dolphin/Source/Core/Core/Core.cpp

1063 lines
29 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/Core.h"
#include <atomic>
#include <cstring>
#include <locale>
#include <mutex>
#include <queue>
#include <utility>
#include <variant>
#include <fmt/format.h>
#include <fmt/time.h>
#ifdef _WIN32
#include <windows.h>
#endif
#include "AudioCommon/AudioCommon.h"
#include "Common/CPUDetect.h"
#include "Common/CommonPaths.h"
#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Common/FileUtil.h"
#include "Common/Flag.h"
#include "Common/Logging/Log.h"
#include "Common/MemoryUtil.h"
#include "Common/MsgHandler.h"
#include "Common/ScopeGuard.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
#include "Common/Version.h"
#include "Core/Analytics.h"
#include "Core/Boot/Boot.h"
#include "Core/BootManager.h"
#include "Core/ConfigManager.h"
#include "Core/CoreTiming.h"
#include "Core/DSPEmulator.h"
#include "Core/FifoPlayer/FifoPlayer.h"
#include "Core/HLE/HLE.h"
#include "Core/HW/CPU.h"
#include "Core/HW/DSP.h"
#include "Core/HW/EXI/EXI.h"
#include "Core/HW/GCKeyboard.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/HW.h"
#include "Core/HW/SystemTimers.h"
#include "Core/HW/VideoInterface.h"
#include "Core/HW/Wiimote.h"
#include "Core/Host.h"
#include "Core/IOS/IOS.h"
#include "Core/MemTools.h"
#include "Core/Movie.h"
#include "Core/NetPlayClient.h"
#include "Core/NetPlayProto.h"
#include "Core/PatchEngine.h"
#include "Core/PowerPC/JitInterface.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/State.h"
#include "Core/WiiRoot.h"
#ifdef USE_GDBSTUB
#include "Core/PowerPC/GDBStub.h"
#endif
#ifdef USE_MEMORYWATCHER
#include "Core/MemoryWatcher.h"
#endif
#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/GCAdapter.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
namespace Core
{
static bool s_wants_determinism;
// Declarations and definitions
static Common::Timer s_timer;
static std::atomic<u32> s_drawn_frame;
static std::atomic<u32> s_drawn_video;
static bool s_is_stopping = false;
static bool s_hardware_initialized = false;
static bool s_is_started = false;
static Common::Flag s_is_booting;
static Common::Event s_done_booting;
static std::thread s_emu_thread;
static StateChangedCallbackFunc s_on_state_changed_callback;
static std::thread s_cpu_thread;
static bool s_request_refresh_info = false;
static bool s_is_throttler_temp_disabled = false;
static bool s_frame_step = false;
#ifdef USE_MEMORYWATCHER
static std::unique_ptr<MemoryWatcher> s_memory_watcher;
#endif
struct HostJob
{
std::function<void()> job;
bool run_after_stop;
};
static std::mutex s_host_jobs_lock;
static std::queue<HostJob> s_host_jobs_queue;
static Common::Event s_cpu_thread_job_finished;
static thread_local bool tls_is_cpu_thread = false;
static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi);
bool GetIsThrottlerTempDisabled()
{
return s_is_throttler_temp_disabled;
}
void SetIsThrottlerTempDisabled(bool disable)
{
s_is_throttler_temp_disabled = disable;
}
void FrameUpdateOnCPUThread()
{
if (NetPlay::IsNetPlayRunning())
NetPlay::NetPlayClient::SendTimeBase();
}
void OnFrameEnd()
{
#ifdef USE_MEMORYWATCHER
if (s_memory_watcher)
s_memory_watcher->Step();
#endif
}
// Display messages and return values
// Formatted stop message
std::string StopMessage(bool main_thread, std::string_view message)
{
return fmt::format("Stop [{} {}]\t{}", main_thread ? "Main Thread" : "Video Thread",
Common::CurrentThreadId(), message);
}
void DisplayMessage(std::string message, int time_in_ms)
{
if (!IsRunning())
return;
// Actually displaying non-ASCII could cause things to go pear-shaped
for (const char& c : message)
{
if (!std::isprint(c, std::locale::classic()))
return;
}
Host_UpdateTitle(message);
OSD::AddMessage(std::move(message), time_in_ms);
}
bool IsRunning()
{
return (GetState() != State::Uninitialized || s_hardware_initialized) && !s_is_stopping;
}
bool IsRunningAndStarted()
{
return s_is_started && !s_is_stopping;
}
bool IsRunningInCurrentThread()
{
return IsRunning() && IsCPUThread();
}
bool IsCPUThread()
{
return tls_is_cpu_thread;
}
bool IsGPUThread()
{
const SConfig& _CoreParameter = SConfig::GetInstance();
if (_CoreParameter.bCPUThread)
{
return (s_emu_thread.joinable() && (s_emu_thread.get_id() == std::this_thread::get_id()));
}
else
{
return IsCPUThread();
}
}
bool WantsDeterminism()
{
return s_wants_determinism;
}
// This is called from the GUI thread. See the booting call schedule in
// BootManager.cpp
bool Init(std::unique_ptr<BootParameters> boot, const WindowSystemInfo& wsi)
{
if (s_emu_thread.joinable())
{
if (IsRunning())
{
PanicAlertT("Emu Thread already running");
return false;
}
// The Emu Thread was stopped, synchronize with it.
