->PrepareWindow(prepared_wsi);
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// Start the emu thread
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s_state.store(State::Starting);
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s_emu_thread = std::thread(EmuThread, std::ref(system), std::move(boot), prepared_wsi);
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return true;
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}
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static void ResetRumble()
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{
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#if defined(__LIBUSB__)
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GCAdapter::ResetRumble();
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#endif
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if (!Pad::IsInitialized())
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return;
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for (int i = 0; i < 4; ++i)
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Pad::ResetRumble(i);
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}
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// Called from GUI thread
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void Stop(Core::System& system) // - Hammertime!
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{
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const State state = s_state.load();
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if (state == State::Stopping || state == State::Uninitialized)
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return;
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AchievementManager::GetInstance().CloseGame();
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s_state.store(State::Stopping);
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CallOnStateChangedCallbacks(State::Stopping);
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// Dump left over jobs
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HostDispatchJobs(system);
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system.GetFifo().EmulatorState(false);
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INFO_LOG_FMT(CONSOLE, "Stop [Main Thread]\t\t---- Shutting down ----");
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// Stop the CPU
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INFO_LOG_FMT(CONSOLE, "{}", StopMessage(true, "Stop CPU"));
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system.GetCPU().Stop();
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if (system.IsDualCoreMode())
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{
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// Video_EnterLoop() should now exit so that EmuThread()
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// will continue concurrently with the rest of the commands
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// in this function. We no longer rely on Postmessage.
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INFO_LOG_FMT(CONSOLE, "{}", StopMessage(true, "Wait for Video Loop to exit ..."));
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g_video_backend->Video_ExitLoop();
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}
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s_last_actual_emulation_speed = 1.0;
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}
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void DeclareAsCPUThread()
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{
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tls_is_cpu_thread = true;
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}
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void UndeclareAsCPUThread()
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{
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tls_is_cpu_thread = false;
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}
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void DeclareAsGPUThread()
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{
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tls_is_gpu_thread = true;
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}
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void UndeclareAsGPUThread()
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{
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tls_is_gpu_thread = false;
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}
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void DeclareAsHostThread()
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{
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tls_is_host_thread = true;
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}
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void UndeclareAsHostThread()
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{
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tls_is_host_thread = false;
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}
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// For the CPU Thread only.
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static void CPUSetInitialExecutionState(bool force_paused = false)
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{
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// The CPU starts in stepping state, and will wait until a new state is set before executing.
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// SetState must be called on the host thread, so we defer it for later.
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QueueHostJob([force_paused](Core::System& system) {
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bool paused = SConfig::GetInstance().bBootToPause || force_paused;
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SetState(system, paused ? State::Paused : State::Running, true, true);
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Host_UpdateDisasmDialog();
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Host_UpdateMainFrame();
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Host_Message(HostMessageID::WMUserCreate);
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});
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}
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// Create the CPU thread, which is a CPU + Video thread in Single Core mode.
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static void CpuThread(Core::System& system, const std::optional<std::string>& savestate_path,
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bool delete_savestate)
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{
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DeclareAsCPUThread();
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if (system.IsDualCoreMode())
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Common::SetCurrentThreadName("CPU thread");
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else
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Common::SetCurrentThreadName("CPU-GPU thread");
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// This needs to be delayed until after the video backend is ready.
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DolphinAnalytics::Instance().ReportGameStart();
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// Clear performance data collected from previous threads.
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g_perf_metrics.Reset();
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// The JIT need to be able to intercept faults, both for fastmem and for the BLR optimization.
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const bool exception_handler = EMM::IsExceptionHandlerSupported();
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if (exception_handler)
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EMM::InstallExceptionHandler();
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#ifdef USE_MEMORYWATCHER
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s_memory_watcher = std::make_unique<MemoryWatcher>();
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#endif
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if (savestate_path)
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{
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::State::LoadAs(system, *savestate_path);
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if (delete_savestate)
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File::Delete(*savestate_path);
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}
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// If s_state is Starting, change it to Running. But if it's already been set to Stopping
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// by the host thread, don't change it.
