1063 lines
29 KiB
C++
1063 lines
29 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Core/Core.h"
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#include <atomic>
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#include <cstring>
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#include <locale>
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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/format.h>
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#include <fmt/time.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/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/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/Thread.h"
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#include "Common/Timer.h"
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#include "Common/Version.h"
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#include "Core/Analytics.h"
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#include "Core/Boot/Boot.h"
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#include "Core/BootManager.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/FifoPlayer/FifoPlayer.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/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/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/WiiRoot.h"
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#ifdef USE_GDBSTUB
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#include "Core/PowerPC/GDBStub.h"
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#endif
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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 "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/Fifo.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.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 Common::Timer s_timer;
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static std::atomic<u32> s_drawn_frame;
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static std::atomic<u32> s_drawn_video;
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static bool s_is_stopping = false;
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static bool s_hardware_initialized = false;
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static bool s_is_started = false;
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static Common::Flag s_is_booting;
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static Common::Event s_done_booting;
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static std::thread s_emu_thread;
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static StateChangedCallbackFunc s_on_state_changed_callback;
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static std::thread s_cpu_thread;
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static bool s_request_refresh_info = false;
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static bool s_is_throttler_temp_disabled = false;
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static bool s_frame_step = false;
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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()> 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 void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi);
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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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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()
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{
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#ifdef USE_MEMORYWATCHER
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if (s_memory_watcher)
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s_memory_watcher->Step();
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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 (!IsRunning())
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return;
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// Actually displaying non-ASCII could cause things to go pear-shaped
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for (const char& c : message)
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{
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if (!std::isprint(c, std::locale::classic()))
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return;
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}
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Host_UpdateTitle(message);
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OSD::AddMessage(std::move(message), time_in_ms);
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}
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bool IsRunning()
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{
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return (GetState() != State::Uninitialized || s_hardware_initialized) && !s_is_stopping;
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}
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bool IsRunningAndStarted()
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{
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return s_is_started && !s_is_stopping;
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}
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bool IsRunningInCurrentThread()
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{
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return IsRunning() && IsCPUThread();
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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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const SConfig& _CoreParameter = SConfig::GetInstance();
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if (_CoreParameter.bCPUThread)
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{
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return (s_emu_thread.joinable() && (s_emu_thread.get_id() == std::this_thread::get_id()));
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}
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else
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{
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return IsCPUThread();
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}
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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(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())
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{
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PanicAlertT("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();
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Core::UpdateWantDeterminism(/*initial*/ true);
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INFO_LOG(BOOT, "Starting core = %s mode", SConfig::GetInstance().bWii ? "Wii" : "GameCube");
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INFO_LOG(BOOT, "CPU Thread separate = %s", SConfig::GetInstance().bCPUThread ? "Yes" : "No");
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Host_UpdateMainFrame(); // Disable any menus or buttons at boot
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// Issue any API calls which must occur on the main thread for the graphics backend.
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g_video_backend->PrepareWindow(wsi);
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// Start the emu thread
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s_done_booting.Reset();
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s_is_booting.Set();
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s_emu_thread = std::thread(EmuThread, std::move(boot), 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() // - Hammertime!
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{
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if (GetState() == State::Stopping || GetState() == State::Uninitialized)
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return;
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const SConfig& _CoreParameter = SConfig::GetInstance();
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s_is_stopping = true;
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// Notify state changed callback
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if (s_on_state_changed_callback)
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s_on_state_changed_callback(State::Stopping);
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// Dump left over jobs
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HostDispatchJobs();
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Fifo::EmulatorState(false);
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INFO_LOG(CONSOLE, "Stop [Main Thread]\t\t---- Shutting down ----");
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// Stop the CPU
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INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stop CPU").c_str());
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CPU::Stop();
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if (_CoreParameter.bCPUThread)
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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(CONSOLE, "%s", StopMessage(true, "Wait for Video Loop to exit ...").c_str());
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g_video_backend->Video_ExitLoop();
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}
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if (_CoreParameter.bWii)
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Wiimote::ResetAllWiimotes();
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ResetRumble();
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#ifdef USE_MEMORYWATCHER
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s_memory_watcher.reset();
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#endif
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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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// For the CPU Thread only.