s_emu_thread.join();
}
// Drain any left over jobs
HostDispatchJobs();
Core::UpdateWantDeterminism(/*initial*/ true);
INFO_LOG(BOOT, "Starting core = %s mode", SConfig::GetInstance().bWii ? "Wii" : "GameCube");
INFO_LOG(BOOT, "CPU Thread separate = %s", SConfig::GetInstance().bCPUThread ? "Yes" : "No");
Host_UpdateMainFrame(); // Disable any menus or buttons at boot
// Issue any API calls which must occur on the main thread for the graphics backend.
g_video_backend->PrepareWindow(wsi);
// Start the emu thread
s_done_booting.Reset();
s_is_booting.Set();
s_emu_thread = std::thread(EmuThread, std::move(boot), wsi);
return true;
}
static void ResetRumble()
{
#if defined(__LIBUSB__)
GCAdapter::ResetRumble();
#endif
if (!Pad::IsInitialized())
return;
for (int i = 0; i < 4; ++i)
Pad::ResetRumble(i);
}
// Called from GUI thread
void Stop() // - Hammertime!
{
if (GetState() == State::Stopping || GetState() == State::Uninitialized)
return;
const SConfig& _CoreParameter = SConfig::GetInstance();
s_is_stopping = true;
// Notify state changed callback
if (s_on_state_changed_callback)
s_on_state_changed_callback(State::Stopping);
// Dump left over jobs
HostDispatchJobs();
Fifo::EmulatorState(false);
INFO_LOG(CONSOLE, "Stop [Main Thread]\t\t---- Shutting down ----");
// Stop the CPU
INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stop CPU").c_str());
CPU::Stop();
if (_CoreParameter.bCPUThread)
{
// Video_EnterLoop() should now exit so that EmuThread()
// will continue concurrently with the rest of the commands
// in this function. We no longer rely on Postmessage.
INFO_LOG(CONSOLE, "%s", StopMessage(true, "Wait for Video Loop to exit ...").c_str());
g_video_backend->Video_ExitLoop();
}
if (_CoreParameter.bWii)
Wiimote::ResetAllWiimotes();
ResetRumble();
#ifdef USE_MEMORYWATCHER
s_memory_watcher.reset();
#endif
}
void DeclareAsCPUThread()
{
tls_is_cpu_thread = true;
}
void UndeclareAsCPUThread()
{
tls_is_cpu_thread = false;
}
// For the CPU Thread only.
static void CPUSetInitialExecutionState()
{
// The CPU starts in stepping state, and will wait until a new state is set before executing.
// SetState must be called on the host thread, so we defer it for later.
QueueHostJob([]() {
SetState(SConfig::GetInstance().bBootToPause ? State::Paused : State::Running);
Host_UpdateDisasmDialog();
Host_UpdateMainFrame();
Host_Message(HostMessageID::WMUserCreate);
});
}
// Create the CPU thread, which is a CPU + Video thread in Single Core mode.
static void CpuThread(const std::optional<std::string>& savestate_path, bool delete_savestate)
{
DeclareAsCPUThread();
const SConfig& _CoreParameter = SConfig::GetInstance();
if (_CoreParameter.bCPUThread)
Common::SetCurrentThreadName("CPU thread");
else
Common::SetCurrentThreadName("CPU-GPU thread");
// This needs to be delayed until after the video backend is ready.
DolphinAnalytics::Instance().ReportGameStart();
if (_CoreParameter.bFastmem)
EMM::InstallExceptionHandler(); // Let's run under memory watch
#ifdef USE_MEMORYWATCHER
s_memory_watcher = std::make_unique<MemoryWatcher>();
#endif
if (savestate_path)
{
::State::LoadAs(*savestate_path);
if (delete_savestate)
File::Delete(*savestate_path);
}
s_is_started = true;
CPUSetInitialExecutionState();
#ifdef USE_GDBSTUB
#ifndef _WIN32
if (!_CoreParameter.gdb_socket.empty())
{
gdb_init_local(_CoreParameter.gdb_socket.data());
gdb_break();
}
else
#endif
if (_CoreParameter.iGDBPort > 0)
{
gdb_init(_CoreParameter.iGDBPort);
// break at next instruction (the first instruction)
gdb_break();
}
#endif
// Enter CPU run loop. When we leave it - we are done.