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State expected = State::Starting;
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s_state.compare_exchange_strong(expected, State::Running);
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{
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#ifndef _WIN32
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std::string gdb_socket = Config::Get(Config::MAIN_GDB_SOCKET);
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if (!gdb_socket.empty() && !AchievementManager::GetInstance().IsHardcoreModeActive())
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{
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GDBStub::InitLocal(gdb_socket.data());
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CPUSetInitialExecutionState(true);
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}
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else
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#endif
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{
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int gdb_port = Config::Get(Config::MAIN_GDB_PORT);
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if (gdb_port > 0 && !AchievementManager::GetInstance().IsHardcoreModeActive())
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{
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GDBStub::Init(gdb_port);
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CPUSetInitialExecutionState(true);
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}
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else
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{
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CPUSetInitialExecutionState();
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}
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}
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}
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// Enter CPU run loop. When we leave it - we are done.
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system.GetCPU().Run();
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#ifdef USE_MEMORYWATCHER
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s_memory_watcher.reset();
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#endif
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if (exception_handler)
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EMM::UninstallExceptionHandler();
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if (GDBStub::IsActive())
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{
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GDBStub::Deinit();
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INFO_LOG_FMT(GDB_STUB, "Killed by CPU shutdown");
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return;
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}
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}
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static void FifoPlayerThread(Core::System& system, const std::optional<std::string>& savestate_path,
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bool delete_savestate)
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{
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DeclareAsCPUThread();
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if (system.IsDualCoreMode())
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Common::SetCurrentThreadName("FIFO player thread");
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else
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Common::SetCurrentThreadName("FIFO-GPU thread");
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// Enter CPU run loop. When we leave it - we are done.
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if (auto cpu_core = system.GetFifoPlayer().GetCPUCore())
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{
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system.GetPowerPC().InjectExternalCPUCore(cpu_core.get());
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// If s_state is Starting, change it to Running. But if it's already been set to Stopping
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// by the host thread, don't change it.
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State expected = State::Starting;
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s_state.compare_exchange_strong(expected, State::Running);
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CPUSetInitialExecutionState();
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system.GetCPU().Run();
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system.GetPowerPC().InjectExternalCPUCore(nullptr);
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system.GetFifoPlayer().Close();
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}
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else
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{
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// FIFO log does not contain any frames, cannot continue.
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PanicAlertFmt("FIFO file is invalid, cannot playback.");
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system.GetFifoPlayer().Close();
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return;
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}
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}
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// Initialize and create emulation thread
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// Call browser: Init():s_emu_thread().
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// See the BootManager.cpp file description for a complete call schedule.
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static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot,
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WindowSystemInfo wsi)
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{
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CallOnStateChangedCallbacks(State::Starting);
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Common::ScopeGuard flag_guard{[] {
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s_state.store(State::Uninitialized);
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CallOnStateChangedCallbacks(State::Uninitialized);
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INFO_LOG_FMT(CONSOLE, "Stop\t\t---- Shutdown complete ----");
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}};
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Common::SetCurrentThreadName("Emuthread - Starting");
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DeclareAsGPUThread();
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// For a time this acts as the CPU thread...
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DeclareAsCPUThread();
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s_frame_step = false;
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// If settings have changed since the previous run, notify callbacks.
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CPUThreadConfigCallback::CheckForConfigChanges();
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// Switch the window used for inputs to the render window. This way, the cursor position
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// is relative to the render window, instead of the main window.