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static void CPUSetInitialExecutionState()
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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([]() {
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SetState(SConfig::GetInstance().bBootToPause ? State::Paused : State::Running);
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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(const std::optional<std::string>& savestate_path, bool delete_savestate)
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{
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DeclareAsCPUThread();
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const SConfig& _CoreParameter = SConfig::GetInstance();
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if (_CoreParameter.bCPUThread)
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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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if (_CoreParameter.bFastmem)
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EMM::InstallExceptionHandler(); // Let's run under memory watch
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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(*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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s_is_started = true;
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CPUSetInitialExecutionState();
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#ifdef USE_GDBSTUB
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#ifndef _WIN32
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if (!_CoreParameter.gdb_socket.empty())
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{
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gdb_init_local(_CoreParameter.gdb_socket.data());
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gdb_break();
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}
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else
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#endif
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if (_CoreParameter.iGDBPort > 0)
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{
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gdb_init(_CoreParameter.iGDBPort);
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// break at next instruction (the first instruction)
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gdb_break();
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}
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#endif
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// Enter CPU run loop. When we leave it - we are done.
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CPU::Run();
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s_is_started = false;
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if (_CoreParameter.bFastmem)
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EMM::UninstallExceptionHandler();
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}
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static void FifoPlayerThread(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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const SConfig& _CoreParameter = SConfig::GetInstance();
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if (_CoreParameter.bCPUThread)
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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 = FifoPlayer::GetInstance().GetCPUCore())
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{
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PowerPC::InjectExternalCPUCore(cpu_core.get());
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s_is_started = true;
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CPUSetInitialExecutionState();
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CPU::Run();
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s_is_started = false;
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PowerPC::InjectExternalCPUCore(nullptr);
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FifoPlayer::GetInstance().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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PanicAlert("FIFO file is invalid, cannot playback.");
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FifoPlayer::GetInstance().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(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi)
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{
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const SConfig& core_parameter = SConfig::GetInstance();
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if (s_on_state_changed_callback)
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s_on_state_changed_callback(State::Starting);
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Common::ScopeGuard flag_guard{[] {
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s_is_booting.Clear();
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s_done_booting.Set();
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s_is_started = false;
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s_is_stopping = false;
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s_wants_determinism = false;
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if (s_on_state_changed_callback)
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s_on_state_changed_callback(State::Uninitialized);
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INFO_LOG(CONSOLE, "Stop\t\t---- Shutdown complete ----");
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}};
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Common::SetCurrentThreadName("Emuthread - Starting");
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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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Movie::Init(*boot);
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Common::ScopeGuard movie_guard{Movie::Shutdown};
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HW::Init();
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Common::ScopeGuard hw_guard{[] {
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// We must set up this flag before executing HW::Shutdown()
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s_hardware_initialized = false;
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INFO_LOG(CONSOLE, "%s", StopMessage(false, "Shutting down HW").c_str());
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HW::Shutdown();
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INFO_LOG(CONSOLE, "%s", StopMessage(false, "HW shutdown").c_str());
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// Clear on screen messages that haven't expired
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OSD::ClearMessages();
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// The config must be restored only after the whole HW has shut down,
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// not when it is still running.
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BootManager::RestoreConfig();
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PatchEngine::Shutdown();
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HLE::Clear();
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}};
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// Backend info has to be initialized before we can initialize the backend.
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// This is because when we load the config, we validate it against the current backend info.
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// We also should have the correct adapter selected for creating the device in Initialize().
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g_video_backend->InitBackendInfo();
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g_Config.Refresh();
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if (!g_video_backend->Initialize(wsi))
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{
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PanicAlert("Failed to initialize video backend!");
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return;
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}
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Common::ScopeGuard video_guard{[] { g_video_backend->Shutdown(); }};
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if (cpu_info.HTT)
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SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 4;
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else
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SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 2;
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if (!DSP::GetDSPEmulator()->Initialize(core_parameter.bWii, core_parameter.bDSPThread))
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{
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PanicAlert("Failed to initialize DSP emulation!");
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return;
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}
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// The frontend will likely have initialized the controller interface, as it needs
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// it to provide the configuration dialogs. In this case, instead of re-initializing
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// entirely, we switch the window used for inputs to the render window. This way, the
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// cursor position is relative to the render window, instead of the main window.