CPU::Run();
s_is_started = false;
if (_CoreParameter.bFastmem)
EMM::UninstallExceptionHandler();
}
static void FifoPlayerThread(const std::optional<std::string>& savestate_path,
bool delete_savestate)
{
DeclareAsCPUThread();
const SConfig& _CoreParameter = SConfig::GetInstance();
if (_CoreParameter.bCPUThread)
Common::SetCurrentThreadName("FIFO player thread");
else
Common::SetCurrentThreadName("FIFO-GPU thread");
// Enter CPU run loop. When we leave it - we are done.
if (auto cpu_core = FifoPlayer::GetInstance().GetCPUCore())
{
PowerPC::InjectExternalCPUCore(cpu_core.get());
s_is_started = true;
CPUSetInitialExecutionState();
CPU::Run();
s_is_started = false;
PowerPC::InjectExternalCPUCore(nullptr);
FifoPlayer::GetInstance().Close();
}
else
{
// FIFO log does not contain any frames, cannot continue.
PanicAlert("FIFO file is invalid, cannot playback.");
FifoPlayer::GetInstance().Close();
return;
}
}
// Initialize and create emulation thread
// Call browser: Init():s_emu_thread().
// See the BootManager.cpp file description for a complete call schedule.
static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi)
{
const SConfig& core_parameter = SConfig::GetInstance();
if (s_on_state_changed_callback)
s_on_state_changed_callback(State::Starting);
Common::ScopeGuard flag_guard{[] {
s_is_booting.Clear();
s_done_booting.Set();
s_is_started = false;
s_is_stopping = false;
s_wants_determinism = false;
if (s_on_state_changed_callback)
s_on_state_changed_callback(State::Uninitialized);
INFO_LOG(CONSOLE, "Stop\t\t---- Shutdown complete ----");
}};
Common::SetCurrentThreadName("Emuthread - Starting");
// For a time this acts as the CPU thread...
DeclareAsCPUThread();
s_frame_step = false;
Movie::Init(*boot);
Common::ScopeGuard movie_guard{Movie::Shutdown};
HW::Init();
Common::ScopeGuard hw_guard{[] {
// We must set up this flag before executing HW::Shutdown()
s_hardware_initialized = false;
INFO_LOG(CONSOLE, "%s", StopMessage(false, "Shutting down HW").c_str());
HW::Shutdown();
INFO_LOG(CONSOLE, "%s", StopMessage(false, "HW shutdown").c_str());
// Clear on screen messages that haven't expired
OSD::ClearMessages();
// 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();
}};
// Backend info has to be initialized before we can initialize the backend.
// This is because when we load the config, we validate it against the current backend info.
// We also should have the correct adapter selected for creating the device in Initialize().
g_video_backend->InitBackendInfo();
g_Config.Refresh();
if (!g_video_backend->Initialize(wsi))
{
PanicAlert("Failed to initialize video backend!");
return;
}
Common::ScopeGuard video_guard{[] { g_video_backend->Shutdown(); }};
if (cpu_info.HTT)
SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 4;
else
SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 2;
if (!DSP::GetDSPEmulator()->Initialize(core_parameter.bWii, core_parameter.bDSPThread))
{
PanicAlert("Failed to initialize DSP emulation!");
return;
}
// The frontend will likely have initialized the controller interface, as it needs
// it to provide the configuration dialogs. In this case, instead of re-initializing
// entirely, we switch the window used for inputs to the render window. This way, the
// cursor position is relative to the render window, instead of the main window.
bool init_controllers = false;
if (!g_controller_interface.IsInit())
{
g_controller_interface.Initialize(wsi);
Pad::Initialize();
Keyboard::Initialize();
init_controllers = true;
}
else
{
g_controller_interface.ChangeWindow(wsi.render_surface);
Pad::LoadConfig();
Keyboard::LoadConfig();
}
const std::optional<std::string> savestate_path = boot->savestate_path;
const bool delete_savestate = boot->delete_savestate;
// Load and Init Wiimotes - only if we are booting in Wii mode
bool init_wiimotes = false;
if (core_parameter.bWii && !SConfig::GetInstance().m_bt_passthrough_enabled)
{
if (init_controllers)
{
Wiimote::Initialize(savestate_path ? Wiimote::InitializeMode::DO_WAIT_FOR_WIIMOTES :
Wiimote::InitializeMode::DO_NOT_WAIT_FOR_WIIMOTES);
init_wiimotes = true;
}
else
{
Wiimote::LoadConfig();
}
if (NetPlay::IsNetPlayRunning())
NetPlay::SetupWiimotes();
}
Common::ScopeGuard controller_guard{[init_controllers, init_wiimotes] {
if (!init_controllers)
return;
if (init_wiimotes)
Wiimote::Shutdown();
Keyboard::Shutdown();
Pad::Shutdown();
g_controller_interface.Shutdown();
}};
AudioCommon::InitSoundStream();
Common::ScopeGuard audio_guard{AudioCommon::ShutdownSoundStream};
// The hardware is initialized.
s_hardware_initialized = true;
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