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ASSERT(g_controller_interface.IsInit());
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g_controller_interface.ChangeWindow(wsi.render_window);
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Pad::LoadConfig();
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Pad::LoadGBAConfig();
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Keyboard::LoadConfig();
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BootSessionData boot_session_data = std::move(boot->boot_session_data);
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const std::optional<std::string>& savestate_path = boot_session_data.GetSavestatePath();
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const bool delete_savestate =
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boot_session_data.GetDeleteSavestate() == DeleteSavestateAfterBoot::Yes;
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bool sync_sd_folder = system.IsWii() && Config::Get(Config::MAIN_WII_SD_CARD) &&
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Config::Get(Config::MAIN_WII_SD_CARD_ENABLE_FOLDER_SYNC);
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if (sync_sd_folder)
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{
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sync_sd_folder =
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Common::SyncSDFolderToSDImage([]() { return false; }, Core::WantsDeterminism());
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}
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Common::ScopeGuard sd_folder_sync_guard{[sync_sd_folder] {
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if (sync_sd_folder && Config::Get(Config::MAIN_ALLOW_SD_WRITES))
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{
|
|
const bool sync_ok = Common::SyncSDImageToSDFolder([]() { return false; });
|
|
if (!sync_ok)
|
|
{
|
|
PanicAlertFmtT(
|
|
"Failed to sync SD card with folder. All changes made this session will be "
|
|
"discarded on next boot if you do not manually re-issue a resync in Config > "
|
|
"Wii > SD Card Settings > Convert File to Folder Now!");
|
|
}
|
|
}
|
|
}};
|
|
|
|
// Load Wiimotes - only if we are booting in Wii mode
|
|
if (system.IsWii() && !Config::Get(Config::MAIN_BLUETOOTH_PASSTHROUGH_ENABLED))
|
|
{
|
|
Wiimote::LoadConfig();
|
|
}
|
|
|
|
FreeLook::LoadInputConfig();
|
|
|
|
system.GetCustomAssetLoader().Init();
|
|
Common::ScopeGuard asset_loader_guard([&system] { system.GetCustomAssetLoader().Shutdown(); });
|
|
|
|
system.GetMovie().Init(*boot);
|
|
Common::ScopeGuard movie_guard([&system] { system.GetMovie().Shutdown(); });
|
|
|
|
AudioCommon::InitSoundStream(system);
|
|
Common::ScopeGuard audio_guard([&system] { AudioCommon::ShutdownSoundStream(system); });
|
|
|
|
HW::Init(system,
|
|
NetPlay::IsNetPlayRunning() ? &(boot_session_data.GetNetplaySettings()->sram) : nullptr);
|
|
|
|
Common::ScopeGuard hw_guard{[&system] {
|
|
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(false, "Shutting down HW"));
|
|
HW::Shutdown(system);
|
|
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(false, "HW shutdown"));
|
|
|
|
// The config must be restored only after the whole HW has shut down,
|
|
// not when it is still running.
|
|
BootManager::RestoreConfig();
|
|
|
|
PatchEngine::Shutdown();
|
|
HLE::Clear();
|
|
|
|
CPUThreadGuard guard(system);
|
|
system.GetPowerPC().GetDebugInterface().Clear(guard);
|
|
}};
|
|
|
|
VideoBackendBase::PopulateBackendInfo(wsi);
|
|
|
|
if (!g_video_backend->Initialize(wsi))
|
|
{
|
|