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bool init_controllers = false;
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if (!g_controller_interface.IsInit())
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{
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g_controller_interface.Initialize(wsi);
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Pad::Initialize();
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Keyboard::Initialize();
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init_controllers = true;
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}
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else
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{
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g_controller_interface.ChangeWindow(wsi.render_surface);
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Pad::LoadConfig();
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Keyboard::LoadConfig();
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}
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const std::optional<std::string> savestate_path = boot->savestate_path;
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const bool delete_savestate = boot->delete_savestate;
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// Load and Init Wiimotes - only if we are booting in Wii mode
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bool init_wiimotes = false;
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if (core_parameter.bWii && !SConfig::GetInstance().m_bt_passthrough_enabled)
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{
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if (init_controllers)
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{
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Wiimote::Initialize(savestate_path ? Wiimote::InitializeMode::DO_WAIT_FOR_WIIMOTES :
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Wiimote::InitializeMode::DO_NOT_WAIT_FOR_WIIMOTES);
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init_wiimotes = true;
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}
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else
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{
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Wiimote::LoadConfig();
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}
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if (NetPlay::IsNetPlayRunning())
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NetPlay::SetupWiimotes();
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}
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Common::ScopeGuard controller_guard{[init_controllers, init_wiimotes] {
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if (!init_controllers)
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return;
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if (init_wiimotes)
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Wiimote::Shutdown();
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Keyboard::Shutdown();
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Pad::Shutdown();
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g_controller_interface.Shutdown();
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}};
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AudioCommon::InitSoundStream();
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Common::ScopeGuard audio_guard{AudioCommon::ShutdownSoundStream};
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// The hardware is initialized.
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s_hardware_initialized = true;
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|
s_is_booting.Clear();
|
|
s_done_booting.Set();
|
|
|
|
// Set execution state to known values (CPU/FIFO/Audio Paused)
|
|
CPU::Break();
|
|
|
|
// Load GCM/DOL/ELF whatever ... we boot with the interpreter core
|
|
PowerPC::SetMode(PowerPC::CoreMode::Interpreter);
|
|
|
|
// Determine the CPU thread function
|
|
void (*cpuThreadFunc)(const std::optional<std::string>& savestate_path, bool delete_savestate);
|
|
if (std::holds_alternative<BootParameters::DFF>(boot->parameters))
|
|
cpuThreadFunc = FifoPlayerThread;
|
|
else
|
|
cpuThreadFunc = CpuThread;
|
|
|
|
if (!CBoot::BootUp(std::move(boot)))
|
|
return;
|
|
|
|
// Initialise Wii filesystem contents.
|
|
// This is done here after Boot and not in HW to ensure that we operate
|
|
// with the correct title context since save copying requires title directories to exist.
|
|
Common::ScopeGuard wiifs_guard{Core::CleanUpWiiFileSystemContents};
|
|
if (SConfig::GetInstance().bWii)
|
|
Core::InitializeWiiFileSystemContents();
|
|
else
|
|
wiifs_guard.Dismiss();
|
|
|
|
// This adds the SyncGPU handler to CoreTiming, so now CoreTiming::Advance might block.
|
|
Fifo::Prepare();
|
|
|
|
// Setup our core, but can't use dynarec if we are compare server
|
|
if (core_parameter.cpu_core != PowerPC::CPUCore::Interpreter &&
|
|
(!core_parameter.bRunCompareServer || core_parameter.bRunCompareClient))
|
|
{
|
|
PowerPC::SetMode(PowerPC::CoreMode::JIT);
|
|
}
|
|
else
|
|
{
|
|
PowerPC::SetMode(PowerPC::CoreMode::Interpreter);
|
|
}
|
|
|
|
// ENTER THE VIDEO THREAD LOOP
|
|
if (core_parameter.bCPUThread)
|
|
{
|
|
// This thread, after creating the EmuWindow, spawns a CPU
|
|
// thread, and then takes over and becomes the video thread
|
|
Common::SetCurrentThreadName("Video thread");
|
|
UndeclareAsCPUThread();
|
|
|
|
// Spawn the CPU thread. The CPU thread will signal the event that boot is complete.
|
|
s_cpu_thread = std::thread(cpuThreadFunc, savestate_path, delete_savestate);
|
|
|
|
// become the GPU thread
|
|
Fifo::RunGpuLoop();
|
|
|
|
// We have now exited the Video Loop
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(false, "Video Loop Ended").c_str());
|
|
|
|
// Join with the CPU thread.