PanicAlertFmt("Failed to initialize video backend!");
|
|
return;
|
|
}
|
|
Common::ScopeGuard video_guard{[] {
|
|
// Clear on screen messages that haven't expired
|
|
OSD::ClearMessages();
|
|
|
|
g_video_backend->Shutdown();
|
|
}};
|
|
|
|
if (cpu_info.HTT)
|
|
Config::SetBaseOrCurrent(Config::MAIN_DSP_THREAD, cpu_info.num_cores > 4);
|
|
else
|
|
Config::SetBaseOrCurrent(Config::MAIN_DSP_THREAD, cpu_info.num_cores > 2);
|
|
|
|
if (!system.GetDSP().GetDSPEmulator()->Initialize(system.IsWii(),
|
|
Config::Get(Config::MAIN_DSP_THREAD)))
|
|
{
|
|
PanicAlertFmt("Failed to initialize DSP emulation!");
|
|
return;
|
|
}
|
|
|
|
AudioCommon::PostInitSoundStream(system);
|
|
|
|
// Set execution state to known values (CPU/FIFO/Audio Paused)
|
|
system.GetCPU().Break();
|
|
|
|
// Load GCM/DOL/ELF whatever ... we boot with the interpreter core
|
|
system.GetPowerPC().SetMode(PowerPC::CoreMode::Interpreter);
|
|
|
|
// Determine the CPU thread function
|
|
void (*cpuThreadFunc)(Core::System & system, const std::optional<std::string>& savestate_path,
|
|
bool delete_savestate);
|
|
if (std::holds_alternative<BootParameters::DFF>(boot->parameters))
|
|
cpuThreadFunc = FifoPlayerThread;
|
|
else
|
|
cpuThreadFunc = CpuThread;
|
|
|
|
std::optional<DiscIO::Riivolution::SavegameRedirect> savegame_redirect = std::nullopt;
|
|
if (system.IsWii())
|
|
savegame_redirect = DiscIO::Riivolution::ExtractSavegameRedirect(boot->riivolution_patches);
|
|
|
|
{
|
|
ASSERT(IsCPUThread());
|
|
CPUThreadGuard guard(system);
|
|
if (!CBoot::BootUp(system, guard, std::move(boot)))
|
|
return;
|
|
}
|
|
|
|
// Initialise Wii filesystem contents.
|
|
// This is done here after Boot and not in BootManager to ensure that we operate
|
|
// with the correct title context since save copying requires title directories to exist.
|
|
Common::ScopeGuard wiifs_guard{[&boot_session_data] {
|
|
Core::CleanUpWiiFileSystemContents(boot_session_data);
|
|
boot_session_data.InvokeWiiSyncCleanup();
|
|
}};
|
|
if (system.IsWii())
|
|
Core::InitializeWiiFileSystemContents(savegame_redirect, boot_session_data);
|
|
else
|
|
wiifs_guard.Dismiss();
|
|
|
|
// This adds the SyncGPU handler to CoreTiming, so now CoreTiming::Advance might block.
|
|
system.GetFifo().Prepare();
|
|
|
|
// Setup our core
|
|
if (Config::Get(Config::MAIN_CPU_CORE) != PowerPC::CPUCore::Interpreter)
|
|
{
|
|
system.GetPowerPC().SetMode(PowerPC::CoreMode::JIT);
|
|
}
|
|
else
|
|
{
|
|
system.GetPowerPC().SetMode(PowerPC::CoreMode::Interpreter);
|
|
}
|
|
|
|
UpdateTitle(system);
|
|
|
|
// ENTER THE VIDEO THREAD LOOP
|
|
if (system.IsDualCoreMode())
|
|
{
|
|
// This thread, after creating the EmuWindow, spawns a CPU
|
|
// thread, and then takes over and becomes the video thread
|
|
Common::SetCurrentThreadName("Video thread");
|
|
UndeclareAsCPUThread();
|
|
Common::FPU::LoadDefaultSIMDState();
|
|
|
|
// Spawn the CPU thread. The CPU thread will signal the event that boot is complete.
|
|
s_cpu_thread =
|
|
std::thread(cpuThreadFunc, std::ref(system), std::ref(savestate_path), delete_savestate);
|
|
|
|
// become the GPU thread
|
|
system.GetFifo().RunGpuLoop();
|
|
|
|
// We have now exited the Video Loop
|
|
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(false, "Video Loop Ended"));
|
|
|
|
// Join with the CPU thread.
|
|
s_cpu_thread.join();
|
|
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(true, "CPU thread stopped."));
|
|
|
|
// Redeclare this thread as the CPU thread, so that the code running in the scope guards doesn't
|
|
// think we're doing anything unsafe by doing stuff that could race with the CPU thread.
|
|
DeclareAsCPUThread();
|
|
}
|
|
else // SingleCore mode
|
|
{
|
|
// Become the CPU thread
|
|
cpuThreadFunc(system, savestate_path, delete_savestate);
|
|
}
|
|
|
|
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(true, "Stopping GDB ..."));
|
|
GDBStub::Deinit();
|
|
INFO_LOG_FMT(CONSOLE, "{}", StopMessage(true, "GDB stopped."));
|
|
}
|
|
|
|
// Set or get the running state
|
|
|
|
void SetState(Core::System& system, State state, bool report_state_change,
|
|
bool initial_execution_state)
|
|
{
|
|
// State cannot be controlled until the CPU Thread is operational
|
|
if (s_state.load() != State::Running)
|
|
return;
|
|
|
|
switch (state)
|
|
{
|
|
case State::Paused:
|
|
#ifdef USE_RETRO_ACHIEVEMENTS
|
|
if (!initial_execution_state && !AchievementManager::GetInstance().CanPause())
|
|
return;
|
|
#endif // USE_RETRO_ACHIEVEMENTS
|
|
// NOTE: GetState() will return State::Paused immediately, even before anything has
|
|
// stopped (including the CPU).
|
|
system.GetCPU().SetStepping(true); // Break
|
|
Wiimote::Pause();
|
|
ResetRumble();
|
|
#ifdef USE_RETRO_ACHIEVEMENTS
|
|
AchievementManager::GetInstance().DoIdle();
|
|
#endif // USE_RETRO_ACHIEVEMENTS
|
|
break;
|
|
case State::Running:
|
|
{
|
|
system.GetCPU().SetStepping(false);
|
|
Wiimote::Resume();
|
|
break;
|
|
}
|
|
default:
|
|
PanicAlertFmt("Invalid state");
|
|
break;
|
|
}
|
|
|
|
// Certain callers only change the state momentarily. Sending a callback for them causes
|
|
// unwanted updates, such as the Pause/Play button flickering between states on frame advance.
|
|
if (report_state_change)
|
|
CallOnStateChangedCallbacks(GetState(system));
|
|
}
|
|
|
|
State GetState(Core::System& system)
|
|
{
|
|
const State state = s_state.load();
|
|
if (state == State::Running && system.GetCPU().IsStepping())
|
|
return State::Paused;
|
|
else
|
|
return state;
|
|
}
|
|
|
|
static std::string GenerateScreenshotFolderPath()
|
|
{
|
|
const std::string& gameId = SConfig::GetInstance().GetGameID();
|
|
std::string path = File::GetUserPath(D_SCREENSHOTS_IDX) + gameId + DIR_SEP_CHR;
|
|
|
|
if (!File::CreateFullPath(path))
|
|
{
|
|
// fallback to old-style screenshots, without folder.
|
|
path = File::GetUserPath(D_SCREENSHOTS_IDX);
|
|
}
|
|
|
|
return path;
|
|
}
|
|
|
|
static std::string GenerateScreenshotName()
|
|
{
|
|
// append gameId, path only contains the folder here.