|
|
s_cpu_thread.join();
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(true, "CPU thread stopped.").c_str());
|
|
}
|
|
else // SingleCore mode
|
|
{
|
|
// Become the CPU thread
|
|
cpuThreadFunc(savestate_path, delete_savestate);
|
|
}
|
|
|
|
#ifdef USE_GDBSTUB
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stopping GDB ...").c_str());
|
|
gdb_deinit();
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(true, "GDB stopped.").c_str());
|
|
#endif
|
|
}
|
|
|
|
// Set or get the running state
|
|
|
|
void SetState(State state)
|
|
{
|
|
// State cannot be controlled until the CPU Thread is operational
|
|
if (!IsRunningAndStarted())
|
|
return;
|
|
|
|
switch (state)
|
|
{
|
|
case State::Paused:
|
|
// NOTE: GetState() will return State::Paused immediately, even before anything has
|
|
// stopped (including the CPU).
|
|
CPU::EnableStepping(true); // Break
|
|
Wiimote::Pause();
|
|
ResetRumble();
|
|
break;
|
|
case State::Running:
|
|
CPU::EnableStepping(false);
|
|
Wiimote::Resume();
|
|
break;
|
|
default:
|
|
PanicAlert("Invalid state");
|
|
break;
|
|
}
|
|
|
|
if (s_on_state_changed_callback)
|
|
s_on_state_changed_callback(GetState());
|
|
}
|
|
|
|
State GetState()
|
|
{
|
|
if (s_is_stopping)
|
|
return State::Stopping;
|
|
|
|
if (s_hardware_initialized)
|
|
{
|
|
if (CPU::IsStepping() || s_frame_step)
|
|
return State::Paused;
|
|
|
|
return State::Running;
|
|
}
|
|
|
|
if (s_is_booting.IsSet())
|
|
return State::Starting;
|
|
|
|
return State::Uninitialized;
|
|
}
|
|
|
|
void WaitUntilDoneBooting()
|
|
{
|
|
if (s_is_booting.IsSet() || !s_hardware_initialized)
|
|
s_done_booting.Wait();
|
|
}
|
|
|
|
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, *std::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(bool wait_for_completion)
|
|
{
|
|
const bool bPaused = GetState() == State::Paused;
|
|
|
|
SetState(State::Paused);
|
|
|
|
g_renderer->SaveScreenshot(GenerateScreenshotName(), wait_for_completion);
|
|
|
|
if (!bPaused)
|
|
SetState(State::Running);
|
|
}
|
|
|
|
void SaveScreenShot(std::string_view name, bool wait_for_completion)
|
|
{
|
|
const bool bPaused = GetState() == State::Paused;
|
|
|
|
SetState(State::Paused);
|
|
|
|
g_renderer->SaveScreenshot(fmt::format("{}{}.png", GenerateScreenshotFolderPath(), name),
|
|
wait_for_completion);
|
|
|
|
if (!bPaused)
|
|
SetState(State::Running);
|
|
}
|
|
|
|
void RequestRefreshInfo()
|
|
{
|
|
s_request_refresh_info = true;
|
|
}
|
|
|
|
static bool PauseAndLock(bool do_lock, bool unpause_on_unlock)
|
|
{
|
|
// WARNING: PauseAndLock is not fully threadsafe so is only valid on the Host Thread
|
|
if (!IsRunning())
|
|
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 = CPU::PauseAndLock(true);
|
|
}
|
|
|
|
ExpansionInterface::PauseAndLock(do_lock, false);
|
|
|
|
// audio has to come after CPU, because CPU thread can wait for audio thread (m_throttle).
|
|
DSP::GetDSPEmulator()->PauseAndLock(do_lock, false);
|
|
|
|
// video has to come after CPU, because CPU thread can wait for video thread
|
|
// (s_efbAccessRequested).
|
|
Fifo::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::EnableStepping.
|
|
was_unpaused = CPU::PauseAndLock(false, unpause_on_unlock, true);
|
|
}
|
|
|
|
return was_unpaused;
|
|
}
|
|
|
|
void RunAsCPUThread(std::function<void()> function)
|
|
{
|
|
const bool is_cpu_thread = IsCPUThread();
|
|
bool was_unpaused = false;
|
|
if (!is_cpu_thread)
|
|
was_unpaused = PauseAndLock(true, true);
|
|
|
|
function();
|
|
|
|
if (!is_cpu_thread)
|
|
PauseAndLock(false, was_unpaused);
|
|
}
|
|
|
|
void RunOnCPUThread(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() || IsCPUThread())
|
|
{
|
|
function();
|
|
return;
|
|
}
|
|
|
|
// Pause the CPU (set it to stepping mode).