|
|
const std::string path_prefix =
|
|
GenerateScreenshotFolderPath() + SConfig::GetInstance().GetGameID();
|
|
|
|
const std::time_t cur_time = std::time(nullptr);
|
|
const std::string base_name =
|
|
fmt::format("{}_{:%Y-%m-%d_%H-%M-%S}", path_prefix, fmt::localtime(cur_time));
|
|
|
|
// First try a filename without any suffixes, if already exists then append increasing numbers
|
|
std::string name = fmt::format("{}.png", base_name);
|
|
if (File::Exists(name))
|
|
{
|
|
for (u32 i = 1; File::Exists(name = fmt::format("{}_{}.png", base_name, i)); ++i)
|
|
;
|
|
}
|
|
|
|
return name;
|
|
}
|
|
|
|
void SaveScreenShot()
|
|
{
|
|
const Core::CPUThreadGuard guard(Core::System::GetInstance());
|
|
g_frame_dumper->SaveScreenshot(GenerateScreenshotName());
|
|
}
|
|
|
|
void SaveScreenShot(std::string_view name)
|
|
{
|
|
const Core::CPUThreadGuard guard(Core::System::GetInstance());
|
|
g_frame_dumper->SaveScreenshot(fmt::format("{}{}.png", GenerateScreenshotFolderPath(), name));
|
|
}
|
|
|
|
static bool PauseAndLock(Core::System& system, bool do_lock, bool unpause_on_unlock)
|
|
{
|
|
// WARNING: PauseAndLock is not fully threadsafe so is only valid on the Host Thread
|
|
|
|
if (!IsRunning(system))
|
|
return true;
|
|
|
|
bool was_unpaused = true;
|
|
if (do_lock)
|
|
{
|
|
// first pause the CPU
|
|
// This acquires a wrapper mutex and converts the current thread into
|
|
// a temporary replacement CPU Thread.
|
|
was_unpaused = system.GetCPU().PauseAndLock(true);
|
|
}
|
|
|
|
// audio has to come after CPU, because CPU thread can wait for audio thread (m_throttle).
|
|
system.GetDSP().GetDSPEmulator()->PauseAndLock(do_lock);
|
|
|
|
// video has to come after CPU, because CPU thread can wait for video thread
|
|
// (s_efbAccessRequested).
|
|
system.GetFifo().PauseAndLock(do_lock, false);
|
|
|
|
ResetRumble();
|
|
|
|
// CPU is unlocked last because CPU::PauseAndLock contains the synchronization
|
|
// mechanism that prevents CPU::Break from racing.
|
|
if (!do_lock)
|
|
{
|
|
// The CPU is responsible for managing the Audio and FIFO state so we use its
|
|
// mechanism to unpause them. If we unpaused the systems above when releasing
|
|
// the locks then they could call CPU::Break which would require detecting it
|
|
// and re-pausing with CPU::SetStepping.
|
|
was_unpaused = system.GetCPU().PauseAndLock(false, unpause_on_unlock, true);
|
|
}
|
|
|
|
return was_unpaused;
|
|
}
|
|
|
|
void RunOnCPUThread(Core::System& system, std::function<void()> function, bool wait_for_completion)
|
|
{
|
|
// If the CPU thread is not running, assume there is no active CPU thread we can race against.
|
|
if (!IsRunning(system) || IsCPUThread())
|
|
{
|
|
function();
|
|
return;
|
|
}
|
|
|
|
// Pause the CPU (set it to stepping mode).
|
|
const bool was_running = PauseAndLock(system, true, true);
|
|
|
|
// Queue the job function.
|
|
if (wait_for_completion)
|
|
{
|
|
// Trigger the event after executing the function.
|
|
s_cpu_thread_job_finished.Reset();
|
|
system.GetCPU().AddCPUThreadJob([&function]() {
|
|
function();
|
|
s_cpu_thread_job_finished.Set();
|
|
});
|
|
}
|
|
else
|
|
{
|
|
system.GetCPU().AddCPUThreadJob(std::move(function));
|
|
}
|
|
|
|
// Release the CPU thread, and let it execute the callback.
|
|
PauseAndLock(system, false, was_running);
|
|
|
|
// If we're waiting for completion, block until the event fires.
|
|
if (wait_for_completion)
|
|
{
|
|
// Periodically yield to the UI thread, so we don't deadlock.