|
|
const bool was_running = PauseAndLock(true, true);
|
|
|
|
// Queue the job function.
|
|
if (wait_for_completion)
|
|
{
|
|
// Trigger the event after executing the function.
|
|
s_cpu_thread_job_finished.Reset();
|
|
CPU::AddCPUThreadJob([&function]() {
|
|
function();
|
|
s_cpu_thread_job_finished.Set();
|
|
});
|
|
}
|
|
else
|
|
{
|
|
CPU::AddCPUThreadJob(std::move(function));
|
|
}
|
|
|
|
// Release the CPU thread, and let it execute the callback.
|
|
PauseAndLock(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();
|
|
}
|
|
}
|
|
|
|
// Display FPS info
|
|
// This should only be called from VI
|
|
void VideoThrottle()
|
|
{
|
|
// Update info per second
|
|
u32 ElapseTime = (u32)s_timer.GetTimeDifference();
|
|
if ((ElapseTime >= 1000 && s_drawn_video.load() > 0) || s_request_refresh_info)
|
|
{
|
|
UpdateTitle();
|
|
|
|
// Reset counter
|
|
s_timer.Update();
|
|
s_drawn_frame.store(0);
|
|
s_drawn_video.store(0);
|
|
}
|
|
|
|
s_drawn_video++;
|
|
}
|
|
|
|
// --- Callbacks for backends / engine ---
|
|
|
|
// Should be called from GPU thread when a frame is drawn
|
|
void Callback_VideoCopiedToXFB(bool video_update)
|
|
{
|
|
if (video_update)
|
|
s_drawn_frame++;
|
|
}
|
|
|
|
// Called at field boundaries in `VideoInterface::Update()`
|
|
void FrameUpdate()
|
|
{
|
|
Movie::FrameUpdate();
|
|
if (s_frame_step)
|
|
{
|
|
s_frame_step = false;
|
|
CPU::Break();
|
|
if (s_on_state_changed_callback)
|
|
s_on_state_changed_callback(Core::GetState());
|
|
}
|
|
}
|
|
|
|
void UpdateTitle()
|
|
{
|
|
u32 ElapseTime = (u32)s_timer.GetTimeDifference();
|
|
s_request_refresh_info = false;
|
|
SConfig& _CoreParameter = SConfig::GetInstance();
|
|
|
|
if (ElapseTime == 0)
|
|
ElapseTime = 1;
|
|
|
|
float FPS = (float)(s_drawn_frame.load() * 1000.0 / ElapseTime);
|
|
float VPS = (float)(s_drawn_video.load() * 1000.0 / ElapseTime);
|
|
float Speed = (float)(s_drawn_video.load() * (100 * 1000.0) /
|
|
(VideoInterface::GetTargetRefreshRate() * ElapseTime));
|
|
|
|
// Settings are shown the same for both extended and summary info
|
|
const std::string SSettings =
|
|
fmt::format("{} {} | {} | {}", PowerPC::GetCPUName(), _CoreParameter.bCPUThread ? "DC" : "SC",
|
|
g_video_backend->GetDisplayName(), _CoreParameter.bDSPHLE ? "HLE" : "LLE");
|
|
|
|
std::string SFPS;
|
|
if (Movie::IsPlayingInput())
|
|
{
|
|
SFPS = fmt::format("Input: {}/{} - VI: {} - FPS: {:.0f} - VPS: {:.0f} - {:.0f}%",
|
|
Movie::GetCurrentInputCount(), Movie::GetTotalInputCount(),
|
|
Movie::GetCurrentFrame(), FPS, VPS, Speed);
|
|
}
|
|
else if (Movie::IsRecordingInput())
|
|
{
|
|
SFPS = fmt::format("Input: {} - VI: {} - FPS: {:.0f} - VPS: {:.0f} - {:.0f}%",
|
|
Movie::GetCurrentInputCount(), Movie::GetCurrentFrame(), FPS, VPS, Speed);
|
|
}
|
|
else
|
|
{
|
|
SFPS = fmt::format("FPS: {:.0f} - VPS: {:.0f} - {:.0f}%", FPS, VPS, Speed);
|
|
if (SConfig::GetInstance().m_InterfaceExtendedFPSInfo)
|
|
{
|
|
// Use extended or summary information. The summary information does not print the ticks data,
|
|
// that's more of a debugging interest, it can always be optional of course if someone is
|
|
// interested.