|
|
while (!s_cpu_thread_job_finished.WaitFor(std::chrono::milliseconds(10)))
|
|
Host_YieldToUI();
|
|
}
|
|
}
|
|
|
|
// --- Callbacks for backends / engine ---
|
|
|
|
// Called from Renderer::Swap (GPU thread) when a new (non-duplicate)
|
|
// frame is presented to the host screen
|
|
void Callback_FramePresented(double actual_emulation_speed)
|
|
{
|
|
g_perf_metrics.CountFrame();
|
|
|
|
s_last_actual_emulation_speed = actual_emulation_speed;
|
|
s_stop_frame_step.store(true);
|
|
}
|
|
|
|
// Called from VideoInterface::Update (CPU thread) at emulated field boundaries
|
|
void Callback_NewField(Core::System& system)
|
|
{
|
|
if (s_frame_step)
|
|
{
|
|
// To ensure that s_stop_frame_step is up to date, wait for the GPU thread queue to empty,
|
|
// since it is may contain a swap event (which will call Callback_FramePresented). This hurts
|
|
// the performance a little, but luckily, performance matters less when using frame stepping.
|
|
AsyncRequests::GetInstance()->WaitForEmptyQueue();
|
|
|
|
// Only stop the frame stepping if a new frame was displayed
|
|
// (as opposed to the previous frame being displayed for another frame).
|
|
if (s_stop_frame_step.load())
|
|
{
|
|
s_frame_step = false;
|
|
system.GetCPU().Break();
|
|
CallOnStateChangedCallbacks(Core::GetState(system));
|
|
}
|
|
}
|
|
|
|
AchievementManager::GetInstance().DoFrame();
|
|
}
|
|
|
|
void UpdateTitle(Core::System& system)
|
|
{
|
|
// Settings are shown the same for both extended and summary info
|
|
const std::string SSettings = fmt::format(
|
|
"{} {} | {} | {}", 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))
|
|
{
|
|
const std::string& title = SConfig::GetInstance().GetTitleDescription();
|
|
if (!title.empty())
|
|
message += " | " + title;
|
|
}
|
|
|
|
Host_UpdateTitle(message);
|
|
}
|
|
|
|
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
|
|
// down, so we join the emu thread as late as possible when the UI has already
|
|
// shut down.
|
|
// For more info read "DirectX Graphics Infrastructure (DXGI): Best Practices"
|
|
// on MSDN.
|
|
if (s_emu_thread.joinable())
|
|
s_emu_thread.join();
|
|
|
|
// Make sure there's nothing left over in case we're about to exit.
|
|
HostDispatchJobs(system);
|
|
}
|
|
|
|
int AddOnStateChangedCallback(StateChangedCallbackFunc callback)
|
|
{
|
|
for (size_t i = 0; i < s_on_state_changed_callbacks.size(); ++i)
|
|
{
|
|
if (!s_on_state_changed_callbacks[i])
|
|
{
|
|
s_on_state_changed_callbacks[i] = std::move(callback);
|
|
return int(i);
|
|
}
|
|
}
|
|
s_on_state_changed_callbacks.emplace_back(std::move(callback));
|
|
return int(s_on_state_changed_callbacks.size()) - 1;
|
|
}
|
|
|
|
bool RemoveOnStateChangedCallback(int* handle)
|
|
{
|
|
if (handle && *handle >= 0 && s_on_state_changed_callbacks.size() > static_cast<size_t>(*handle))
|
|
{
|
|
s_on_state_changed_callbacks[*handle] = StateChangedCallbackFunc();
|
|
*handle = -1;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CallOnStateChangedCallbacks(Core::State state)
|
|
{
|
|
for (const StateChangedCallbackFunc& on_state_changed_callback : s_on_state_changed_callbacks)
|
|
{
|
|
if (on_state_changed_callback)
|
|
on_state_changed_callback(state);
|
|
}
|
|
}
|
|
|
|
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,
|
|
bool new_want_determinism = system.GetMovie().IsMovieActive() || NetPlay::IsNetPlayRunning();
|
|
if (new_want_determinism != s_wants_determinism || initial)
|
|
{
|
|
NOTICE_LOG_FMT(COMMON, "Want determinism <- {}", new_want_determinism ? "true" : "false");
|
|
|
|
const Core::CPUThreadGuard guard(system);
|
|
s_wants_determinism = new_want_determinism;
|
|
const auto ios = system.GetIOS();
|
|
if (ios)
|
|
ios->UpdateWantDeterminism(new_want_determinism);
|
|
|
|
system.GetFifo().UpdateWantDeterminism(new_want_determinism);
|
|
|
|
// We need to clear the cache because some parts of the JIT depend on want_determinism,
|
|
// e.g. use of FMA.
|
|
system.GetJitInterface().ClearCache(guard);
|
|
}
|
|
}
|
|
|
|
void QueueHostJob(std::function<void(Core::System&)> job, bool run_during_stop)
|
|
{
|
|
if (!job)
|
|
return;
|
|
|
|
bool send_message = false;
|
|
{
|
|
std::lock_guard guard(s_host_jobs_lock);
|
|
send_message = s_host_jobs_queue.empty();
|
|
s_host_jobs_queue.emplace(HostJob{std::move(job), run_during_stop});
|
|
}
|
|
// If the the queue was empty then kick the Host to come and get this job.
|
|
if (send_message)
|
|
Host_Message(HostMessageID::WMUserJobDispatch);
|
|
}
|
|
|
|
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
|
|
// Core::Stop for instance then we'll enter this a second time.
|
|
std::unique_lock guard(s_host_jobs_lock);
|
|
while (!s_host_jobs_queue.empty())
|
|
{
|
|
HostJob job = std::move(s_host_jobs_queue.front());
|
|
s_host_jobs_queue.pop();
|
|
|
|
if (!job.run_after_stop)
|
|
{
|
|
const State state = s_state.load();
|
|
if (state == State::Stopping || state == State::Uninitialized)
|
|
continue;
|
|
}
|
|
|
|
guard.unlock();
|
|
job.job(system);
|
|
guard.lock();
|
|
}
|
|
}
|
|
|
|
// NOTE: Host Thread
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void DoFrameStep(Core::System& system)
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|
{
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|
if (AchievementManager::GetInstance().IsHardcoreModeActive())
|
|
{
|
|
OSD::AddMessage("Frame stepping is disabled in RetroAchievements hardcore mode");
|
|
return;
|
|
}
|
|
if (GetState(system) == State::Paused)
|
|
{
|
|
// if already paused, frame advance for 1 frame
|
|
s_stop_frame_step = false;
|
|
s_frame_step = true;
|
|
SetState(system, State::Running, false);
|
|
}
|
|
else if (!s_frame_step)
|
|
{
|
|
// if not paused yet, pause immediately instead
|
|
SetState(system, State::Paused);
|
|
}
|
|
}
|
|
|
|
void UpdateInputGate(bool require_focus, bool require_full_focus)
|
|
{
|
|
// If the user accepts background input, controls should pass even if an on screen interface is on
|
|
const bool focus_passes =
|
|
!require_focus ||
|
|
((Host_RendererHasFocus() || Host_TASInputHasFocus()) && !Host_UIBlocksControllerState());
|
|
// Ignore full focus if we don't require basic focus
|
|
const bool full_focus_passes =
|
|
!require_focus || !require_full_focus || (focus_passes && Host_RendererHasFullFocus());
|
|
ControlReference::SetInputGate(focus_passes && full_focus_passes);
|
|
}
|
|
|
|
CPUThreadGuard::CPUThreadGuard(Core::System& system)
|
|
: m_system(system), m_was_cpu_thread(IsCPUThread())
|
|
{
|
|
if (!m_was_cpu_thread)
|
|
m_was_unpaused = PauseAndLock(system, true, true);
|
|
}
|
|
|
|
CPUThreadGuard::~CPUThreadGuard()
|
|
{
|
|
if (!m_was_cpu_thread)
|
|
PauseAndLock(m_system, false, m_was_unpaused);
|
|
}
|
|
|
|
} // namespace Core
|