|
|
static u64 ticks = 0;
|
|
static u64 idleTicks = 0;
|
|
u64 newTicks = CoreTiming::GetTicks();
|
|
u64 newIdleTicks = CoreTiming::GetIdleTicks();
|
|
|
|
u64 diff = (newTicks - ticks) / 1000000;
|
|
u64 idleDiff = (newIdleTicks - idleTicks) / 1000000;
|
|
|
|
ticks = newTicks;
|
|
idleTicks = newIdleTicks;
|
|
|
|
float TicksPercentage =
|
|
(float)diff / (float)(SystemTimers::GetTicksPerSecond() / 1000000) * 100;
|
|
|
|
SFPS += fmt::format(" | CPU: ~{} MHz [Real: {} + IdleSkip: {}] / {} MHz (~{:3.0f}%)", diff,
|
|
diff - idleDiff, idleDiff, SystemTimers::GetTicksPerSecond() / 1000000,
|
|
TicksPercentage);
|
|
}
|
|
}
|
|
|
|
std::string message = fmt::format("{} | {} | {}", Common::scm_rev_str, SSettings, SFPS);
|
|
if (SConfig::GetInstance().m_show_active_title)
|
|
{
|
|
const std::string& title = SConfig::GetInstance().GetTitleDescription();
|
|
if (!title.empty())
|
|
message += " | " + title;
|
|
}
|
|
|
|
// Update the audio timestretcher with the current speed
|
|
if (g_sound_stream)
|
|
{
|
|
Mixer* pMixer = g_sound_stream->GetMixer();
|
|
pMixer->UpdateSpeed((float)Speed / 100);
|
|
}
|
|
|
|
Host_UpdateTitle(message);
|
|
}
|
|
|
|
void Shutdown()
|
|
{
|
|
// 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();
|
|
}
|
|
|
|
void SetOnStateChangedCallback(StateChangedCallbackFunc callback)
|
|
{
|
|
s_on_state_changed_callback = std::move(callback);
|
|
}
|
|
|
|
void UpdateWantDeterminism(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 = Movie::IsMovieActive() || NetPlay::IsNetPlayRunning();
|
|
if (new_want_determinism != s_wants_determinism || initial)
|
|
{
|
|
NOTICE_LOG(COMMON, "Want determinism <- %s", new_want_determinism ? "true" : "false");
|
|
|
|
RunAsCPUThread([&] {
|
|
s_wants_determinism = new_want_determinism;
|
|
const auto ios = IOS::HLE::GetIOS();
|
|
if (ios)
|
|
ios->UpdateWantDeterminism(new_want_determinism);
|
|
Fifo::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.
|
|
JitInterface::ClearCache();
|
|
});
|
|
}
|
|
}
|
|
|
|
void QueueHostJob(std::function<void()> job, bool run_during_stop)
|
|
{
|
|
if (!job)
|
|
return;
|
|
|
|
bool send_message = false;
|
|
{
|
|
std::lock_guard<std::mutex> 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()
|
|
{
|
|
// 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<std::mutex> 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();
|
|
|
|
// NOTE: Memory ordering is important. The booting flag needs to be
|
|
// checked first because the state transition is:
|
|
// Core::State::Uninitialized: s_is_booting -> s_hardware_initialized
|
|
// We need to check variables in the same order as the state
|
|
// transition, otherwise we race and get transient failures.
|
|
if (!job.run_after_stop && !s_is_booting.IsSet() && !IsRunning())
|
|
continue;
|
|
|
|
guard.unlock();
|
|
job.job();
|
|
guard.lock();
|
|
}
|
|
}
|
|
|
|
// NOTE: Host Thread
|
|
void DoFrameStep()
|
|
{
|
|
if (GetState() == State::Paused)
|
|
{
|
|
// if already paused, frame advance for 1 frame
|
|
s_frame_step = true;
|
|
RequestRefreshInfo();
|
|
SetState(State::Running);
|
|
}
|
|
else if (!s_frame_step)
|
|
{
|
|
// if not paused yet, pause immediately instead
|
|
SetState(State::Paused);
|
|
}
|
|
}
|
|
|
|
void UpdateInputGate()
|
|
{
|
|
ControlReference::SetInputGate(
|
|
(SConfig::GetInstance().m_BackgroundInput || Host_RendererHasFocus()) &&
|
|
!Host_UIBlocksControllerState());
|
|
}
|
|
|
|
} // namespace Core
|